Hotfix 1.0.58b: Fix infinite spawn loop issue in Lake level.
There was another scenario where layer could get stuck in an infinite respawn loop in Lake location by the river, after dying.
New patch for Skabma!
We got you!
This patch fixes a Quest and its achievement being impossible in the previous version as well as addresses various unintended routes that could lead to softlocked game state as well as some more minor fixes and improvements.
New: Add guidance footsteps to main routes in the Mountain area.
Add more decorations and some invisible walls at the edges of the Spirit World area to prevent player from getting stuck on sides of the area.
Changes: Block off some routes in the Tar-Burning Pit area.
Audio tweaks to one of Suonjar's cutscenes.
Tweak some bunny animation transitions.
Fixes: Fix music area shapes in "Damsel in Distress" Cutscene.
Fix music area priority issue within Village.
Fix music area size in Great Caves area.
Fix floating river in Mountain area.
Various cutscene tweaks and fixes, like ensuring that an actor's feet don't clip into ground.
Fix animation twitch in Jean's conversation animation loop.
Fix "Fallen Stars" quest: it was previously impossible to get a key item at the end of the quest required to finish it.
Fix sequence breaking route to a midgame area during early game.
Fix multiple gaps in invisible walls (special thanks to Carrot Helper!)
Reduce area where Reindeer can walk in the Reindeer Yard to avoid petting a reindeer causing player to fall through the walls.
Fix terrain showing sharp jaggies in multiple locations while playing with High Settings.
Add visual guides to help a certain collectible type.
Fix issues where loading a save at a certain point can break progression.
Patch Notes for 1.0.58
Overview
This patch fixes a Quest and its achievement being impossible in the previous version as well as addresses various unintended routes that could lead to softlocked game state as well as some more minor fixes and improvements.
New:
Add guidance footsteps to main routes in the Mountain area.
Add more decorations and some invisible walls at the edges of the Spirit World area to prevent player from getting stuck on sides of the area.
Changes:
Block off some routes in the Tar-Burning Pit area.
Audio tweaks to one of Suonjar's cutscenes.
Tweak some bunny animation transitions.
Fixes:
Fix music area shapes in "Damsel in Distress" Cutscene.
Fix music area priority issue within Village.
Fix music area size in Great Caves area.
Fix floating river in Mountain area.
Various cutscene tweaks and fixes, like ensuring that an actor's feet don't clip into ground.
Fix animation twitch in Jean's conversation animation loop.
Fix "Fallen Stars" quest: it was previously impossible to get a key item at the end of the quest required to finish it.
Fix sequence breaking route to a midgame area during early game.
Fix multiple gaps in invisible walls (special thanks to Carrot Helper!)
Reduce area where Reindeer can walk in the Reindeer Yard to avoid petting a reindeer causing player to fall through the walls.
Fix terrain showing sharp jaggies in multiple locations while playing with High Settings.
Add visual guides to help a certain collectible type.
Fix issues where loading a save at a certain point can break progression.
Patch Notes for 1.0.57
Overview
This patch again has bugfixes as the main focus, regarding issues such as Steam Input errors and aerial jump gameplay sequences having consistency issues with how to aim and arrive at desired end point.
New:
Added missing threat placements in a late-game area.
Add missing third party tooling to credits.
Add new glow visuals feature for Spirit Drum, highlighting spirit animals and rim when player is using abilities or drumming.
Changes:
Spirit World: add more trees and mountains.
Change visuals on a blocked path in Chapter 6/7 to more accurately look like the path is completely impassable.
Tweak task list positioning in pause menu.
Fixes:
[Steam only] Error popup now silently ignores thought-to-be-harmless errors that some users have reported when using Steam Input (errors starting with "" or "" that did not prevent playing but kept triggering the error popup view). Unfortunately no proper fix could be found, but hopefully these errors are as harmless as reported and at least this'll allow uninterrupted play. Another workaround to avoid these RawInput errors is to use per-game overrides via Steam Library, right-clicking the game and selecting "Properties…", then "CONTROLLER" tab and try the setting "Disable Steam Input" for the per-game override. Of course this cannot be used if your controller is dependent on Steam Input controller remapping.
Fix Air Vortex flight paths to be more consistent: previous behaviour took some deviance from movement inputs, but now we ignore movement for a short moment during the launch.
Fix Dynamic Resolution Scaling being overzealous during cutscenes and more or less always scaling down to minimum allowed scale. Cutscenes should therefore now have better visual quality for users that have Dynamic Resolution Scaling enabled.
