Released the game I am still looking for bugs and things like that but I've done a few complete playthroughs and seems ok for now.
There is this one bug if you load in level 6 and then exit and load it in again the game might crash. haven't figured out how to fix that yet
Optimized performance in the Dark Elf Boss scene.
Fixed an issue where the screen could turn completely black when hit by the Dark Elf Boss’s phase-2 teleport attack.
Fixed an issue where the shop signpost could occasionally display a health potion incorrectly after refresh.
Fixed an issue where Telescope-selected Spell Cards were not taking effect.
Fixed an issue where in controller mode, the option to convert cards into upgrade points could still appear even when no cards were available.
Fixed a visual bug where some Spell Card / Ember frames in the shop were missing.
Fixed an issue where damage number colors displayed incorrectly when triggering Ambush Strike effects.
Fixed an issue where rewards were sometimes not granted correctly in the Candy House event.
Fixed an issue where Green’s summons could block holes during the Whack-a-Mole event.
Fixed an issue where Medusa’s Eye affected enemies that were in an invulnerable state.
Fixed an issue where in some cases, Goatmen could be left floating in the air by Whip Cultists.
Fixed an issue where the Paranoia Curse would not activate properly in certain conditions.
Fixed an issue where Icefall Impact could not remain suspended above certain breakable objects.
Fixed an issue where the explosion radius of Goatman Pillars did not match their visual effects.
We have just shipped an updated Steam Deck Client to the Preview/Beta channel.
General
Fixed hidden games showing in All and Library tabs. They now appear in their own tab if applicable.
Fixed an issue where controls could lock up for several seconds after resume or on regaining a connection to Steam servers
Remote Play
Don't switch to Big Picture when streaming to Steam Deck
Smoother online gameplay
Reduced the amount of data being sent over network – ability to host servers with lower internet speeds
Fingers now animate for connected players
Wheels rotate for connected players
Resolved issue causing players to disconnect after repeatedly reconnecting to the same host
Build version checking - lobbies for players on older or newer versions no longer show in lobby list
Added auto pumping on/off switch in the game options
Turning ramp assist off now also removes pocket airing assist
Trick animation speed slightly increased

Today's the day that Splintered officially leaves Early Access and enters v1.0! To celebrate, Splintered is 30% off for the next two weeks! Here's a quick rundown of what's included in v1.0:
Chapters 4 & 5
The conclusion of Splintered's story! These chapters also further enhance the game's randomizer, taking it into its final form!
Equipment in Chapter 4 can be obtained from ANY era, allowing for unusual and powerful combinations of abilities.
Equipment in Chapter 5 randomizes equipment abilities! Further increasing the potential combinations.
Trial of the Rogue
Aedma's 4th Trial that brings a new and challenging way to engage in the randomizer!
Aedma has blessed you with the ability to choose your fate! When you gain stats, spells, and abilities you'll be given three choices to choose from!
However, such power must come with an equally fitting challenge: Permadeath!
Completing the Trial of the Rogue will unlock both of these features for the randomizer!
Enemy Codex
Head to the Enemy Codex (in the Bestiary menu) to view the stats of any enemy you've slain in game!
...And more!
With Splintered's Early Access coming to an end, I'd like to give a heartfelt thank you to everyone that helped shape Splintered into the game that it is today!
To everyone that followed along, participated in the Early Access, discord community, Steam forums, and beyond... Thank you! It's been an exciting 7 months and I greatly appreciate your feedback, support, and enthusiasm and for taking part in joining me on this incredible journey.
I hope you enjoy the new content and I can't wait to hear what you think!
Patch Notes:
The Halloween Gala event is here!
Bring your Spectral Invitations to Sardinex to exchange for cool rewards!!
New PvP and Gauntlet events have begun!
After the Gauntlet event ends, get ready for a Trials event until November 6th
The GvG event, featuring new thrones, is here until October 30th
After the GvG event ends, get ready for a Zombo Invasion event until November 6th
Added a new event (dialogue) and some story.
Moved old man to a new portion of the trail during act 3.
Fixed some box colliders through the game to be more precise.
Removed box collider from trash area in front of trailer park.
Added wooden ramp to get over fence near water reservoir.
Added more rocks to woodhill trail.
Adjusted background image in act3 finale to be white.
Made it so bear hint only displays once rather than over and over.
Bear spray distance is less.
Slightly changed some text of some hints and journal text.
Added a note to the tutorial screen about the game not including an autosave feature.
Fixed journal text overflowing off of the page. Now if it overflows from page 1, it will go to page 2.
MateEngine 2.7.0
Fixes and Improvements:
Fixed an issue where the avatar could be dragged beyond window edges, causing visual glitches.
#268 The avatar no longer reacts to mouse movement when “Avatar Always in Front” is disabled.
#288 Added a “Reset Blendshapes” button to the Blendshape Menu that allows resetting all blendshape values to default.
Changes:
#149 Headpats now require circular or back-and-forth mouse movement on the avatar’s head to trigger the animation.
Reduced the “Hand Hold” detection area to prevent accidental activation during headpats.
New Cosmetics:
Added a new cosmetic item “ERROR!” under Steam DLCs, featuring an animated pixel-style face overlay in a retro arcade design.
New Dance Trails:
Added a dropdown menu in Dance Settings where you can select from multiple trail effects to match your style and preference.
Face Expressions:
The avatar now uses the “>_<” expression when dragged by the mouse (requires proper setup on custom models).
Female avatars now display the “>_<” expression when the mouse hovers over sensitive areas.
In BigScreen mode, the avatar closes its eyes and relaxes while receiving headpats.
AI Chat Update:
The avatar now moves its mouth in sync while speaking through AI Chat for more natural interactions.
Alarm Update:
The Alarm system is now located in the Circle Menu instead of the Settings Menu.
Clicking the Alarm icon opens the new Alarm Menu, allowing you to create unlimited alarms.
Each alarm can be configured for specific weekdays.
If no days are selected, the alarm will trigger daily at the set time.
To enable alarms only on selected days (for example Monday and Friday), press the MON and FRI buttons.
Language Update:
Updated and refined translations for Korean, Chinese (Traditional and Simplified), Kazakh, Ukrainian, German, Polish, Japanese, Spanish, Turkish, and French.