
Fixed multiple crashes related to:
World Generator chunk creation.
Player weapons during hotjoin.
Melee weapons accessing invalid meshes or animation instances.
Ability Info Widget.
Gatekeeper sacrifice spawn logic.
AI during seamless travel.
Niagara emitter safety.
World streaming and UMovieSceneSequencePlayer.
DESS FX and boss spawn logic.
Improved pointer validation and thread safety in animation and gameplay systems (players, NPCs, and Door Boss).
Added additional data security and pointer handling improvements across the GameInstance and DataModel systems.
Updated internal crash reporter for better diagnostics.
Fixed floating torso after NPC explosions.
Fixed alchemy auto-regeneration triggering incorrectly without Philosopher Stone unlocked.
Fixed minor UI issue in SOS_AbilityInfoWidget.
Fixed wrong texture mask on MI_Flowerbody_01a_LOD2.
Fixed book “Treatise on Alchemy” behavior.
Fixed non-thread-safe calls in animation layers (NPCs, weapons, players).
Fixed missing cast checks in several UI widgets.
Fixed Weapon destruction issue where the destroyed weapon could differ from the overlapped one in certain cases.
Migrated project to FMOD 2.03.09 (major update).
Fixed possible music overlap during boss fights.
Improved battle theme sustain system and reduced looping artifacts.
Improved synchronization between action music and shrine levels.
Known issues with music layering remain — they will be addressed in an upcoming patch.
Adjusted Door Boss and Gatekeeper arenas (shadows, rotations, ambient).
Improved Hermit boss rotation curve and VFX synchronization.
Updated FX pooling for footsteps and boss abilities.
Various improvements to light culling and mesh starts for better shadows.
Improved save system stability.
Added safer async loading for anim montages.


Hey everyone! We have an exciting announcement – Sleepover: reWake isn’t the only Yaoi / BL game releasing this week: Monster Souls: Chains of Chimera, a turn-based sidescrolling RPG featuring a unique take on the genre is out today too!
The BLits Team has worked with inputHero, the game’s creator, and we’ve created a special bundle for both of our new titles, letting you access both Sleepover: reWake and Monster Souls Chains of Chimera together, for a discount! Get yours at the link below:
https://store.steampowered.com/bundle/60710/Sleep_With_Monsters/
We hope you enjoy both Sleepover: reWake and Monster Souls: Chains of Chimera! Thank you for your support!
Lots of love,
~BLits Games
Patch 27:
Fixed an issue with gift counters and gift checkmarks in adventure overworld
You thought Mylo was gone for good? Think twice! ːcc_myloː
We were very busy during this time, but we're back with some new level editor toys, QoL updates for the User Level Browser, and a new 'zombie' Mylo Skin!
Do you still remember the classic Mylo from the 1991? He's back in his "zombie" colors! During the festive October event, you can play as 'Zombie Mylo'. You can toggle the skin with festive setting but we are also adding a skin selection setting to the game soon so you can toggle between skins without changing the festive setting.
New Objects
Shootable Switch Can be triggered only by hitting it with your rockets - hope your aim is good!
Reverse invisible blocks Blocks that can be revealed only from the reverse gravity form.
New Tiles
New "Pumpkin themed" Terrain tileset
Over 15 tiles
New Weather Types
Ash
Space Debris
Rain (Blue/Green/Red)

