
Congrats to all speedrun winners! The top 3 are directly added to the Van!
You will see V 1.0 in the newest version:

The lands in between are added for speedrun time in speedrun mode, so now you can use the in-game timer for comparing speedrun times.
The speed up and hovering glitch are fixed, you can no longer fly forever.
The trigger volume in level fraud is fixed, you can no longer skip the level.
All steam leaderboards are rested. Abnormal data from older build will be removed.
Thanks Again for participate to the speedrun challenge!!!
Every death brings you closer to mastery.
Every player brings us closer to the dream. ❤️🔥
The Mexican Ninja demo vanishes this Halloween, but this isn’t game over - it’s just another run.
Gracias for playing. 🩸
Don't forget to leave us your feedback and wishlist the game to stay up to date!
https://store.steampowered.com/app/3764970/Mexican_Ninja/Stay sharp,
Fire
General Updates
Echo Cancellation of media and mics added and Automatic Gain Control for voice chat, should drastically help with people who use speakers,
Increased strength and quality of UI blur effect for a more pleasing result,
Floating UI elements are now anti-aliased,
Audio back-end (FMOD) has been updated to the latest version.,
Shader Updates
'Indexed' flipbook shaders that allow switching between 4 individual flipbooks using the scripting API named "Index: Standard + UV Animation" and "Index: Standard Two Sided + UV Animation",
New VAT shader variant "VAT: Standard + Alpha Mask",
Added properties to enable looping subsets of larger VATs
Added script API function to set these at runtime,
VAT and Displacement animations now behave correctly when worn on an avatar,
There is a visual issue in lookbook when scaled to the large and small extremes but is fine once you save and join a world. Bug Fixes
Automatically update advanced color management properties when dragging the client window between monitors with differing capabilities,
Fix for bottom/right of game window glowing orange in high-bloom worlds,
UI opacity now behaves more predictably when reducing the alpha value,
Z-fighting issue between UI panels when far from the world origin point resolved,
Fixed UI scaling issue when switching from VR to desktop and back,
Crash fix when minimizing the client window (thank beans),
Removed erroneous scrollbar from VR mode profile UI,
Fixed Giant scaling issue for the hair color picker but still may present a issue on some screen resolutions missing the HUE slider (scaling your window can make it show),
Corrected desktop snapshot behavior,
Fixed audio issues with some objects occluding sound when the camera was behind them.
Hi!
A recent security issue with nearly every Unity Game in existence has forced me to update Soundodger 2, which meant finishing an update that was sitting dormant for a couple years. The good news is Soundodger 2 is now safe and sound. The bad news is you now have access to the Lost Levels. ...wait. Actually, it's good news from front to back!
Lost Levels have been added to the game, accessible from the Title Screen. These are a collection of alternate and unseen versions of levels from the development of Soundodger 2. It's not much, but I can't tell you how many people have asked me for the original, brutal version of Seventeen & Something. So There.
We've also gone ahead and added notes to each level, sweet little nothings from the level creators whose work was until now thought to be lost to the scrapped game development ether.
Have fun and hopefully things won't stay so lost for so long next time.
Happy Dodging,
♥Bean
changelog v.1.1.0
Game
Added Lost Levels (via Title Screen)
Level Select
Fixed Lock image being blurry on some resolutions
Hey guys, hope everyone’s doing great!
Over the last two months, I’ve started experimenting with some marketing, and since August we’ve gained almost 10,000 new wishlists, bringing the total to nearly 33,000! I really appreciate each one of them, thank you all for your support!
There have been quite a few changes to how things work, and I’d like to talk about them today.


[/carousel]The map size was fine for the demo, but it became quite a challenge to fit all the late-game buildings. So, I’ve added one more vertical level to the map and changed the sprite, while keeping the width roughly the same so it’s not harder to scroll. In the end, the buildable area increased by about 40%.
I’ve also added paths on both sides of the waterfall to make it easier to traverse the hill. This was tricky because of the original pathfinding system, so I had to write a new one. Overall, I’m very happy with how it turned out.

For a long time, players have been asking for a dedicated hauler job, and it’s finally here!
I’ve reworked how logistics function in the game. I’m trying to strike a balance between complexity and simplicity, which isn’t easy! Here’s how it works now:
Workers still haul their own resources unless a hauler’s hut is present in the area.
Haulers travel between buildings, collecting finished goods, delivering materials for production or construction, and stocking warehouses with the minimum required resources (more on that below).
Carrying resources now applies a movement speed penalty.
I’ve added new research options related to logistics.
Haulers use a smart AI system to decide when and what to haul based on internal scoring.
Warehouses now have storage capacity limits.
You can now set minimum stock levels for each resource in your warehouses. If stocks drop below that threshold, nearby haulers will automatically fetch the needed materials from other warehouses (even from far away) to keep production buildings supplied at all times.

Another highly requested feature was the ability to relocate buildings, and it’s here too!
Relocating is much more convenient than demolishing and rebuilding. Assigned workers stay assigned, resources are automatically moved to the new location, and construction materials go directly from the old site to the new one (instead of old site → warehouse → new site). You only pay a small amount of gold for the relocation.
Right now, Core Buildings and Hot Springs cannot be relocated, but I’m hoping to make them movable in the future.

When you place or select a building, nearby relevant structures like warehouses, wells, markets, or trees will now pulse to show their proximity. If a new building is placed too far from the others, warning icons appear to let you know.

I’ve added a new event with real consequences and a relic that most players will be able to acquire, so everyone can experience how these systems work in the game.

Our village doggo has been feeling lonely, so now we have a cat! 🐱
It’ll be unlocked through an event or another method later (not available in the demo).
I also fixed an issue where animals wandered outside the gates at night.
On top of that, there are new decorations: reworked bonsai, customizable pots, and flower pots that bloom with different flowers each season. I’ve also added wind chimes and a few other cool details!

[/carousel]Some players mentioned that the game looked a bit too foggy, so I’ve increased the contrast. It’s a subtle change, but it really improves visibility. (This was actually done in August, but I wanted to share it anyway!)
I’ve also simplified tutorial popups to make them less intrusive, rearranged and split some quests, and made lots of small improvements and bug fixes.
Unfortunately, older save files won’t work with this version of the game. This is due to major, game-breaking changes in the underlying code architecture, especially related to the new pathfinding system.
Additionally, I’ve corrected the game’s save folder name, it was previously (and mistakenly) named [c]DreamDec[/c], but it’s now properly called [c]faraway_lands_rise_of_yokai[/c].
If you’d like to keep your unlocked Lords and Titles, you can manually transfer your progress files:
Go to your old save folder:
Copy the following files:
Paste them into the new save folder
I’ve also enabled cloud support which now works correctly with multiple users on the same PC. I am sorry about the incompatibility! :(
I know there’s still no beta or release date, and there’s not much I can say yet, other than thank you so much for your patience. ❤️
The next update will probably cover Festivals and/or Events, so stay tuned!
See you then!