KKCKC - Kudeok
KKCKC 0.6.2 Version has been updated.

⌨️ mark indicates updates applied based on community feedback. Thank you always for your valuable opinions!

New Keycaps
  • Added 5 new ability keycaps.

Balance
  • Added an input delay feature.
  • Improved the “Focus*” active keycap.

Visual
  • Added a new “Simple” option to the “Screen Shake” setting. ⌨️

Bug Fix
  • Fixed a bug related to the “TAB Blink” keycap.
  • Fixed a bug related to the “Dice of Fate” keycap.
  • Fixed a bug related to the “Blank*” active keycap.
  • Fixed an issue that occurred when unlocking keycaps in certain situations.
Line War - Basantos

This update is only about including Patch 2 which was simply missing in the previous update. Sorry about that! ːsteamhappyː

- Basantos

Arrowman - betterplangames

Hello all!

Your feedback from playing the demo has been amazing and it is helping me improve the game!

Update 0.2.2 for the demo is focused mainly on fixing bugs.

Bugs fixed:

  • Players could jump on newly shot arrows resulting in an infinite jump loop.

  • When remapping keys, UI fade was offset.

  • Minor sound fixes.

  • Ballista were too frictionless so it was challenging to stand on them.

  • Arrows would sometimes appear in front of the foreground decorations.

  • Ambient sound would stop without a fade out.

  • Frame rate would drop when loading an ambient sound.

  • When defeating one “eye” enemy in a nightmare zone and then losing, eyes in the UI would not correctly show the number of “eye” enemies when entering a nightmare zone again.

  • Arrows would sometimes hit the ground but look as if they are floating above it.

Italian and Polish translations have been tweaked.

Particle effects added:

  • Player defeated.

  • Player hit.

Thank you all for who played the demo or supported this game in any way, it really means a lot!

Domain of Hallucination - Jöni

Hey everyone! We're back with another small update to give you something to chew on while while we're cooking up the engraving overhaul.

Key here is more of a technical change to the way save systems work. We've switched to a system powered by Steam Stats before launch, but we later realized some issues regarding having to be always online to play the game. So, Marcel got to work & rewrote the entire system again to run locally. Say thank you to Marcel.

Also, on a more gameplay-focused note, now all weapons are impacted by all stats. That means no longer needing to slot all your Penetration into Magic Shot, because the other weapons also benefit from it as well. (Although, with the big change to the engraving system coming up, those strategies might change fundamentally soon ;) )

Take care & have a good one!
Jonas Wiesli
Team Quintuple-A

Patch Notes
Changes
  • Decoupled save system from Steam

  • Added ability to add multiple save files on a single account

  • All engraving attributes now affect all weapons in the game

    • Flame Orb: Penetration spawns small additional flames on hit

    • Flame Orb: Fire Rate now affects rotation speed

    • Boomerang: Projectiles now need Penetration to pierce enemies

    • Boomerang: Attack Count now affects amount of projectiles

  • Added Credits in-game

Bug Fixes
  • Fixed players getting stuck in the tree inside of the boss arena

  • Fixed screen flicker when enemies spawn while delirious

  • Fixed starting tiles counting towards achievement progress

  • Fixed some buttons not having audio

Wreckreation - Lanani
We are pleased to release another Patch for Wreckreation. We are committed to fast fixes in response to player feedback and this is our second patch since we released just under a week ago. We also will release a Roadmap for the next 2 months tomorrow.

Live today for PC and GOG players, Patch 2 contains the following (note Patch 1 and 2 combined are coming for console players later this week).

These are the new fixes:
  • Fixing a bug where under certain circumstances your car would be allowed to flip over when cornering
  • Fix for bumper camera not inheriting the car’s pitch properly
  • Make the Road Rage AI easier to catch when it is a long way ahead of the player
  • Change the target spawning locations in Road Rage so as to target 1 ahead and the rest spawning behind
  • Additional PSOs generated as part of ongoing work to reduce stalls and stuttering on PC

Watch this space and keep sending us your feedback.
Starbrew Station - Lost Rabbit Digital

Greetings, Station Managers.

We are pleased to announce Starbrew Station v1.1.0, our biggest update yet.

If you have not played since v0.9.1, this update includes over 300 improvements, new features, and bug fixes that transform the game experience.


Major New Features

R&D Wing Portal

A brand new permanent progression system has been added. Access a special Research and Development wing through a portal on the left side of the ground floor. This separate progression path utilizes a percentage of income from all decks to unlock powerful, account-wide upgrades over time.

Unit Specialization System

Individual units now gain experience as they work. After 7 minutes of service, units can be promoted to one of two specializations with unique bonuses. Technicians can become Speed Specialists (25% faster installations) or Quality Specialists (15% more coffee from machines). Baristas choose between Quick Brewer (20% faster brewing) or Master Brewer (25% more coffee per brew). Patrons can specialize as Big Tippers (30% more income) or Social Butterflies (10% aura boost to nearby patrons). Many more specializations exist across all unit types, each with unique visual appearances. Accessible through the Stats screen.