New category - Oldest Don't bother scrolling to the bottom anymore, jump straight to the oldest maps!
Completed levels will now show the "Treasure Chest" icon so you can easily see which ones you've cleared.
We cleared a few bugs in the browser, which made the overall navigation more efficient and faster - no more endless "Loading maps" statuses.
If the map is downloaded but you're not subscribed to it, you won't have to press the "play" button twice anymore.
Snowing even when the festive setting is OFF
Birds' "egg" drops won't disappear when the player is in the air
A security vulnerability has been identified that affects games and applications built using Unity. While there is currently no evidence of impact on users, we’re taking all relevant steps to ensure you’re on the latest and safest version of the game. To keep you safe, we’ve released a new patch immediately after the news that addresses this issue.
You can read more about this in Unity's official statement:
https://unity.com/security/sept-2025-01
-------------------------------------------------
Maybe this will give you an excuse to enter the Crystal Caves mines again for a session or two. Or maybe, you can go ahead and create a level of your own - we are already waiting to play it!
Thank you for keeping Mylo alive by playing Crystal Caves! We're not done yet ːcc_myloː
Or it might. Depending on how this test goes.
We've just published a new build to the testing branch with a number of controversial gameplay changes, and we want YOUR input on them before we decide where to go.
You need to switch to the testing branch here on Steam:
Right click JETRUNNER in your library
⮕ Properties... ⮕ Betas tab ⮕ Select testing
Join our Discord server if you want to contribute on the matter and provide feedback, or if you just want to be a part of our awesome community!
Jet Leap
Horizontal speed is now maintained, just like dashing
Vertical thrust is now max of 1200 or vertical velocity + 200
Jet Slam
Increased minimum boost from 200 to 400
Removed reflection dampening
You can now dash while jet slamming
Jet Hook
No longer slows you down
Jet Mills
Speed increased from 500 to 650
Movement
Walk speed increased from 600 to 750
Wall run acceleration increased from 512 to 2048
You can now dash while wall running