Fix gameplay statistics not tracking all successful Shield usages correctly.
Fix campfire damage/hit volume staying active after putting out the campfire with water.
Fix one location where Áilu looks at a lantern instead of the rune.
Fix dash/aerial launch VFX getting stuck when dying.
Fix blurry cinematics and some cutscene camera placements.
Fix chapter/area that had an overall blurriness issue for visuals.
Fix issues with Fallen Stars quest.
Ensure epilogue credits roll finishes fully.
Cutscene audio volume and timing changes for a specific cutscene where timings were off and footsteps were too loud.
Fix wrong color, shape and orientation in WindPulseSuccess effect played when player successfully passes through a WindPulse.
Easier to navigate
Hey Noaidis!
We listened to your feedback and made it way easier to navigate in Skabma Snowfall!
Drum will light the way!
Patch with your feedback
Hello Noaidis!
The team has been hard at work!
We've collected your feedback on the game and deployed a patch that is going to make your in game experience way better, amongn these changes, you will find:
- Add more visual guides for navigation
- Adjust hard to reach platforms and puzzle in BearCave
- Adjust hard to reach platforms and puzzle in Outlook
- Low Health post processing effects toned down a lot, allowing the player to play the game better even when on low health
We'll keepo on listening to your feedback and work hard on the game!
First Patch
Hello to all the Noaidis!
We have patched a serious issue on the 22nd.
Please rest assure that we are reading all your feedback and are taking them into account for upcoming patches.
Stay tuned and thank you for supporting Skabma Snowfall!
Patch Notes for 1.0.56
Overview
This patch has bug-fixes as the main focus, regarding issues such as Settings not being applied correctly and missing walls and geometry in levels, as well as increasing player guidance.
Changes:
Depth of Field not being applied properly on first try when changing resolution
Play sound when player heals by drumming
Cutscene visual tweaks
Cutscene audio improvements
Myriad of general audio improvements
Add more visual guides for navigation
Fix some abrupt changes in lighting when moving about the levels
Fix Siedi Stones not knocking Ailu back when they are
*******
Fix the final boss attacking player before the reveal cinematic.
Improve several examinable objects placement
Improved main progress blocker being visually more dense to ensure players realize it is intended to be fully impassable.
Adjust hard to reach platforms and puzzle in BearCave
Adjust hard to reach platforms and puzzle in Outlook
Minor camera quality of life improvements
Floaters have had their air vortex capture radius increased to make them a little bit easier to hit
Fix Ailu possibly floating after some specific cutscenes
Quality of Life: Low Health post processing effects toned down a lot, allowing the player to play the game better even when on low health. (wink* : Ailu can heal by drumming a small while with a musical instrument)
Fix game breaking issue with checkpoint in Lake by the river.
Player could get stuck in an infinite respawn loop in Lake location by the river, after dying.
Skábma-Snowfall is now available!
The launch day is finally here. The feelings inside the team vary from panic to basket case. We have poured our hearts and souls into this game and now the world is going to see it. It’s overwhelming, it's a very emotional end to a project that we love and cherish so much.
This is also a very humbling moment. It’s now when it really hits home that Skábma will actually be the first pc game that addresses Sámi people and is available in one of the Sámi languages… Its cultural meaning is huge. There are no words for it. I guess it is still hard for us to even begin to imagine what kinds of ripples in the water our game is going to create.
We are a very small team and this game is something we fought so hard to make: all those long hours, tears, frustration, desperation and panic… but it was not only that: we shared plenty of joy, love and laughter during this journey (just to let you know that making games is not only sweat and tears.).
As the writer of Skábma and as a Sámi, this deep dive into my history hasn't been easy: I’ve torn myself apart and sewed myself back together during this project. It has been a painful but at the same time very healing process.
And it must have not been a cake walk for our director Sahin either - he embraced the Sámi culture and raised this baby game as his own. The amount of hours and dedication he has poured in in order for this moment to happen has been endless.
This game wouldn’t have happened without him. He is really our hero (but don’t tell him I said so!).
I bet the whole team agrees that when one really cares about a project and wants to create something way bigger than oneself or the team behind it, it's a cathartic moment when it’s finally done.
So tears are allowed and about to happen.
Meanwhile, Skábma - Snowfall will start its own journey and it is yet to be seen what kinds of adventures lie ahead.