Boss Fight Shrines

New upgradeable shrine pylons above Deck 6 allow you to permanently boost your fighter units. Upgrade damage, attack speed, move speed, and critical chance to dominate the Health Inspector.

Deck Synergy Manager

Earlier decks now remain relevant throughout your prestige runs. New synergies create interesting cross-deck interactions. For example, Engineers from Deck 2 can visit Deck 3 to boost Botanical production.

Prestige Run Modifiers

Each prestige run now features one positive and one negative modifier for added variety and challenge. Adapt your strategy to overcome obstacles and capitalize on bonuses.

Community Integration

Voting System - Vote on the next major feature directly in-game. Choose between special events, new units, and gameplay features. See real-time voting results and be part of shaping the future of Starbrew Station.

Twitch Integration - Stream your coffee empire with full Twitch integration. Viewer names appear over newly hired units. Chat activity provides coffee bonuses. Special emotes grant themed bonuses. Configure via the new Twitch logo button on the main menu.

Steam Workshop Support - Full integration for community content. Upload custom jukebox tracks to share your favorite brewing music. Create and share custom unit skins with the community.

Minigame Previews

Three exciting minigames are coming soon with visual stubs now available. Pachinko on the Reactor Deck, Faulty Wiring in the walls of all decks, and Basketball on the Engineering Deck are in development. Design documents are complete for Hull Breach, Pipe Repair, and Pirate Defense minigames.


Visual Polish and Effects

Environmental Atmosphere

Deck 3 Hydroponics now features dripping water with 5 emitters simulating realistic water droplet physics. Reactor Rooms on Deck 4 display animated plasma alternating between cyan and purple with glow effects. The Construction Deck on Deck 2 has rising steam from 5 emitters, with steam expanding and fading as it rises.

Enhanced Lighting and Animations

Lighting has been significantly brightened across all decks. Pulsing accent lights add ambiance throughout the station. Normal map rendering has been improved for better depth perception. A multi-phase scaffolding system now shows construction progress, with scaffolding beams rising with deck completion percentage and smooth fade-out at completion. The harsh tutorial blackout has been replaced with an elegant spotlight system, with dimming reduced from 75% to 50% and increased edge softness for better visual comfort.

Rewarding Visual Feedback

Coffee cups now animate from the currency counter to buttons when purchasing units or unlocking decks, providing satisfying visual feedback for your spending. Units occasionally display chat bubbles when near each other, adding life and personality to your station. Manual brewing clicks spray coffee sprites with floating income text to show exactly how much you're earning.


Boss Fight Improvements

The boss now drops into the station with screen shake and smoke impact animation. The Health Inspector dwells in spots longer, making combat more strategic. Fighters now strafe and vary their range for more dynamic combat. Units face toward the boss during combat. Cartoon smoke transitions occur between prestige and game restart. Critical hit indicators have been enhanced with larger text, animations, and sound effects. Boss variety has been expanded with three different Health Inspector variants, each with unique alien names and appearances. Fixed a bug where fighters would error when attacking a defeated boss.


New Statistics and Analytics

Split Production Metrics

The top bar now combines three separate, real-time metrics: Manual Clicks, Barista Production, and Patron Income. This gives you better insight into your production.

Fighter Unit Stats

All fighter types now properly display in the statistics menu, not just Security Chiefs.


New Prestige Upgrades

Five new prestige upgrades have been added. Auto-Prestige Threshold allows you to set a minimum token gain for auto-prestiging. Auto-Click Speed upgrades your automated clicking speed. Hold to Brew Speed reduces hold time for manual brewing. Manual Click Brew Radius increases the area of effect for manual clicks. Deck Construction Speed lets you build new decks faster.


Accessibility Features

Comprehensive screen reader support has been added with full accessibility information for all Control nodes throughout the game. The new AccessibilityManager handles all UI elements for vision-impaired players. Camera shake options let you choose between regular, reduced, or disabled camera shake in the settings menu. A dedicated pause menu button has been added to the corner for mobile and disabled users who may have difficulty using keyboard shortcuts. Scientific and engineering notation options are now available in settings for players who prefer different number display formats. While not yet fully beatable with controller only, we have completed a comprehensive controller support analysis and begun implementing fixes for future updates.


Quality of Life Improvements

UI Enhancements

The token shop now toggles properly when you click the button again, eliminating multiple instances. The shop renders above the unit sidebar with improved z-index ordering. You can now filter units in the unit list by type (Wrench/Technician, Machine/Barista, Cup/Patron). Hold shift when buying to purchase the maximum affordable amount. Number formatting has been improved with commas and M/B/T markers for large numbers. A globe icon button in the pause menu provides quick language switching. The settings menu has been redesigned with proper layout and consistent styling.