This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.
We would love to know what you think, and will be monitoring feedback in the coming weeks to ensure these latest additions are working properly.
Note: ⭐️ indicates changes inspired by community feedback!
The new Lost Archipelago biome which includes:
- A new Quest which will reveal some mysteries of the Vortex's past and introduce you to new characters…
- A new Boss: the Broken Banger.
- A bestiary of 10 new enemies (Blob, Golem Whip, Jaw, Baby Jaw, Laser Dog, Raptor Melee, Raptor Ranged, Tooth Beast, Baby Tooth Beast and Cavern) and 10 variants.
4 new melee Weapons(all to be found in the Lost Archipelago):
- Golem Flail: its hits have a chance to Overwhelm
- Crocojaws: its hits activates Brutality
- Spinalsword: it changes when someone near dies…
- Worm Clawsdeals Corrosive damageTo get those you'll need to perform a new action.
2 new Trinkets:
- Fireworks: which flies in the air and stuns enemies around you (to be found in the Rat Village)
- Smokey Dokey: which creates an AOE that makes most of the enemies' attacks miss you (to be found in the Lost Archipelago)
4 new Gifts that will only drop in some new Secret areas:
- Full Blast: Blasts change shape and hit in all directions around the target.
- Echoing Effects: Shattering Freeze, triggering a Mark and Rush hits apply Echo (125%).
- Countless Scythe: You can have 12 more Scythes at the same time.
- Blood Gush: Bleed can be triggered 9 more times per second.
⭐️ Alterattack Update: We've implemented significant changes to offer players greater depth, more strategic choices, and encourage the more aggressive playstyles (no more alter spam). Please take a look at the dedicated section for more details.
⭐️ Magifish Update: Magifishes recharge in a different way and can be enhanced with an Alterattack signal. Please take a look at the dedicated section for more details.
⭐️ New Expedition Recap Screen: You can now see all stats and information about your Expedition when it ends
⭐️ New Backpack feature: Added a new Upgrade to Eperin that can store one of your equipments for later use during your Expeditions
⭐️ New Killstreak Chest: You can open it by killing several foes in a row without being hit. You can switch that trial for the Timed Chest at the Ark (go the panel in front of the cannon).
⭐️ New Equipment Box upgrade: Get the new Upgrade from Eperin, visit the new chest and purchase a Weapon or Trinket to take with you on your next Expedition.
⭐️ 5 new Affixes are now available, with effects that enhance the Alterattack damage or grant Brutality, Echo, and even Overwhelm effects.
⭐️ 7 new Rare Affixes: this new kind of Affixes have a smaller chance of appearing but give stronger effects.
Yes, there is a rare Size+% affix among them!
New combat arenas and events. 70 new common islands to be found il all biomes. And a dozen of new biome-specific islands in the Golem Gardens and the Factory.
NPCs: They can now propose several talking/interaction options.
Updated Early Game Tutorials: A mysterious little girl will now assist you against the Headbanger until you kill it for the first time…
New Cinematics for Boss fights and for NPCs' unlocks
⭐️ New Traditional Chinese localization
4 new Achievements!
Optimization: Upgraded game and rendering engines to the latest versions to improve stability and prepare the game for future updates
⭐️ Damage Bonus Calculation:
- The bonus now scales with the number of successful hits on a target
- Manage your hits well and you'll deal more damage than before
- If you miss entirely, the bonus is zero
- This change encourages aggressive, high-risk playstyles
- Tip: You can check how hits are counted via a new colored bar in the Weapon's button displayed in your Player HUD
⭐️ Chaining Changes:
- Validating an Alterattack now ends the cycle. So to reach a Super Alterattack, avoid validating the base one; for Ultra, avoid validating both the base and the Super one ("Chained" are now individually called "Super" and "Ultra" Alterattacks).
- When you reach your maximum chain (either Super or Ultra depending on your progress in the game), not validating it directly will not end the circle. You can now keep combo-ing to get a better moment to unleash it.
- Their damage bonuses are now significantly higher (they multiply instead of just adding)
- This rewards players who commit to long, risky chains and avoid getting hit (the chain also ends if you're hit)
- Also, waiting just a bit after the signal and switching Weapons won't break the Chaining anymore - Note: Chained Alterattacks still receive a base bonus even if no hits landed
- Tip: the bar's color in the Player HUD reflects the progression in the chaining
⭐️ Weapons Changes:
- All weapons' base damage bonuses have been updated. The more risk required to trigger an Alterattack, the higher the bonus. For example, slow melee weapons now grant higher bonuses than ranged ones.
- Boomerang / Ninja Stars / Sharp Sisters: their Alterattacks now have more i-frames
- Boomerang: when its comes back automatically, you can trigger the other's weapon Alterattack even if you were already mashing the input
- Charged Blade: can now ignite an Alterattack during non-held combos (with reduced bonus)
- Katars: its combo hits 2 times when you are infusing Bleed (e.g. after its Alterattack)
- Shield:
- The number of rotating shields from Alterattacks now increase if it is a Super or Ultra one
- The Alterattack rotating shields briefly stun enemies when hit
- Guarded Hits can now trigger Alterattacks (with half the bonus of a parried one)
- When you Parry, the Alterattack opportunity is now triggered when you hit (and not directly when the movement starts)
⭐️ Gifts Changes:
- They have been updated to be compatible with the logic changes, and some have been rebalanced
- Brutal Alterattacks: is now called Aggressive Alterattacks. Value changed to x1.5 (from x1.75)
- Advanced Alterattacks: changed to "Your Alterattacks are always chained with bonuses x0.6."
- Super Alterattacks: is now called Megalterattacks. Value changed to x1.25 (from x1.5)
- Double Alterattack: changed to "Triggers another Alterattack after the 1st one, with a bonus x0.5." (will now re-trigger the previous Chaining level)
- Alter Mark and other effects triggering an automatic Alterattack give the bonus as if all hits were successful. To compensate, their cooldown has been increased
⭐️ Misc:
- Hitting an enemy who is unaware of your presence will not be heavily punished with damage reduction anymore
- The signal of the Ultra Alterattack is usable for a bit longer than the previous ones (1s instead of 0.66s)
They are recharged by time.
⭐️ You are briefly invincible when you launch a Magifish
⭐️ BUT unleashing it while Alterattack signal is active will increase their duration and reduce the cooldown (depending on the Alterattack Chaining)
Rope: is now unlocked inside the new biome. Previous saves will need to unlock it again.
Memory Link (previously refered as Player Remains): Is now an unlocked with Eperin
⭐️ Weapons: a lot of their attacks can now be interrupted way earlier by dashing
⭐️ Melee Weapons:
