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When you enter a boss room, we now play a short cinematic where the player character walks in a little as the doors lock behind them. The player will turn to look, and may react to the event as well, before the cinematic ends and control is given back to you.
FIXED: MechaScorpion can no longer push you to outside the room above. I was tempted to allow this when it was discovered yesterday, but it turned out to be much more work (and risky!) to allow it, rather than just preventing it from happening.
FIXED: silent crash when respawning from boss, related to musical blocks. This may not have affected anyone (the game would still run), but it was still worth me fixing in case.
FIXED: all Ice Rooms now have the correct music theme playing.
FIXED: Parrotto boss from being hittable while in its mid-fight cinematic. This prevents a soft lock where you could kill him while he's trying to start his second phase. NOTE: Parrotto is only in the Demo level.
FIXED: Lava pattern on large lava pools to always display. If you have seen plain solid-colored lava pools, this should fix that.
You'll notice I'm labelling these posts with the version number from now on, instead of the date. With the release of v1.0, the version number can now be seen in the Settings Menu on the bottom right of the screen. This is a good way for you to verify you've definitely got the latest version.
	
	Alice here once again!
Hotfix 003 is out now, which fixes one last achievement, and fixes some issues with modded chart support.
The achievements "Rest" is now obtainable.  
(This achievement will immediately be granted upon loading a save file which meets the requirements.) 
Modded content should be looser on file restrictions, and increased logging has been added to troubleshoot potential issues.
If you would like to give us any feedback or report in the bugs, please come join us on our Discord! Thank you all for your support!
	
	Hey there Shufflers 'n Scufflers! Here's a breakdown of what's new this update:
- Added tooltips for enemies and locations.
- Added a counter for the number of days and weeks completed.
- Classes and difficulties must now be unlocked.
- Added a new keyword, 'Grapple'.
*'Grapple' moves enemies towards the player.*
- 'Divide' renamed to 'Split' to avoid confusion.
- Functionality added to the 'Draw' keyword for handling verbs.
- Failing to Knockback, Sideswipe, or Launch an enemy now has a unique animation.
- Carnival now will always leave you with at least 1 card.
- Improved 'Scatter's functionality with 'Sideswipe'.
- Adjusted how challenging later difficulties are.
- Targeting multiple cards now has an icon that shows how many were targeted.
- Improved tutorial pop ups.
- Cards now change appearance when their price is decreased in the Graveyard.
- Updated how the hand is displayed during combats and boss fights.
- Fixed a crash related to cards with too few words.
- Fixed a bug where the Graveyard had a missing gravestone.
- Fixed a bug where after viewing the deck cards could move to the incorrect positions.
- Fixed a bug where 'Sideswipe' could crash the game on larger grids.
- Fixed a bug where 'Backfiring' to a Grid only targeted one enemy.
- Fixed a bug where clicking additional times on the grave in the Graveyard could skip nodes.
Stay tuned for more developments, happy scuffling!
- The S’nS Team
	
	Hello.
I would like to apologize for the lack of updates. I had big plans with this game, and still do.
In 2018-2019 i had a very unfortunate series of events in real life which unfortunately still affect me mentally and physically to this day.
Many things happened, many still are happening, but i will make it up to the very small community of players i have gathered.
The game was supposed to receive a very important update at some point, but when i was almost finished, these events happened.
I still am trying to recover my files (including the source code, which contained dozens of hours of unfinished work i can't let go to waste)
That's Mahjong! was supposed to be something mundane and casual, for everyone, to play everywhere, and sort-of just be many people's go to when they were bored for five minutes.
In a way, i feel i should've removed it from Steam when i couldn't update it anymore eventually, but i had a tough time doing that as my cats that were featured in the game passed away and i wanted them to somehow still be alive on people's screens (I know that might sound silly).
I also am not fan of simply removing media out of existence.
However, i am planning to release a That's Mahjong 2 somewhere in the future, and hopefully it will be exactly just how i wanted the first one to be.
I will preserve as much as i can from the first game, but at the same time i will completely re-work the engine, graphics, and hopefully make it fully customizable.
This game was my first real and commercial project ever, it's far from perfect and i am not exactly proud of it, there's so much more i should've done, but now that i've learned a thing or two, i hope the next one in the series will be much better.
And i hope, i will be able to reward and make up to the players of the first game somehow!
Until then, i tried to make a small update that would allow for cross platform cloud to sync, it should work.
I am also trying to get the hang of Discord, so feel free to join my small community, where i will post any news, and future projects.
https://discord.com/invite/CKjK3EZ7wF
Thank you for supporting my game so far, you have no idea how much that meant for me as a solo developer!
Have a good day, and hopefully we'll meet again!
===
Also, please check out my latest game, ANARKO ZMEU, a very dynamic maze chasing game with a touch of slavjank and retro, inspired the the 90s hacker stereotypes
	Hotfix v1.0.1 fixes a potential locking issue with randomized seeds that was introduced this morning in the v1.0.0f hotfix. If you started a run on v.1.0.0f (which went out this morning, Oct. 24th ~10:30 AM, PST), there's a chance it will have this issue. Please update to v1.0.1 to avoid any issues with new runs!
Due to special item placement parameters in Chapter 5, a bug existed that gave the Voidstone and Protection Potion a chance to not be placed (this only affected Chapter 5). I pushed the v1.0.0f hotfix to fix this issue this morning (around 10:30 AM, PST).
However, this specific update unknowingly introduced a bug that would give seeds the potential to softlock. This newly introduced issue was brought to my attention on the Steam forums a little after 4PM, and I sent the v1.0.1 update out asap to fix this issue.
If you've started a randomized run (Chapter 2 or beyond) but aren't very far into the run, I'd heavily encourage you to restart the run in version v1.0.1 to avoid any potential issues.
I'm incredibly sorry for any inconvenience this issue may have caused for those that started runs on v1.0.0f!