Unit Management

Ghost machines now preview where machines will be placed before construction completes. Click technicians or machines to speed up construction by 1 second per click. Click units to make them wiggle and boost morale/inspiration. Characters no longer congregate excessively in the middle thanks to improved unit distribution. Units now use smooth tween effects for turn animations instead of instant flipping. The morale progress bar is now 4x wider, 2x higher, and positioned properly above units. Barista tooltips now show estimated cups per second rate accounting for travel time.

Tutorial System

The frozen alien tutorial now only shows once per save file with proper persistence. Tutorial highlighting has been fixed to always point to the correct UI element. Tutorial buttons automatically grab cursor focus. Holding continue no longer skips multiple windows thanks to debouncing. Offline collection now shows after tutorials complete to prevent overlap.

Prestige and Daily Rewards

View tokens gained from each past prestige with the new prestige history feature. The menu no longer snaps to top after upgrades with fixed scroll position. Time since last prestige has been moved to the prestige stats section. Daily rewards are now based on highest tier deck constructed instead of average production. See your current streak and how rewards increase exponentially at 1.05x per day. After prestiging, the main menu now smartly skips directly back into the game, saving you precious time on your prestige runs.


Major Bug Fixes

Critical Fixes

Fixed cups per second rate decreasing after buying new units. Fixed primary cups per second display calculation accuracy. Fixed prestige upgrades not applying correctly. Fixed boss health bar and prestige modifiers showing when paused or on main menu. Fixed shrine tooltips to have proper themed backgrounds. Fixed unit specialization data now properly saves and loads.

Unit-Specific Fixes

Elite Roboticist installation speed has been corrected. Elite Roboticist and Quantum Barista sprites are no longer swapped. Jovian Barista movement speed has been fixed. Martian Engineers are now properly removed when sold. Final tier units are purchasable after prestige without restart. Support and fighter units are always purchasable when unlocked. Technicians now consistently place machines. Baristas consistently extract from machines.

UI and Audio Fixes

Notifications now spawn relative to viewport, not world coordinates. Prestige upgrade tooltips no longer show the PRESTIGE_UPGRADE_MAX translation key. Unit names properly wrap in the left sidebar for all languages. Options menu now grabs cursor focus on the first button. Fixed grey screen when clearing game data. Fixed displacement bug with settings data clear. Fixed red stacking tween on construction buoy. Steam leaderboard icon now properly opens Steam overlay. Restored missing audio streams for alert_0, click_1, coin, brew, and power_down. Changed audio settings tip to proper theme color.

Gameplay Fixes

Clickables no longer stop appearing mid-run. Construction particle effects appear in proper positions. Fixed progression breaking bug from prestige 3 to 4. Fixed upgrading prestige starting credits too fast crashing the game. Production average now resets on prestige.

Translation Fixes

All new content has been fully translated across all Steam-supported locales. Back button and feedback button now translate correctly. Daily reward streak text uses proper translation keys. New prestige upgrade tooltips are fully translated.


Performance Optimizations

The heavily optimized unit management system now supports 1000+ units at massive stations. Stable 60 FPS has been tested with 200+ units on minimum specs. Steam cloud save size has been increased to 1GB to accommodate all new features. New specialized manager classes (CoffeeMachineManager, UnitSystemCoordinator, BaristaManager, TechnicianManager, SupportManager, FighterManager, PatronManager) dramatically improve performance.


Technical Achievements

This update represents a massive overhaul of Starbrew Station's core systems. Complete unit management system rewrite. Comprehensive accessibility infrastructure. Advanced particle systems for environmental effects. Multi-phase construction visualization. Enhanced lighting and normal map rendering. Robust save/load system with expanded capacity. Integration with external services including Discord, Twitch, and Steam Workshop.


What's Next

We are committed to making Starbrew Station the best coffee empire experience possible. Coming soon are full implementation of minigames (Hull Breach, Pipes, Pirates), complete controller support, expanded Workshop content support, and community-voted features based on your in-game votes.


Thank You

This update would not be possible without your feedback, bug reports, and enthusiasm. Thank you for being part of the Starbrew Station community.

Enjoy brewing your cosmic coffee empire.

For detailed technical patch notes, visit our GitHub repository. Found a bug? Report it on our GitHub issues page or join our Discord.

Brew on, Station Managers.
- David & The Starbrew Station Team

Starbrew Station Playtest - Lost Rabbit Digital

Greetings, Station Managers.

We are pleased to announce Starbrew Station v1.1.0, our biggest update yet.

If you have not played since v0.9.1, this update includes over 300 improvements, new features, and bug fixes that transform the game experience.


Major New Features

R&D Wing Portal

A brand new permanent progression system has been added. Access a special Research and Development wing through a portal on the left side of the ground floor. This separate progression path utilizes a percentage of income from all decks to unlock powerful, account-wide upgrades over time.