- Improved the targeting of their combo attacks, making it especially more accurate when attacking between dashes
- Combo movements enhanced on Elder Sword, Eye Blade, Charged Blade, Goo Brush, Heavy Blade, Katars and Umbrella.
⭐️ Ranged Weapons: hamonized their interruption timings
⭐️ Weapons: Telepike: Held attack has no cooldown anymore but now has a longer recovery after the teleportation
⭐️ Trinkets: Chrono Catch: Duration is now 4.5s and speed is now reduced by 25% (were 6s and 30% respectively)
Trinkets: Frost Nova: Initial damage no longer shatters Freeze if used with Echo
⭐️ Gifts: Blast: Improved behaviour with Sharp Sisters' Alterattack
⭐️ Affixes: The values of "Attack speed + / Total damage -" and "Total damage + / Attack speed -" have been rebalanced
⭐️ Economy: The Gift Slots now have a higher chance of appearing in the Shops
Enemies: Some enemy AOE attacks can now injure other enemies (and not just players).
Infected Tribomber Boss: Has new attacks! And several previous attacks have been updated.
Memoreaper Boss: fast 180 degrees sword attack is much slower
Naveless Brothers Boss: between each fight you have 10 seconds to pick another opponent, otherwise one will break free from his incubator automatically
⭐️ Elites: Delayed some traits activation by 1s after the elite is spawned
Elite Traits:
- Fire AOEs: size reduced in Cataclysmic
- Rotating lasers: are now toggled on/off every 5 seconds. When there is 2, the second is placed on the enemy's back. In Cataclysmic there are now 3 lasers.
Enemies: Ark's Dummy: Now deals damage when attacking you
Enemies: Bunker: The Bunker enemy in Factory has been updated with a new small jump ability to help it close the distance and maintain pressure on players.
⭐️ Enemies: Gundog Alpha: New Flamethrower attack
Enemies: Sentinel: AOE attack updated
Co-op: Revenge: We don't push enemies when entering the Revenge anymore
Co-op: Timed Chest: Can be activated again in co-op
Co-op: Trial Chests: Rewards in those chests are now exclusive to the player who opened it
Ark / Training Racks: The 3 training racks have been merged into one, and have been moved to the other side of the central island in the Ark. The weapon training upgrade now needs to be bought first before accessing the 2 others.
Trinkets / Magifishes: when the cooldown is still active, trying to launch it will display the remaining duration above your head
⭐️ Gears & Gifts UIs: Those interfaces now features icons to show what is considered melee or ranged
HUD:
- Updated placement of several counters and indicators.
- Moved Brutality feedbacks from above the player to near the Health bar.
- Added new feedbacks near the Health bar for Infusions and Lifesteal effects.
⭐️ UI: Tooltips: The last description mode chosen (simple, detailed etc.) is now saved and applied on all relevant interfaces
Inventory / Objectives: When you close the inventory, the displayed objective will fade out with it
⭐️ Options: New music damping setting
⭐️ Options: The "No Flashes" option now removes flashes of lights from the fireworks in Rat Village and from the Fireworks trinket
Options: You can now force to show the killstreak counter on your HUD
⭐️ Options: you can toggle the HUD's display of your current run timer. This timer is also no longer paused if you backtrack after defeating a Boss.
⭐️ Factory Ziplines: The dash cooldown is now ignored when you use them to make the movement more seamless.
Tutorials: updated the Alterattack and Crystallize unlock zones, that were sometimes difficult to understand. They now contain statues that are connected to the doors: destroying them to open it.
⭐️ Crystallize: silly damage numbers are not shown anymore
⭐️ Save Manager: Play time is easier to read
Dash: fixed being hit even if you dashed at the same exact frame an nothing was preventing you to do it
Melee Attacks: fixed an issue where some circular melee attacks would fail to hit targets that were too close to the attacker
⭐️ Crystallize: Fixed trying to perform a Crystallize on an enemy who already disappeared, leading to a teleportation
⭐️ Weapons: Katars: Fixed always being able to crit with the "Next hit critical after held attack" affix after triggering it once
⭐️ Weapons: Fishing Rod: Fixed enemies rarely not dying when being dropped off with the fishing rod
⭐️ Weapons: Shield:
- Fixed blood impacts being incoherent (blocking not having blood vfx, parrying spreading some)
- Fixed some deflected projectiles with the shield not having their damages scaled
- Fixed being hit while rotating shields from the Alterattack should protect you
- Fixed not being able to launch the next chained Alterattack when parrying
- Fixed hearing "hit" SFXs during the Alterattack
- Fixed proposing the "Alterattack Damage+ affix" to this weapon
⭐️ Trinkets: Chrono Catch & Ice Bomb can now be applied ontop of eachother without issue
⭐️ Gifts: Boost Stock: Fixed the bonus Boost sometimes not appearing in Endless Mode
⭐️ Gifts: Merged Scythe: Behaviour is more robust now
⭐️ Gifts: Unstable: Fixed the Unstable Gift's VFX sometimes not playing completely
⭐️ Affixes: Fixed incompatibilities sometimes ignored when upgrading gear
⭐️ Enemies: Fixed Ant Mother's egg being able to spawn outside of terrain
⭐️ Memoreaper Boss: Healers cannot be spawned outside of the arena anymore
⭐️ Stagger: Fixed enemy sometimes staying in the air if staggered mid-flight
⭐️ Elites: Fixed having their effects damaging players on the first frame of activation
⭐️ Game Difficulties: the starting Fish Knife now properly gains additional gear level linked to a Game Difficulty
⭐️ Biome Extra Reward: Prevented locked biomes from getting the bonus until they are unlocked
⭐️ Arena: Fixed pressure plates still being visible after an arena's activation if the linked player(s) was dead during it
⭐️ Arena: Fixed pressure plates sometimes still being up after entering an arena
Loots / Challenges: Fixed having interactable loots in the middle of a challenge fight (they are now delayed properly)
⭐️ Loot: Improved loot positioning so they overlap less frequently
⭐️ LD: Ark: Prevented players from being stuck on an island
⭐️ LD: Reward icons above doors are now correctly hidden before their setup
⭐️ Zipline: Fixed being able to drop items while on a zipline, which created issues
⭐️ Tutorials: Tutorials will be resumed after loading a save if left unfinished
⭐️ VFXs: Fixed slashes drawing shadows on the ground
⭐️ UI: FREND-4V3R: Fixed menu being hard to use with scrollwheel
⭐️ UI: Heal Flask: Fixed the heal AOE marker still being visible even though the flask VFX on the ground isn't there anymore
⭐️ UI: Shop: Fixed toggle tooltip label on shop items' descriptions not updating to reflect the current toggle action
UI / RTCs: Fixed showing the Boss HUD briefly before the fight intro cinematic
Visuals: the sea of cloud beneath the islands is now rendered properly again
⭐️ Under the hood errors:
- Fixed error when parrying a non-character's attack like a mine
⭐️ Endless:
- Fixed bosses spawning without being at max HP when in higher loops
- Fixed showing wrong lower prices for gates in endless
⭐️ Co-op: Crash: Fixed crashes happening when interacting with the UI
Optimized several aspects of the rendering to enhance the performances

