Hey everyone, thank you so much for a massive F2P launch! We hope you and your buddies have been enjoying the game as much as us.
We're releasing this little patch to address some issues introduced in the previous one and to answer to some suggestions we've received. Keep that feedback coming!
UPDATED:
Minor XP table rebalance.
Improved performance in the pre-game lobby.
Tutorial will be a little more forgiving during optimized jump/side strafing sections.
Added Anna Lazarev's "MicroParty" track to the Party Pass OST. (F2P Trailer Theme)
FIXED:
Users with private profiles will now display their levels as "?" instead of "0".
Fixed issue with uploading certain custom emotes.
Fixed a softlock when trying to open the emote editor with no internet connection and or if something generally goes wrong.
Emotes will no longer be seen-through in Pathfinder.
Fixed invisible ceiling in Pathfinder's finish room.
Fixed box triggers in the Tutorial not disabling in time with the box itself.
Fixed incorrect display of teams in the player list in team gamemodes.
Fixed team indicators not following pawns (such as Karts or Jetfrogs).
Spectators (by choice) will no longer receive XP.
Fixed Jetfrogs not ending early in Survival if everyone runs out of lives.
Fixed Circuitfreezer breaking if the host were to spectate during it.
Fixed Standoff ocasionally breaking when switching from triple duel to double duel during the final round.
Fixed spectators respawning in Falling Platforms.
Increased server request timeout period, which should mitigate rare occurrences of cosmetics not loading or party pass owners not showing up as party pass owners.
Fixed cosmetics loading in for invisible players when late joining boss stages like Kai Karts or Jetfrogs.
Fixed certain occurrences where late-joining Kai Karts or Jetfrogs would break certain elements in the boss stage.
MicroWorks Patch 1.08: [FREE 4 ALL UPDATE]
The big day has finally come. Patch 1.08 is finally live, including, aside from your usual plate of fixes and QoL improvements, a brand new XP leveling system, skins & auras customization options, custom emotes, and most importantly, the 100% price tag cutoff!
UPDATED:
MicroWorks is free to keep, now and forever. Get the gang together!
Brand new leveling system - earn XP by playing and performing well, and use it to unlock new skins and auras for your Kai!
Custom emotes - party pass owners can now customize their emote wheel and upload custom emotes that everyone can see!
Merged chat & voice mute into a single block feature. Blocking a user, aside from muting them, will also block their custom assets, such as custom emotes. User blocks will persist even if you quit the game.
Moved network messages to the ISteamNetworkingMessages interface. This should result in faster, and more secure connections.
Major improvements and optimizations to Kai's 3D model, along with the Karts & Jetfrogs.
Implemented 3D preview in the Sandbox color picker.
Improved Kai Karts boost pads: They will now boost you in the direction
they* are facing, rather than the direction you are facing, and have extra effects for better feedback.
Added spawn invulnerability to Jump The Rope, Dodgeball, and Kai With A Flag.
Exploding barrels in "Don't Blow Up" will now blow up other nearby barrels in a chain reaction.
Explosion radius indicators will now only show up for beginners in "Don't Blow Up".
Explosion radius in exploding barrels will now grow with each speed up level in "Don't Blow up".
Reduced bomb throw charge time to 1 second.
Increased bomb & coconut explosion radius.
Dual railguns will now deal half the knockback when fired.
Implemented team auto-balancing in team gamemodes. You are now defending.
Added a notification for late joiners in lives based gamemodes to inform them they must wait for the next game to respawn.
Players who switch to spectators during lives based gamemodes will now properly have their lives removed.
Added pagination to workshop cosmetic selector.
Added ducks.
FIXED:
Fixed oven explosion debris not being properly set up as debris.
Fixed softlock in Tutorial involving pushing the Kai dummy back into the previous courses. You can't save him, guys.
Fixed bad transition to spectator view when dying in Trivia Mastermind (in Survival).
Fixed correct answer sound not playing on third streak in Trivia Mastermind.
Fixed Jetfrogs & Ghosthunt not ending early properly in Survival.
Fixed hunters getting lives deducted before the blindfold period ends in Survival Ghosthunt.
Fixed an issue where players would get teleported back and be unable to progress in Kai Karts.
Fixed addition equations missing from "Type The Answer".
Fixed an issue where the workshop cosmetic selector would break after a refresh.
Fixed an issue where specific scaling on workshop cosmetics would cause black screens for other players.
Fixed workshop cosmetic z-fighting when setting the Z scale to 0.
Fixed being unable to set certain keybinds.
Fixed "Invert Mouse" setting inverting the X axis.
Party Pass
The Party Pass is a single one-time purchase DLC that unlocks all features that are not part of the free version of MicroWorks, and also grants you with some dope digital bonuses.
Everyone who already bought the game before the F2P transition will receive it for free, but if you haven't gotten the game yet, give it a check!
Boy... preparing this update was tiring. But nevertheless, we're very proud and happy with how it turned out! It feels like the definitive edition of our little game, and we feel we've managed to strike a good balance between turning the game accessible to everyone while allowing ourselves to continue earning from it (at least a little bit).
Thank you to everyone who patiently waited for this update through all these months, and we truly hope it doesn't disappoint.
Now what are you waiting for? Let's get playin!
MicroWorks is going FREE TO PLAY
No, really- it's not so bad. In fact, this is one of the best changes to come to MicroWorks. We've been working on this update for a long time since the release, and we're so excited to finally reveal it.
But first, let's get all the important bits out of the way:
May 25th, 2023 - MICROWORKS IS GOING FREE TO PLAY.
Mark the date, clear your plans and get the gang together! MicroWorks will become free to keep forever.
The free versions of MicroWorks will include all the available microgames, boss stages, modifiers, and all main game content. They will, however, also be locked out of certain premium features, which will be exclusive to the "Party Pass" DLC.
Introducing The Party Pass
The Party Pass is a DLC that unlocks all premium features of the game (which we'll detail in a moment), and also rewards you with some digital bonus goodies. It will cost just $9.99 and you get to keep it forever - so no, no MTX, or subscriptions, or any of those nasty things. We remain committed to our promise.
And yes - everyone who already owns the game will receive the Party Pass automatically for free! You're not skipping a beat.
The features that will be exclusive to Party Pass owners are as follows:
Workshop Cosmetics - Free users will not be able to equip custom workshop cosmetics. They can still, of course, see others' cosmetics, and even create their own.
Custom Emotes - Free users will not be able to create custom emotes. They can still, of course, see others' custom emotes.
Private Hosting - Free users will not be able to create private or password protected servers. This one might come off a little controversial, but it comes as an effort to encourage more public games.
The good news is that free users can still join private games - so if you're looking to get a private party going on with your friends, only your host needs to own the Party Pass!
Mutators - Free users will not be able to create or join mutated servers.
Boss Rush - The Boss Rush gamemode will be exclusive to Party Pass owners, and free users will not be able to create or join servers playing it.
In addition to unlocking all the features above, Party Pass owners will receive the following digital goodies:
What Else Is Coming In This Update?
XP & Leveling System
Progression system? Progression system. Get ranked at the end of every match, earn XP and level up to unlock new customization options! Every match you play now counts.
(HINT: Winners get a big XP bonus!)
Skins & Auras
Grinding up those levels is cool and all, but surely there has to be a reward for doing it? For this, we've introduced two new customization options: Skins & Auras.
Skins are, as you'd expect, new skins for your Kai. They are fully colorable. The rarer Auras are special particle effects you can attach to your Kai. They, too, are colorable.
And yes, Skins & Auras are available to everyone, free users too!
Custom Emotes
Exclusive to the Party Pass, custom emotes allow you to upload any image you want to use as an emote and customize your emote wheel in any way you'd like. You can even create custom expressions on Kai's face! The future of sharing memes is here.
This comes with a ton of balance adjustments, fixes, major networking improvements and a whole bunch of behind-the-scenes stuff to improve your game experience.
Why the F2P Change?
...is probably a question you haven't asked, because the answer is likely obvious. But I like talking so you're gonna listen to me ramble anyway.
MicroWorks is, at its core, a social game - you can play it alone, but the real magic comes out when you have a whole party going wild at it. As developers, it's our mission to optimize your game experience, and in MW's case, it means breaking down the barrier of entry as far as we can. Convincing your entire group of friends to invest in a niche game can be a little tough.
We've been closely listening in on feedback and players' experiences since the release and carefully planning how to carry out this mission, and we believe this to be the best possible solution. Everyone wins when everyone can play, and we can grant you with a bunch of cool stuff if you choose to support us (the Party Pass is the only way we are earning revenue from the game).
It's cheesy to say but the only reason we can even allow ourselves to go free is thanks to your support. All you peeps out there playing and making noise about it online, we see you and we are grateful for every single one. <3
SO, MAY 25TH. SEE YOU THERE?
Oh, And One More Thing
MicroWorks is now discounted at 70% off until May 25th - all the way up until its free to play debut. Chip in now to get instant access to the game and secure your Party Pass at a cheaper cost!
Patch 1.07 is live now, including our promise to make a dedicated tutorial world, plenty of QoL changes and fixes, new languages, and also 60% off until March 13th!
Brand new interactive tutorial to experience when you launch into the game for the first time!
New languages added:
Belarusian (courtesy of Nikolay "Kolzar" Zarovskiy, Mitay Vedrovitch & Old "Arastode")
Korean (courtesy of snowfireball)
New language selection display to make switching languages a little easier on the eye.
New scenes menu that allows you to easily drop in to levels that are not part of the main game, such as Sandbox and Tutorial.
Revamped news & announcements window, allowing you to manually scroll through it.
Revamped credits menu.
Implemented weapon input buffering, helping your fire rate stay consistent when you're spamming that left mouse button.
Targets now have a health bar, and are colored differently when invulnerable.
Optimized "Favorite Microgame/Boss Stage" load times in the stats menu.
Leaderboards page limit increased from 100 to 999.
Game start countdown will now be synced to the beat of the music.
Increased pass radius in "Don't Hold A Bomb".
Increased hitbox sizes on all player projectiles.
The oven will now blow up if you fail "Heat Up The Oven To X". Yeesh.
Reduced default master volume to 40%.
New secret reward for 100% achievement completion status (with more on the way!)
Steam Rich Presence will now be localized to the language you run Steam on.
FIXED:
Fixed turret in Don't Fall falling asleep with high player counts.
Fixed issue where players would randomly teleport across the Nexus.
Fixed Ghosthunt ghost lock effect not stopping after a ghost has already been released or captured.
Fixed potential issue in Falling Platforms that could crash the server. Good thing no one tripped it up?
Fixed Falling Platforms' Don't Touch X or Y special instruction picking the previously selected color, killing all players instantly. Hopefully for real this time.
Fixed clients not hearing pickup sounds or seeing pickup message for the star in Shooting Stars special round.
Fixed re-sorting servers in the server browser ignoring active filters.
Fixed an issue where certain sound variations would never play.
Fixed a rare issue where falling to the water in Kai With A Flag would not kill you.
Fixed an issue where certain physics objects would not unregister after being deleted, causing the max physics limit to get tripped inaccurately.
Localization fixes.
Developer Projection
This update comes as an answer to the common complaint that the game doesn't give you a chance to properly learn its mechanics, as it tries to teach them to you amidst the chaos of the ongoing microgame frenzy.
We really wanted to integrate the learning experience as a natural part of the game, but have quickly come to learn after the release that in a game like MicroWorks, it just doesn't work out. There's only so much we can ask people to pay attention to at once!
So if we're going to have a Tutorial, let's go all out. Make it strong, make it entertaining, and get funny meme man and my great friend Gianni Matragrano to guide you through it with his silly little performances. Get in game and give it a shot!
Now, kindly await our next update. Upcoming news should definitely be exciting...!
NOTE
We are aware of an issue with lower-end hardware where, *ironically*, the "Very Low" quality preset causes black screens and even crashes. We are still investigating, albeit a bit struggling to find a solution to a problem we can't even reproduce.
If you are struggling with this issue, please check this thread on how to change your quality preset outside of the game to resolve this.
Exactly 3 years ago now, development on MicroWorks would commence. Just two friends setting out to make their first game with high dreams and absolutely no clue how to reach them.
4 months ago, after a long battle with many bumps in the road and more mental breakdowns than we can count, MicroWorks would officially release to overwhelmingly positive reception. As of today, we have sold over 10,000 copies! This is a HUGE number for us that we do not take for granted.
So before we enter the new year, we just want to say thanks to every single one of you who has played our silly nonsensical game, every one who has recommended it to their friends, talked about it, streamed it, created content for it - everything you do is pure fuel for us.
And AS we enter the new year, you can be rest assured good things are coming. I talk about it a bunch and I still can't say what it is so, hopefully the next post we make will finally be the one to let you in on our secrets. Until then, stick around? :)
MicroRecap
So 4 months in, 10k players, how do the stats fare so far?
Rarest Achievements
#3 - Trivia Nerd
The third rarest achievement, with 0.3% of unlocks, is Trivia Nerd. You guys sure have the trigger fingers for getting Total Fragger, but not the brains for answering random anime & manga trivia, huh?
#2 - LPS Master
At second place, with 0.2% of unlocks, is LPS Master. At Update 1.05, we had to label gamemodes with difficulty levels, as we noticed a lot of new players kept naively selecting Last Player Standing because it sounded like a cool gamemode. They had no idea what they were in for.
#1 - Professional Frog
And the number one rarest achievement with 0.1% of unlocks, proudly holding that title ever since the release, is Professional Frog! Jetfrogs' traps are some of the trickiest, requiring good timing and control over your bouncy little pawn, so finishing the entire course within the time limit AND doing it flawlessly is definitely going to require a lot of practice - it's an achievement you have to actively fight for. But if you're one of those worthy few that unlocked it, mmm... you know what sweet victory tastes like.
Best & Worst Games
What are our best performers? Counting the accumulated win amount of each and every microgame and boss stage, these are the ones you guys dominate and struggle with the most:
Best Microgame - Shake It Yup, not even Free Round! Shake It is the one you guys won more than any other microgame out there. You all shake it good.
Worst Microgame - Get On The Fewest Player Platform You know when this one shows up, everyone's primal side wakes up. Pushing and fighting to dominate a platform is no easy task, and the amount of wins on this one reflects it.
Best Boss Stage - Jump The Rope Surprised? I am at least, because that rug is a warzone. With 1,376 accumulated wins, Jump The Rope is the most popular boss stage.
Worst Boss Stage - Robot Rumble Maybe boxing isn't the career choice for you. With 675 accumulated wins, Robot Rumble is the least popular boss stage.
Most Popular Workshop Items
A few years ago I made a post detailing our workshop system, and how I can't wait to see what creativity ensues from it. "Hope it's not all memes!" I said, haha.. heh.. (jk yknow I love those memes)
With 1,138 subscribers at the time of writing, I guess you guys really like pinning giant human heads on Kai. Unfortunately, I don't think "Cook Meth" microgame will be part of our DLC.
The highest subscribed workshop item with 1,452 subscribers at the time of writing - Caneta Azul no lado is... I have no idea. Our Brazilian fans adore him though, so whoever that funky cardboard man is, he is always welcome in our game.
Bosses Guide
I'd also like to wrap up by bringing to attention this great guide by dukernova! It is the ultimate guide to every boss stage in the game, with some hidden tips from the top of the top. Give it a read!
SO,
that's all for now folks! From everyone at Agiriko, we wish you a happy new year, with a "PASSED!" result on every one of your goals. We'll see you on the other side!
Reminder that MicroWorks is currently 80% off until Jan 5th, so if you still haven't gotten it for yourself or literally every single person you know, not much time left to get it at the best price!
Xmas Mega-Sale
Rejoice, everyone, The Steam Winter Sale is here - and MicroWorks is not exempt!
But The Winter Sale is not like any other sale to us. Christmas time is a special time of year for all of us, and we feel like celebrating it by running the largest discount we'll run all year round - until January the 5th, MicroWorks will be 80% off!
That's effectively 5 copies of the game you can buy for the price of just one! So if you're looking to laugh your bells out this holiday season, grab your hot cocoa, warm blanket, and get the gang together for some classic nonsense microgaming action. No waiting queues, no battle passes, free user-made cosmetics and a whole ton of minigames for you to enjoy to your heart's content.
We also currently have a seasonal in-game event running! Get the game before Dec 31st to experience it!
Merry Christmas from Agiriko!
MicroWorks Patch 1.06: [KAISMAS UPDATE]
Season's greetings from Agiriko - we hope you've been enjoying the holidays so far! It's a wonderful time to spend together with your loved ones, cherishing one another. On that note, we updated that one game that is sure to break all bonds with said loved ones.
Patch 1.06 brings about the exclusive Christmas event, which will run from the 21st to the 31st of December! It features alternate seasonal environments, music, weapons and crabs...!
We've also done a bunch of work to optimize the game for lower-end hardware, including an important fix for a crash with integrated graphics cards! If you've been gaming on below minimum specs and haven't been able to play the game, this update might just do the trick for you!
UPDATED:
Holiday festivities be upon us, and the Nexus is all decorated for the occasion. Special Christmas event is now active until the 31st!
Subtitles are now available for all dialogue in the game. This will come in more useful in the next update.
Quickmatch will now auto drop you into a new server if no servers are available.
Players can now vote to force start the game during loading if not everyone has loaded in within 20 seconds.
Added spawn effects to crabs in "Grab A Crab".
Added a special effect when a player shoots too early in Standoff.
Falling Platforms will now choose a highlight color at random, rather than the least common platform color.
Locked on ghosts will no longer be able to jump in Ghosthunt.
Increased star spawn rate in "Shooting Stars" special round.
Preferred refresh rate setting has been retired.
FIXED:
Fixed a crash in the Nexus with integrated graphics cards, along with a bunch of optimizations for lower-end hardware.
Fixed a bunch of game locks when attempting to play the game with no internet connection. The game will now also display a warning indicator when no connection is available.
Players can now late join Boss Rush - spawning in at the next boss stage, instead of at the next game.
Players who join in at the endgame in lives based gamemodes will now properly be put as spectators until the next game starts.
Falling Platforms' "Don't Touch X and Y" special instruction will no longer pick the previously selected color, killing all players instantly.
Fixed an issue with certain monitors where launching into the game for the first time would set your maximum FPS into your lowest supported refresh rate.
Fixed a game lock when opening the server browser/creator right after closing it.
"Cold Call" achievement is no longer awarded if a player is frozen at the end of the boss stage.
Fixed incorrect rendering of player freeze effect in Circuitfreezer.
Localization fixes.
Developer Projection
For most of the time, we've been working on what we've promised in our developer update on the 30th of September. But I'd be super bummed if we were to not have a seasonal event for what is arguably the best time of year, and there's a lot of good fixes I didn't want to hoard for too long, either. So this update acts as an intermediary before we push out the next big one(s), all coming in Q1 2023!
We're grateful to everyone who's enjoying the game and sticking around. Every single stream of the game fills us with child-like happiness, and we're excited to push onwards with the development to optimize your experience! Please look forward to a few more announcements we got to share before the year is over.
Oh, and of course - have a Merry MicroChristmas, everyone. :)
Blood Moon Event STARTS NOW!
Once every year, the blood moon rises above the Nexus, corrupting and enchanting the simulation with the spookiest of anomalies.
Grab a couple of friends throughout the week and experience the exclusive event, featuring new Halloween-themed levels, soundtrack, and player models (SKELLY KAIS)!
Event ends on the 31st.
In addition, MicroWorks is 40% OFF for the duration of the event! Spread some holiday cheer and get your friends in on some microgaming action:
Halloween is just around the corner, and so are we. MicroWorks's 1.05 update is out now, featuring an exclusive seasonal event until the 31st, a brand new gamemode, and a bunch of fixes and balances!
UPDATED:
Blood moon dawns upon the nexus once more, enchanting the simulation with the spookiest of vibes. Special Halloween event is now active until the 31st!
Brand new gamemode: Boss Rush! No microgames, only an onslaught of boss stages to battle through.
Dynamic difficulty system rework: The game will now pick better suitable microgames depending on the skill level of players in the server, and arguments are now also included as part of the system (no more "Upside Down View" for new players).
Labeled gamemodes with appropriate difficulty levels.
Mutator settings will now only appear if they are relevant to the selected gamemode.
Don't Fall Rework:
Don't Fall will now have the same rules in both SP and MP.
Don't Fall will no longer end when there is only one player left - only when there are
no* players left.
Bomb turret will now rise up when there is either one player left, or after 40 seconds have elapsed.
The bomb turret will enter frenzy mode when there is only one player left.
Decreased bomb turret shooting frequency.
Breaking the ice will now grant you additional points.
Updated Airblast microgame:
Replaced bulky sawblades with spikes.
Hitboxes on the spikes are more forgiving than sawblades.
Added physical stoppers to avoid players walking into spikes when the microgame starts.
Jump Out Of The Map microgame will now disable the wall closest to most players,
and* the wall on the opposite end of the first one.
Increased Kai Karts base score per lap from 4,000 to 5,000 in Scorematch.
Removed score loss when falling off the map in Railwars.
Earning frags in Railwars will now earn you lives in Survival.
Increased Ghostgrabber strength in Ghosthunt.
"Slow Fade" argument will now actually be slow.
"Scratched" argument will now scratch letters away faster.
Increased score bonus in "Bonus Points If X Fails" argument.
"Upside Down View" argument has been made rarer (into the rarest argument in the game).
FIXED:
Fixed "Frag X" microgame using an incorrect speed level.
Fixed an issue where "Frag X" microgame would brick the game in X6 mode.
Fixed an issue where if the target player in "Frag X" microgame left the game before the microgame was completed, the game would brick. Now, if the target player leaves, all players are automatically awarded a win.
"Type The Color" microgame in colorblind mode will now exclusively show both name and color symbol, regardless of color display setting.
Fixed kart network rewinding not working in "Kai Karts", leading to player-server desyncs and causing laps to not count.
Players that join a server while a boss stage is loading will now properly receive the gamemode information.
Game coordinator will no longer wait on players who left the game right as a boss stage started loading.
Fixed an issue where "Jump Out Of The Map" microgame would not disable any walls.
Microgame Auto-Downloader now works in lobbies.
Fixed stun effect not playing on stunned players (yeah, we had one!).
Fixed Trivia Mastermind breaking if a player leaves mid-game.
Fixed "Your Loss Is My Gain" special round not working properly.
Fixed incorrect loading screen on the second boss stage in the "Double Boss" special round.
Fixed an issue where players holding a dodgeball at the end of Dodgeball would spawn it into the next level (it was fun while it lasted).
Fixed incorrect score awarding in Circuitfreezer when playing Team Pointmatch.
Fixed Ghosthunt not ending in Survival if all ghosts get captured.
Fixed ghost effect not appearing on all cosmetics in Ghosthunt.
Fixed Standoff not accurately reporting the correct amount of earned score.
Fixed default lives count mutator being 3 instead of 5.
Fixed broken colors display in Portuguese.
Work behind the scenes is still going as hard as ever to achieve everything we've set out to do, so thank you for staying patient!
Happy Halloween from Agiriko <3
A Developer Update
Nearly a month ago (already!), we've released MicroWorks. Ever since the release, we've been very carefully watching and listening to feedback. I wanted to make a little "behind the curtains" post detailing our findings and upcoming ventures with the game.
Firstly, we are SO happy the game was received positively. When you spend sleepless nights every day working so incredibly hard on a game, especially without too much outside help like we had, you start developing doubts. But watching people have so much fun with our silly little game, being able to form a community of passionate people, and, for once, enjoying the game and laughing together with newly made friends - it reminds you why it's all worth it.
That all being said, of course, the game's not without its issues. After clearing out most of the release bugs, we are faced with two main problems:
Entry Barrier
If you're not used to fast-paced games, especially ones like MicroWorks that require good handling over your movement, chances are you've tried the game, got incredibly confused, quit the game and refunded. This makes us sad devs and you a disgruntled customer.
There's a lot we didn't do right in that regard - being forced to learn the ropes of the game *while* you're already playing, especially in MicroWorks, isn't a great environment for processing and remembering information.
This is why our focus for the next update is a specialized tutorial level. This level will be presented the first time you launch into the game, and will teach you everything you need to know about the game in a compressed and entertaining format, and most importantly, in a stress free environment. You'll also get to practice a few easy microgames to get the gist of it.
This tutorial will not be mandatory - you can choose to skip it if you wish. Just don't come whining later!
Player Base
Well, here's a tough one. Ever since the release, we've amassed a decent amount of players - but not enough to keep public servers constantly available.
Chances are, if you bought the game expecting to be able to drop in a few filled up servers, you'll be disappointed to find the server browser empty or filled with password protected servers.
This is, by far, the #1 complaint we've received, and we've been mulling over it every day. Marketing a game to this sort of level is incredibly expensive and difficult, and just not within our reach. Our business model does not impress investors.
We have, however, finalized a plan this week to work this out. We are not yet ready to share details about it, but this is more to let you know that yes - we are aware of this issue, and we are going to fix it. <3
It will require a lot of work though, so don't expect it right away!
So, as you've seen, our primary focus at the moment is stabilizing player experience. We are, as always, determined to make this game accessible to everyone, even with its wacky and mostly unfamiliar gameplay.
I want to once again thank everyone who's been supporting and sticking by us, whether you were here from the very beginning or joined after the release. You all keep the dream alive. <3