Unit Specialization System

Individual units now gain experience as they work. After 7 minutes of service, units can be promoted to one of two specializations with unique bonuses. Technicians can become Speed Specialists (25% faster installations) or Quality Specialists (15% more coffee from machines). Baristas choose between Quick Brewer (20% faster brewing) or Master Brewer (25% more coffee per brew). Patrons can specialize as Big Tippers (30% more income) or Social Butterflies (10% aura boost to nearby patrons). Many more specializations exist across all unit types, each with unique visual appearances. Accessible through the Stats screen.

Boss Fight Shrines

New upgradeable shrine pylons above Deck 6 allow you to permanently boost your fighter units. Upgrade damage, attack speed, move speed, and critical chance to dominate the Health Inspector.

Deck Synergy Manager

Earlier decks now remain relevant throughout your prestige runs. New synergies create interesting cross-deck interactions. For example, Engineers from Deck 2 can visit Deck 3 to boost Botanical production.

Prestige Run Modifiers

Each prestige run now features one positive and one negative modifier for added variety and challenge. Adapt your strategy to overcome obstacles and capitalize on bonuses.

Community Integration

Voting System - Vote on the next major feature directly in-game. Choose between special events, new units, and gameplay features. See real-time voting results and be part of shaping the future of Starbrew Station.

Twitch Integration - Stream your coffee empire with full Twitch integration. Viewer names appear over newly hired units. Chat activity provides coffee bonuses. Special emotes grant themed bonuses. Configure via the new Twitch logo button on the main menu.

Steam Workshop Support - Full integration for community content. Upload custom jukebox tracks to share your favorite brewing music. Create and share custom unit skins with the community.

Minigame Previews

Three exciting minigames are coming soon with visual stubs now available. Pachinko on the Reactor Deck, Faulty Wiring in the walls of all decks, and Basketball on the Engineering Deck are in development. Design documents are complete for Hull Breach, Pipe Repair, and Pirate Defense minigames.


Visual Polish and Effects

Environmental Atmosphere

Deck 3 Hydroponics now features dripping water with 5 emitters simulating realistic water droplet physics. Reactor Rooms on Deck 4 display animated plasma alternating between cyan and purple with glow effects. The Construction Deck on Deck 2 has rising steam from 5 emitters, with steam expanding and fading as it rises.

Enhanced Lighting and Animations

Lighting has been significantly brightened across all decks. Pulsing accent lights add ambiance throughout the station. Normal map rendering has been improved for better depth perception. A multi-phase scaffolding system now shows construction progress, with scaffolding beams rising with deck completion percentage and smooth fade-out at completion. The harsh tutorial blackout has been replaced with an elegant spotlight system, with dimming reduced from 75% to 50% and increased edge softness for better visual comfort.

Rewarding Visual Feedback

Coffee cups now animate from the currency counter to buttons when purchasing units or unlocking decks, providing satisfying visual feedback for your spending. Units occasionally display chat bubbles when near each other, adding life and personality to your station. Manual brewing clicks spray coffee sprites with floating income text to show exactly how much you're earning.


Boss Fight Improvements

The boss now drops into the station with screen shake and smoke impact animation. The Health Inspector dwells in spots longer, making combat more strategic. Fighters now strafe and vary their range for more dynamic combat. Units face toward the boss during combat. Cartoon smoke transitions occur between prestige and game restart. Critical hit indicators have been enhanced with larger text, animations, and sound effects. Boss variety has been expanded with three different Health Inspector variants, each with unique alien names and appearances. Fixed a bug where fighters would error when attacking a defeated boss.


New Statistics and Analytics

Split Production Metrics

The top bar now combines three separate, real-time metrics: Manual Clicks, Barista Production, and Patron Income. This gives you better insight into your production.

Fighter Unit Stats

All fighter types now properly display in the statistics menu, not just Security Chiefs.


New Prestige Upgrades

Five new prestige upgrades have been added. Auto-Prestige Threshold allows you to set a minimum token gain for auto-prestiging. Auto-Click Speed upgrades your automated clicking speed. Hold to Brew Speed reduces hold time for manual brewing. Manual Click Brew Radius increases the area of effect for manual clicks. Deck Construction Speed lets you build new decks faster.


Accessibility Features

Comprehensive screen reader support has been added with full accessibility information for all Control nodes throughout the game. The new AccessibilityManager handles all UI elements for vision-impaired players. Camera shake options let you choose between regular, reduced, or disabled camera shake in the settings menu. A dedicated pause menu button has been added to the corner for mobile and disabled users who may have difficulty using keyboard shortcuts. Scientific and engineering notation options are now available in settings for players who prefer different number display formats. While not yet fully beatable with controller only, we have completed a comprehensive controller support analysis and begun implementing fixes for future updates.