This isn’t just our 6th major update since we launched, it’s our 1-year anniversary celebration in Early Access; and is our BIGGEST one yet! We can’t wait for you to jump in.
Check out the Community run down below! 👇
Step into the Lost Archipelago. A brand new biome littered with the shattered remains of a long lost Ark... Wait. What!?
Much like the Sanctuary Biome you'll embark on a short quest to gain access, which will be a new choice when you beat the first Biome on a run. A new environment means a new boss and enemies though - you'll encounter hulking dino-like monstrosities, along with mutated Golems and a boss that will really put you to the test.
Much like our Sanctuary Update, the addition of our new Biome comes with a brand new NPC and quest, along with some additional story content. This new content helps to paint a larger picture of Windblown's world and backstory, along with what the hell has happened in the Lost Archipelago.

We've added 4 new melee weapons to the game to help you turn things up to 11! Each of which help round out different playstyles, like fast and nimble vs heavy and slow.
Check out the Golem Flail, Crocojaws, Spinalsword, and Worm Claws. Which all come with their own move-sets and Alterattacks. You'll notice that most of these new weapons are inspired by the denizens of the Archipelago - pretty neat, huh? 

Also joining your arsenal are two new trinkets. The Smokey Dokey drops a pool of smoke on the ground, making it harder for enemies to hit you. While the Fireworks let off a cluster of explosions to stun and disorient enemies, giving you a chance to strike back!