Quality of Life Improvements

UI Enhancements

The token shop now toggles properly when you click the button again, eliminating multiple instances. The shop renders above the unit sidebar with improved z-index ordering. You can now filter units in the unit list by type (Wrench/Technician, Machine/Barista, Cup/Patron). Hold shift when buying to purchase the maximum affordable amount. Number formatting has been improved with commas and M/B/T markers for large numbers. A globe icon button in the pause menu provides quick language switching. The settings menu has been redesigned with proper layout and consistent styling.

Unit Management

Ghost machines now preview where machines will be placed before construction completes. Click technicians or machines to speed up construction by 1 second per click. Click units to make them wiggle and boost morale/inspiration. Characters no longer congregate excessively in the middle thanks to improved unit distribution. Units now use smooth tween effects for turn animations instead of instant flipping. The morale progress bar is now 4x wider, 2x higher, and positioned properly above units. Barista tooltips now show estimated cups per second rate accounting for travel time.

Tutorial System

The frozen alien tutorial now only shows once per save file with proper persistence. Tutorial highlighting has been fixed to always point to the correct UI element. Tutorial buttons automatically grab cursor focus. Holding continue no longer skips multiple windows thanks to debouncing. Offline collection now shows after tutorials complete to prevent overlap.

Prestige and Daily Rewards

View tokens gained from each past prestige with the new prestige history feature. The menu no longer snaps to top after upgrades with fixed scroll position. Time since last prestige has been moved to the prestige stats section. Daily rewards are now based on highest tier deck constructed instead of average production. See your current streak and how rewards increase exponentially at 1.05x per day. After prestiging, the main menu now smartly skips directly back into the game, saving you precious time on your prestige runs.


Major Bug Fixes

Critical Fixes

Fixed cups per second rate decreasing after buying new units. Fixed primary cups per second display calculation accuracy. Fixed prestige upgrades not applying correctly. Fixed boss health bar and prestige modifiers showing when paused or on main menu. Fixed shrine tooltips to have proper themed backgrounds. Fixed unit specialization data now properly saves and loads.

Unit-Specific Fixes

Elite Roboticist installation speed has been corrected. Elite Roboticist and Quantum Barista sprites are no longer swapped. Jovian Barista movement speed has been fixed. Martian Engineers are now properly removed when sold. Final tier units are purchasable after prestige without restart. Support and fighter units are always purchasable when unlocked. Technicians now consistently place machines. Baristas consistently extract from machines.

UI and Audio Fixes

Notifications now spawn relative to viewport, not world coordinates. Prestige upgrade tooltips no longer show the PRESTIGE_UPGRADE_MAX translation key. Unit names properly wrap in the left sidebar for all languages. Options menu now grabs cursor focus on the first button. Fixed grey screen when clearing game data. Fixed displacement bug with settings data clear. Fixed red stacking tween on construction buoy. Steam leaderboard icon now properly opens Steam overlay. Restored missing audio streams for alert_0, click_1, coin, brew, and power_down. Changed audio settings tip to proper theme color.

Gameplay Fixes

Clickables no longer stop appearing mid-run. Construction particle effects appear in proper positions. Fixed progression breaking bug from prestige 3 to 4. Fixed upgrading prestige starting credits too fast crashing the game. Production average now resets on prestige.

Translation Fixes

All new content has been fully translated across all Steam-supported locales. Back button and feedback button now translate correctly. Daily reward streak text uses proper translation keys. New prestige upgrade tooltips are fully translated.


Performance Optimizations

The heavily optimized unit management system now supports 1000+ units at massive stations. Stable 60 FPS has been tested with 200+ units on minimum specs. Steam cloud save size has been increased to 1GB to accommodate all new features. New specialized manager classes (CoffeeMachineManager, UnitSystemCoordinator, BaristaManager, TechnicianManager, SupportManager, FighterManager, PatronManager) dramatically improve performance.


Technical Achievements

This update represents a massive overhaul of Starbrew Station's core systems. Complete unit management system rewrite. Comprehensive accessibility infrastructure. Advanced particle systems for environmental effects. Multi-phase construction visualization. Enhanced lighting and normal map rendering. Robust save/load system with expanded capacity. Integration with external services including Discord, Twitch, and Steam Workshop.


What's Next

We are committed to making Starbrew Station the best coffee empire experience possible. Coming soon are full implementation of minigames (Hull Breach, Pipes, Pirates), complete controller support, expanded Workshop content support, and community-voted features based on your in-game votes.


Thank You

This update would not be possible without your feedback, bug reports, and enthusiasm. Thank you for being part of the Starbrew Station community.

Enjoy brewing your cosmic coffee empire.

For detailed technical patch notes, visit our GitHub repository. Found a bug? Report it on our GitHub issues page or join our Discord.

Brew on, Station Managers.

-David and the Starbrew Station Team

Truck City - MKL

Truck City v0.46 has just been released. This is the change log:

- Feature: added a few icons to Alt mode (WIP)

- Improvement: dependency graph (F1, view all) has been made a bit more legible

- Improvement: when a blueprint is imported, it is automatically selected for edition

- Improvement: WASD movement feels better, especially when combined with other scroll modes (border, middle mouse button, gestures)

- Improvement: minor SFX improvements

- Improvement: when blueprints are deleted until no blueprints exist in the library, the video tutorial is shown on how to add blueprints. Inversely, when a blueprint is imported the video tutorial is hidden.

- Improvement: minor improvements in songs

- Bugfix: price for blueprints was sometimes incorrectly calculated when partially force-building; fixed

- Bugfix: complete log may not correctly scroll to the bottom; fixed

- Bugfix: log may become invisible after switching from complete log to most recent; fixed

- Bugfix: trucks save the list of allowed cargo when the game is saved

- Improvement: truck allowed cargo list is alphabetically sorted now

- Bugfix: added protection against very rare bug related to SFX handling that may occur when reloading a game

- Bugfix: corrected windows handling issue that may cause a window to behave incorrectly

- Bugfix: corrected victory condition check where progress was not correctly calculated

 

 

Changelog for features not included in the demo:

- Feature: Steam achievements implemented

- Feature: New mission mode maps added

- Feature: Map editor: objective editor added

- Bugfix: Map editor: interface was glitchy, fixed

Voyagers of Nera - TH Cheery

🌊 Ahoy Voyagers! 🌊

We are now just over a month away from our initial launch, and we’re here with our first major update!

This update is focused on trying to address as much of the feedback from our launch as we possibly can. Thank you so much for all of your reviews, forum posts, Discord messages, Reddit posts, survey responses, and more! Your feedback has been instrumental in shaping our plans for the rest of the year, and we are excited to continue building the game with you.

As a reminder, we have another patch coming in December that will be more focused on content and expanding the game while still focusing on the areas you’ve told us you want to see most - so look forward to more updates that give you even more things to do!

🎮 Improved Controller Support

We have greatly improved our native Controller Support, including updated controller mappings, controller glyphs displaying in game, and improved game feel for controller mechanics. We are still fixing some bugs with controller support, but we hope this will be a big improvement for players! Currently this only supports XBox-style controllers.

  • Gameplay actions are now supported by controller

  • Game Inputs now display controller glyphs when playing on controller for game actions

  • Controller will work natively without the use of Steam Input

  • Virtual Cursor is now available when navigating menus

⛵Sailing Improvements

  • New Boat: Solo Scouter

    • Features a single station control for speed and steering, 8 storage slots, and faster speed / maneuverability in a small package!

  • Sailing Controls HUD

    • Sailing controls are now displayed on screen for better onboarding

    • Controls can be hidden by using the ‘F’ key

🎒Inventory Improvements

  • Craft from Storage moved earlier into Progression

    • Based off of your feedback, we have moved Crafting from Storage significantly further up in the knowledge tree. Now the first real chest that is unlocked has Craft from Storage capabilities!

  • Named Storages

    • Now you are able to name your storages!

  • Store Like Items from outside of the chest

    • Use the hotkey F while focused on the chest to Store Like Items without opening the inventory

    • The hotkey also works within the inventory too!

  • Sort Inventory

    • A place for everything, and everything in its place. You are now able to sort your inventory!

🛖Building Improvements

  • Resources now no longer respawn underneath buildings or props

  • Square frames can now snap to other square frames

  • New flat roof options so help linked rooms look better together

  • Changed camera-culling for grass so when looking up to build the grass does not occlude the camera

🏄Skimmer Improvements

Y’all love the skimmer and we do too! Hopefully these changes will help you skim your hearts out 🙂

  • Food, Bandages and Potions can now be used while on the Skimmer

  • Skimmer now has both higher base speed and acceleration

  • Skimmer sprint stamina is now equal to land sprint

  • Ocean Form now has no sprint costs

⚖️Encumbrance / Item Weight Improvements

Item Weight Reductions

  • Sharpstone weight reduced from 12 → 8 per item

  • Tidemetal and Amberite Ore weight reduced from 12 → 10 per item

  • Tidemetal Ingot weight reduced from 18 → 15

  • Ancient Fragments weight reduced from 20 → 10

  • Stalker Head weight reduced from 100 → 50

  • Snapper Head weight reduced from 50 → 25

  • There is now a server toggle to Disable Encumbrance

🧩Ruins Improvements

We received a lot of feedback about the variety within the Ruins. We’ve always wanted to add more types of encounters, and have more challenging and interesting variety within the fights as well. We hope to keep expanding this in the future, but hopefully at least this puzzle encounter will add some much needed variety!

  • New Encounter Type: Puzzle

    • We now have a new Encounter type, Puzzle, to offer a new type of challenge in place of only combat

  • Each Biome now has 1 combat challenge, 1 traversal challenge and 1 puzzle challenge

  • Construct now attacks and moves faster, and has more variation on when it will do its ranged or melee attacks

⚔️Combat Improvements

We wanted to add a bit more variation and inputs into the combat system, especially for non-shield players who currently have no access to stuns. Additionally, we wanted to address feedback about animation lock-outs and hit impacts, and make the playspace more even between Bows, Spears and Swords so that they can all feel like viable weapon choices.

  • Stagger Mechanic

    • Enemies now have a stagger bar and stagger defense

    • Attacking or parrying with any weapon applies stagger

    • When the enemies stagger bar is filled, they are stunned

    • Stunned enemies take increase damage

  • Combat Responsiveness Improvements

    • Enhanced VFX / SFX when hitting enemies

    • Reduced over-zealous knockback on enemies when being hit by Spear in multiplayer games

    • Reduced animation lockout times between attacks, and transitioning from attacking to movement

    • Maintain more forward momentum when transitioning from moving to attacking

  • More combat options

    • The sword can now be used underwater

🗒️Dedicated Server Improvements

⚠️ There are some changes in this patch that require port 7778 to be port-forwarded in the modem settings. If you are self-hosting a Dedicated Server, please ensure you have this port forwarded. If you are renting a server, this should not be a concern. ⚠️

  • Server browser now shows more servers at once. No need to continually refresh to find your server!

  • Direct Connect improvements:

    • Better error messaging when failing to join a server.

    • Uses actual IP resolution— now you can get around NAT hairpinning and other network issues.

  • Invite Codes now work more consistently for Dedicated Servers.

🤝Accessibility Improvements and New Settings

We have added new accessibility options based off of community feedback! We want to continue adding more over time, so hopefully these are the first of many

  • Toggle Screen Shake

  • Toggle Sprint

  • FOV settings (available under Advanced Display settings)

  • Toggle Camera Easing

  • Toggle Mouse Smoothing

  • Invert Boat Steering / Sail Controls

  • Camera / ADS Sensitivity

  • Joueurs français, réjouissez-vous! Hotbar is now remappable, and the boat now follows the movement mapping, so it will be remapped as well!

💃 Express Yourself - New Emotes!

We have a new set of emotes available! Hopefully this will give some fun options to express yourself and interact with others.

That's all! We hope you all enjoy these updates and continue to support us through to our next big update to our Spirit Companions in December.

Have fun!

- Treehouse Team

❤️‍🩹Quality of Life / Balance

Type

Description

QoL

Add 'light torch' contextual inputs to HUD

QoL

Resource tooltip pass to include more info for where to find resource locations

QoL

Improve empty areas of the Embrace and fix minor Biome issues

QoL

Add sound cue to quick store like items in chest

QoL

Update the constructable tiles in build menu to use "new dot" instead of text

Balance

Add more clay resources across the Reef

Balance

Adjust resource and loot drop rates and respawn timers for Embrace and Reef

Balance

Re-balance XP pacing for the Embrace and Reef

🐛Bug Fixes

Type

Description

Bug

Fixed an issue where selected servers became deselected when searching in the server browser.

Bug

Added missing Clay Wall variations for connector pieces.

Bug

Shaped Frames built as a second story now properly refund materials when deleted.

Bug

Fixed Imbued Elderbark Chests having flipped stats.

Bug

Fixed a floating coral plant underwater near the lighthouse.

Bug

Adjusted “Shaped Wood Platform - Small” placement so the player no longer clips through it.

Bug

Fixed issue preventing players from exiting the Spirit Anchor radius after placing it.

Bug

Fixed issue where single player games did not show the proper number of players who were allowed when setting it up in the UI.

Bug

Corrected collectible counts for Embrace and Reef Monoliths in the Collectibles widget.

Bug

Fixed misaligned wooden structure north of the Ancient’s Gasp in the Reef.

Bug

Updated Sail tooltip to match custom keybinds and use consistent formatting.

Bug

Removed unintended web decals from Hunter Chanter’s weapon.

Bug

Fixed Hunter’s Necklace not increasing critical chance.

Bug

Added missing textures to bulb kelp bases.

Bug

Fixed missing collisions on porous rocks in the Reef.

Bug

Removed unintended decals from Hunter Chanters.

Bug

Fixed Boat Repair tooltip displaying as “unknown.”

Bug

Fixed Corruption and Cold vignette effects remaining on screen after expiring.

Bug

Fixed softlock where opening the map at the right time during death prevented respawn.

Bug

Anti-aliasing settings now properly switch between methods.

Bug

Fixed poison arrows damaging Constructs without triggering the trial.

Bug

Fixed stuck spot in “The Scar” ruin in the Embrace.

Bug

Prevented players from getting stuck on top of Coralwood trees.

Bug

Fixed gap when placing Clay Walls into wood frames.

Bug

Fixed Spire encounter not completing even after all egg sacs were destroyed.

Bug

Fixed stuck spot east of the Heartroot in the Greatwood.

Bug

Fixed crash caused by the Revive Widget.

Bug

Entering an incorrect Dedicated Server Password no longer forces the game to close.

Bug

Fixed issue preventing deletion of certain buildables after removing connector pieces.

Bug

Fixed player characters appearing bald after toggling helmet display.

Bug

Fixed “Cook meals at the campfire” quest failing to complete if player leaves mid-progress.

Bug

Fixed Abyssal Spire quest waypoint not cleaning up after completion.

Bug

Fixed Mana Flare cast animation requiring two activations before use.

Bug

Fixed T1 Boats not using outriggers for collision.

Bug

Player map markers can now be removed properly on Dedicated Servers.

Bug

Fixed Hobbs not playing spawn-in animations correctly.

Bug

Fixed misaligned VFX on the Abyssal Spire.

Bug

Fixed missing materials in a lake in the South Greatwood.

Bug

Fixed dedicated server issue where map markers couldn’t be removed by the same player after rejoining.

Bug

Fixed Elder Spirit interaction prompt showing the wrong input.

Bug

Fixed duplicate client position markers appearing after rejoining.

Bug

Fixed map marker duplication issue that could prevent players from posting new markers.

Shards of Order - a.zasadny

Hello everyone (❁´◡`❁)

New week, new updates. Demo is now a thing of the past, code is nice and cleaned up, and now, we’re back in business putting out features like there’s no tomorrow. This week we’ve got some actual content to talk about. Starting with:

Le~ crit

So, we decided that we wanna give the players some occasional and sudden surges of dopamine, as well as add a chance to get out of some tough situations, you should’ve never gotten yourself into with pure luck. Therefore we decided that the best way to do that will be adding critical strikes. Some pieces of equipment will have a base crit chance, that will be upgradable via character skill nodes, and special cards. This will exist not only as an additional thing you can do, but also a way you can build your entire deck around. This should give some of you gambling enjoyers a chance (pun intended) to find their playstyle. 

We’re looking for ways to make the crit look extra JUICY by implementing various things, like custom animations, exclusive vfx, time stop and different damage number. Here’s an example result of how that's going:

No Crit: Crit:

We’re really looking forward to what builds we’ll be able to cook up with this feature, share your thoughts with us!

Burning Cards

Some of the enemies in the new dungeon will be able to set our characters ablaze, this will cause the characters actions to cost them health. This also causes the cards to appear “on fire” while on players hand, here’s how that looks:

Its straight fire🔥🔥🔥, The vfx under the character is subject to change, but we’re very happy with how the effect looks on the cards.

This and other mechanics should add a breath of fresh air to the overall experience of the new dungeon.

New analytics

So, after our last analytics post, we went and analysed some more data from our demo playtest (some of the people on our team are real data freaks). Here’s the things they compiled for us to enjoy.

The First Shrike Fight
The first Shrike battle was attempted 3771 times, and 3153 of those attempts were successful, the rest of them either lost (232) or rage quit the game (386). This is kinda surprising to us, we’re gonna have to make the objective of the battle more clear to try to make sure that no player misses our intention with it.

Legionnaire Fight

538 of all players decided to take on the Legionnaire with only soldier in their team, only 1 person managed to win the fight, though we have no idea how he did it. What an absolute madlad.

The Final Shrike Fight
Out of 1902 people that ran the Shrike fight, 271 of them lost, causing them to start over, 31 of them ragequit, and never finished the fight :(.

Most popular character upgrades

Here’s who upgrades most people chose on each of the characters while leveling up:


Soldier:

  • Judge Card

  • Executioner Upgrade

  • Shielder

  • Impact

  • Overhead Slam

Seems that people liked to play the Soldier a bit more defensively, a fair choice, BUT RAGE, WE NEED MORE ANGER! 

Scholar:

  • WoundCurse Upgrade

  • Drawer

  • Fireball

  • Heal

  • Weakening

Fireball wasn't very popular, but it was the strongest card in the game, it could deal some massive, massive damage. Playing the mage as a support and deck manager is also a really good way to play.

Exile:

  • Barrage Upgrade

  • Expose

  • Healing Rain

  • Load Upgrade

  • Sharpened Arrows

We like to see that, people choosing to upgrade barrage means they understood the value in reloading and topping up your quiver. 

New skill tree visuals

We thought that the skill tree UI looked a little outdated so we gave it some attention and refreshed it:

The Black Wing Legion
We’ve also decided to give you a sneak peak into the visuals of a new enemy faction, The black wing legion:

Wrap upAnother challenging week of work ahead of us, await new updates, follow us on our socials and stay safe. Until then, we’ll see you next week. 

Cheers,
Fardust team

PS.: The next update will be posted on Tuesday (11.11.2025), due to holidays 🙇‍♂️ 

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