A new update wouldn't be complete without some new Gifts joining the fray! You'll find four new additions like Full Blast, Echoing Effects, Countless Scythe, and Blood Gush! You can check out their full effects in the Patch Notes section below.
We've changed how they charge, upgrade, and reset. All of which aim to make the mechanic more strategic and impactful. Promoting aggressive playstyles. Basically, Alterattacks can now hit WAY harder, but they require charging to reach their full potential. Chain multiple hits and charges together to unleash some serious damage on enemies.
Pluuuuuus, you'll also now find that Magifishes are tied to the Alterattack system. You can still launch them off whenever they're ready, but you can increase their duration while reducing their cooldown if you activate them with an Alterattack signal.
A huuuuuge ask from the community was to add in a recap screen when you finish a run. This new stat screen does exactly that, letting you see things like damage dealt, enemies killed, which build you had and more!
We've added in a new Killstreak Chest, which is unlocked by killing a certain amount of enemies without being hit yourself. This gives players a new way of tackling the Vortex, and rewards patient, methodical gameplay. Don't worry though, you can still pick the Timed Chest if you just have the NEED FOR SPEED! Just head over to the difficulty board to the left of the Cannon to pick the Chest type you'd like.
Eperin now has a few more upgrades to expand your gameplay. The Backpack lets you store a Weapon or Trinket for later, allowing you to bank an item that may become useful down the road, or if you think you may switch builds mid way through a run.
The Equipment Box lets you spend some of those resources you've got a tonne of, buying weapons and trinkets ahead of a run so you can get the start you'd like!
Seeing as we've added some new weapons, why wouldn't we add in additional affixes?! Some of which are rare and really bring the pain! Spoiler alert, turns out weapons CAN be bigger...
We've also added new arenas to biomes, events for you to encounter, new cinematics before and after bosses, along with the introduction of a mysterious girl who will aid you on your runs (You know, until you can prove that you've got the hang of things). Plus, we deployed a game engine upgrade to improve player experience, coupled with plenty of optimizations and improvements… oh and also the game is now localized in Traditional Chinese!
That's right, we've got a BUNCH of stuff planned throughout 2026, culminating in the launch of version 1.0! If you're thinking of jumping on this whirlwind of a journey with us, now's the time.
Finally, you may remember last year that we ran a Steam event called La Motion Week. Well, it's back for round 2! You can grab Windblown and Dead Cells together, while celebrating our Lost & Altered update, plus some AWESOME new Dead Cells stuff (coming soon!!).
Check it out 👇
https://store.steampowered.com/bundle/46406/Windblown__Dead_Cells/
And that's it! It's been an insane 12 months for the team, and we're so thankful for everyone who has joined us on this journey. There's still so much to come, and we hope you'll all come along for the ride as we head towards Windblown's 1.0 in 2026.
Cheers!
-MT
The sun has set on the waterpark, and the monsters have moved in! For the next 10 spooky days, the park is overrun by vampires, zombies, skeletons, and demons, all ready to cool off at your park. Watch out for the ones wearing witch hats, not just because they look very trendy, but because they will be dropping candy everywhere!

Collecting candy fills up your Halloween Event Bar, unlocking special haunted decorations and items to add a spooky touch to your park. You can earn these items only during the event, but once you unlock them, they’re yours to keep forever.

The entire game has transformed for the season: it’s nighttime across the city, eerie things flicker through the air, Halloween decorations are all over the park and in the city, and even the main menu had a spooky makeover.
There are even two brand-new Halloween tracks from Chaotrope echoing through the park to set the perfect mood for your moonlit mayhem.
Oh, and the Caymart old man? He still looks exactly the same. Still staring. Still... fine. Probably

Is the spooky season not your thing? No worries. You can always head to Settings → Seasonal Events to switch back to the regular version of the game — no tricks, just your regular sunny chaotic paradise.
So grab your candy bucket, brace yourself, and dive into the chaos of the Halloween Waterpark Simulator Event. It’s to die for!
Below are also our usual patch notes since other features were added or improved.
The biggest highlights are in bold
Settings are now properly saved between different gaming sessions (this will reset FPS limit settings; you might need to set it again)
Fixed a water VFX in a 5-star slide
Corrected a hole in the entrance of the park where items could fall in and be off the map.
Several rendering optimisations have been added that should improve the performance for everyone (like for example, larger parks will see better FPS )
Improvements to visitors outline areas
Removed shadows appearing in graffiti when they are in curves
Improvement to ambulance positioning
Small improvements in some translations
Pop-up for fully dirty pool added
Additional input for secondary action (like push) added. So now you can use E for left click and F for right click.
Halloween event (check above for more details)
New settings to enable/ disable seasonal timed events when they happen
New unlockable Halloween decorations and attractions
New upgrade for pool filters
A new 4-legged friend exists in the game (and yes, you can pet them)
New confirmation on the settings menu to save settings on close
Online ticket research. Allows visitors to buy tickets before getting to the park (time to get that 100 visitors achievement)
New help menu, which allows you to revisit all the tutorial screens

We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/
NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates