Snacko cover
Snacko screenshot
PC PS4 Switch PS5 Steam Gog
Genre: Simulator, Adventure, Indie

Snacko

šŸ“¢ 0.9.0_5009 Patch

Core



  • Stamina values used by tools now consistent between all systems
  • Stamina usage when hitting world resources now factors charging into the stamina cost
  • Obelisks now have an effect to denote if it has been activated
  • Hotbar - fixed issue where hotbar would go out of sync when loading a save

Journal



  • Added Cultural Center donation status to the Nekopedia

Farming



  • Stamina usage no longer deducts on the farm when your action didn't do anything that gained XP (ex: watering an already watered tile, trying to use the axe on a rock)
  • Farm debris items now drop like the resource drops (no more flying rocks (aww...))

Builder Kit



  • Dye menu now pulls from all inventories, not just what you're holding - so you can safely store dyes in a storage container and use them anywhere
  • Now shows control prompt to toggle snap to grid/free place

Shrines



  • Conduit - Added additional sign in starting area to explain how to hit the power switches
  • Iceway - no longer crashes on completion

Hotfix 0.9.0_4976

Hotfix 0.9.0_4976 is live with the following fixes:


  • Rain will now properly water crops! šŸŒ§ļø
  • Mesecina's Wrath has ended in the Grassy Plains (going into the Grassy Plains while its raining will no longer cause explosions)
  • Multiple Journal UI & general stability fixes (thanks for using the Crash Reporter!)
  • Storage Containers now keep their inventories when moving them
  • Furnaces now keep their inventories when moving them
  • Seed Makers now keep their inventories when moving them
  • Alembics now keep their inventories when moving them
  • Cutting Boards can now be put away
  • Shop item descriptions now properly scale to fit the UI element
  • Betta fish are no longer stackable
  • Hardwood Lamp is no longer uncraftable
  • Fixed Shrine Goal collision


Please enjoy!

Hotfix 0.9.0_4956


  • Camera if zoomed out/on ultrawide no longer clips through skybox in Cultural Center rooms
  • Shortcut to grassy plains in your farm no longer blocked off


We're aware of saplings being nuked from the game once you reload/go to next day. Hold onto your saplings for now until we patch in a fix!
We're currently focused on resolving crashes and memory leaks, thank you for your patience!

Quick hotfix... 0.9.0_4945

I may or may not have forgotten to hide Nobu's ceiling 😭 sorry my bad

šŸ“¢ 0.9.0_4942 patch is live!

Game



  • Can use both WASD and arrow keys by default
  • Can now place Mushroom Table
  • Can now place more than one barn
  • Fixed issue where Nobu Jr. may not show up if you had items too close to your house entrance
  • Fixed issue where you could still place your house on inclines that would cause trees to block the entryway, causing cutscene-related softlocks later

Misc.



  • Bugsplat crash reporting now enabled. Please send these when you crash! We will be reading them!
  • Changing dialogue and adding Shrine tutorial to clarify they're not required for story completion
  • Added popup when interacting with other Shrines for the first time if you're sure you'd like to try them
  • Made it easier to get the crafting books inside Quicksand
  • Can no longer jump out of Nobu's house or fall into water in the farm and get ported back home

New things we're working on still:



  • Hotbar doesn't visually refresh, not showing you your new items or added items to your inventory
  • Mines below floor 1 disabled until we fix crash


Previous fixes from NEXT


Game



  • New players/players who haven't seen the end of Grassy Plain events yet: last cutscene now triggers right after Obelisk event to be more clear on progression
  • Myst Pollen can now be properly found in the Mushroom Forest
  • Gems can now be found in their respective biomes. Their drop rates are low, so good luck!
  • Fixed freeze when you buy a barn from Nobu Jr.
  • Discard extra equipment tools
  • ALL wood items can now be used as furnace fuel, not just Softwood and Hardwood, including furniture. Different woods have different fuel rates. Wooden furniture burns very well ;)

Misc.



  • The boat is now sue-able. Fixed typo of an unusable boat being unsuable
  • Fixed Nobu being off-screen during his first friendship event
  • Frame rate limit set to 60 by default to prevent your GPU or fans from dying (options in Other tab to change it)

Known things we're working on still:



  • Memory leaks and related crashes
  • Cannot put equipment into containers
  • Cannot affix gems on tools using the Furnace
  • Mesecina's wrath still appearing (flashing particles in Grassy Plains and Goddess Pond)
  • After spring ends, Goddess Pond trees have both the spring and summer trees, causing them to glitch between the two
  • The Goddess does NOT like the game

NEXT branch enabled for frequent updates + 0.9.0_4926

Meowllo! We have a new hotfix patch that's on the NEXT branch. Please read carefully, as this isn't the default branch and your game won't automatically update unless you follow these steps:


  • The Next branch will be patches we personally verified to work with current saves, but not yet passed through QA
  • To opt in to the Next branch, go to the game in your Steam library, select the cog -> Betas -> and insert the code snack0snack0
  • You can go back to the default game at any point by selecting "None" under beta participation's dropdown menu
  • And obviously, you can always go back to the NEXT build by selecting it under Beta Participation
  • We will be marking patch notes only live on this version as NEXT, and will notify when it's been clear to go default
  • There may be times where multiple NEXT builds roll up into one big default build, but don't worry, patch notes will be written for each release




Now, patch notes for the current build...

šŸ“¢ 0.9.0_4926 NEXT


Game



  • New players/players who haven't seen the end of Grassy Plain events yet: last cutscene now triggers right after Obelisk event to be more clear on progression
  • Myst Pollen can now be properly found in the Mushroom Forest
  • Gems can now be found in their respective biomes. Their drop rates are low, so good luck!
  • Fixed freeze when you buy a barn from Nobu Jr.
  • Discard extra equipment tools
  • ALL wood items can now be used as furnace fuel, not just Softwood and Hardwood, including furniture. Different woods have different fuel rates. Wooden furniture burns very well ;)

Misc.



  • The boat is now sue-able. Fixed typo of an unusable boat being unsuable
  • Fixed Nobu being off-screen during his first friendship event
  • Frame rate limit set to 60 by default to prevent your GPU or fans from dying, esp on Steam Deck (options in Other tab to change it)

Known things we're working on still



  • Memory leaks and related crashes
  • Cannot put equipment into containers
  • Cannot affix gems on tools using the Furnace
  • Mesecina's wrath still appearing (flashing particles in Grassy Plains and Goddess Pond)
  • After spring ends, Goddess Pond trees have both the spring and summer trees, causing them to glitch between the two
  • The Goddess does NOT like the game

Small adjustments/bug fixes: 0.9.0_4914

Settings UI



  • Added a "text" tab, which is available both in the title screen and in game. This page contains a picker for the game's Language. You can only pick between "English", and "Japanese (Beta)"
  • Adds "Gentle Visuals" to the "video" tab. This will be available in the title screen and allows players to disable the flashing in the intro cutscenes.
  • Fixed an issue where selecting a video mode (Fullscreen/Windowed Fullscreen/Windowed) would sometimes not update the video mode.


Game



  • (Temporary) Player will now be warped back to their house when they fall out of bounds - this calls the same function that the "Go Home" button in the main menu uses.
  • Fixed issue where Item Obtain notification popups would appear over the shop UI, making it impossible to leave.
  • Fixed issue where you needed to hold items to be able to craft with them (you can just leave items in storage and still use them in crafting)
  • Removed ability to walk off platform in the Obelisks, causing you to fall forever or get stuck


Known issues we're looking into right now



  • Myst Pollen currently not obtainable in the Mushroom Forest
  • Stumps drop way too many Hardwood to stamina use ratio
  • Sometimes, NPCs can get stuck in the middle of the town map underground. Leaving the town and coming back can sometimes unstuck them
  • Resources from other maps (Grassy Plains, Desert) can regrow and appear on your farm when switching levels


You can always join our Discord to help expedite the back-and-forth process to help get your save file unborked! Or, you can fill out our bug form to pass along any files.

Hotfix for flashing in Grassy Plains

No longer blinds you when you walk into the plains during a rainy day!

Devlog #62: Snacko is coming to Early Access

Meowllo! Spooky season is over, now it’s cake season. I mean, November is almost December, right? That’s how that works? It’s already snowing where I live, so it’s December for all I know.

Anyways! We have lots of big important things to cover this month, so I’ll leave the intro short~

Snacko will launch in Early Access on PC. Snacko 1.0 will be released in full in 2024 on PC and console!



We came to this decision after a lot of thought and discussion on where Snacko is, and where we want it to be for you, the player. This gives us time to do a final polish pass, expand on some of the existing content the way we want, localization, MORE QA, and implement community feedback!

A lot of things have factored into this, so lemme run them through you. Before that, I know it’s a lot of text, so the gist of it is:



  • The game’s story and core loop is complete and playable, but there is room for more content and polish
  • Localization and porting takes time to both do, and do well for a game of this genre and scope
  • We want to fine-tune the pacing and balance for everything: crafting progression, relationships, all that fun stuff
  • We will be working with our QA team to try to maintain save file integrity, but the possibility exists that changing content or fixing a major bug update may impact your save files as updates are released.
  • I’ll post a separate update that goes into more of the dry details of how EA will look like, our plans, and the rough update schedule during the time period, along with some other important things in the future.


Now, the long version:

#1 - The game is content complete and playable from start to finish...but there’s more!



Yes, you can play through the main story. Yes, all the dialogue is written and you can do everything else you’d expect in the game, like...farm, explore, build, craft, date...cow.

But, there’s a lot of polish and balancing we’d like to adjust. We’re about a month into our Kickstarter-only beta now, and it’s been very helpful to get feedback from players, so we’d like to continue that vibe for a little longer through early access!



Part of that is yeah, it’s mostly just the two of us working on the game full-time. (Including support from some of the talented contractors we’ve worked with, of course!) The game has (unsurprisingly) ballooned into quite a hefty game over the last couple of years since we started. It sure does feel great to say ā€œthe whole game is playable now!ā€ but it’s been long enough that we feel like the additional time will really help Snacko go from ā€œyayā€ to ā€œWAHOOā€. You know what I mean?

There’s lots of stuff that is already playable but we want to improve:




  • Better mines experience, more floors with more variation
  • Player house expansion, wallpaper and flooring options
  • Little world activities and events, more festivals
  • Proposing and a more in-depth post-bonding life (don’t worry you can romance and date everyone eligible in early access!)
  • UI/UX (including controllers!) polish
  • Better tutorials and documentation in the game for those of us that need more help (me, that’s me. I need more help)
  • More accessibility options and better settings
  • Additional craftables
  • ...and obviously, bug fixes

For weaker computers and consoles especially, we want to dedicate time to make sure it runs well and feels really good with a controller to play. These are things that will take us some time and a couple rounds of playtesting and fine-tuning to really get right, but we think having the game play well on both keyboard/mouse and controller with a stable framerate is very important!
In fact, the month of October was heavily focused on making UI/UX improvements. We’ve been working on a new system (we call it SnackoUI, very original) that has made it easier to make functional buttons and screens that will just work with controllers. It’s very exciting.



(Keep in mind at this point when this message was sent, I haven’t seen recursive in a whole week. We live in the same house. He is my husband.)

Poor recursive did...wilt a little bit creating the system, but it’ll make things go much faster (with less bugs) in the near future. In fact, we’re already reaping the rewards now! No more ā€œ1 business day spent on a single UI screen to get it to work with a controllerā€!!!

Zoro also spent time profiling where a lot of the performance bottlenecks were and remaking certain portions of features to improve it.



Now, with the worries of ā€œoh no not another UI screenā€ out of the way, we’ve been able to spruce up some existing screens to make them feel and play better.


(Before!)


(Now!!!)

The poor arcade machine at the grocer’s just...Yeah, it was rough.

#2 - Some other things just take (more) time



PC is relatively easy to test on, make fixes for, and update. But that kind of exponentially grows as you tack on more things, like other languages and console releases.



While working on finalizing the text earlier this year, it became pretty limiting to keep the text as-is and not make any more changes or additions. It became clear that we just had to add more text, especially with small tutorials and other flavor text to help the world come together.



But unfortunately, the process of writing, making sure I didn’t spell mackerel wrong again, sending it off to get localized, reimported, QA’d in the new language...

It’s just a lot of time and effort. With the two of us, it meant if we were working on localization implementation, we couldn’t work on bug fixing or polish. So, we decided to focus on making the base game better before worrying about controller support or additional language support.

#3 Game big playing hard



So like, I guess I never thought about this in depth, but one of the downsides of having a more sand-boxy type of game where you have a lot to collect and craft and a lot of characters to talk to means that it’ll also take a long time to test.



Sure, we’ve got debug commands and systems to help us test if something works, but people have to actually play through it to see when the pacing feels off, or when an activity or goal is just too grindy.
Bubbafare, one of our long-time supporters, was a huge help as they played...a hundred hours during beta.



Not sure how, but thank you very much.

So, early access will give us more time to nudge numbers back and forth and play more of the game ourselves to see where we can improve the experience. One feature we’d like to implement that was a brainchild from beta and Discord suggestions was difficulty modes. An easier difficulty setting would make days longer, actions cost less stamina, etc.

Anyways, I’m starting to ramble (I started to ramble 8 paragraphs ago my bad).

At the end of the day, Snacko is our baby. Well, a 5 year old child at this point. Bro’s in kindergarten already. But it’s a game that we’ve put a lot into, and we want to really make sure that the full release alongside the console versions live up to the effort and love we’ve put into the game so far.




(Snacko in 2019! Wait, look how different the inside of the player house looks, too!)



Optimization, polish, balancing tweaks, bug fixes...I’m just very, very happy we’re finally at the point in development where we can worry about things like this, versus implementing basic things, like cutscenes.

Thank you very, veryveryvery much for reading all of this, and reading all of my updates.



Your support really means the world to both of us. Snacko has been an extremely emotional, difficult, but fulfilling journey. We want to put out something that we’re both proud of, something that will give you joy to repay you for the support you’ve given us.



Thank you (again) for reading this month’s long update! Keep your eyes peeled for news coming soon!

Devlog #61 - Backer Beta Released!!! šŸ„‚

HELLO EVERYONE I’m like half a month late with this, but! There’s a good reason!

Snacko beta for Kickstarter backers has been released! Into the wild! Live!! Playable!



Actually, that was like, almost two weeks ago at this point. But because of the beta release, I have been a withered husk of a person. My Slack profile picture really encapsulates how I feel right now.


(If you haven’t, you should totally read the webtoon ā€œThe Greatest Estate Developerā€!!)

I have re-alived myself to report what we’ve been up to!

šŸ› NASTY BUGS


Well, obviously, lots of bug fixes. We went through internal QA, but bugs always slip through the cracks. They are simply too small. We probably spent the first 4 days doing nonstop fixes for things like falling out of a collision hole, etc.

Luckily, there was nothing huge. So, we are alive and happy with how it went.

Right before the launch though, we had a lot of super special surprising (SSS) bugs pop out of nowhere. Like, literally, where did you guys come from?

My favourite, that dealt severe spiritual damage to my already weak psyche, was this one:

We were working in a voice call together. Motivated by the beta launch in the horizon, the three of us work quietly, excited to wrap up the build for the night for QA to test in the morning.
And then suddenly, Zoro asks,

ā€œHey, um…is your guys’ house…sideways?ā€

Silence.

Recursive, worried, responds, ā€œwhat do you mean…sideways?ā€

Zoro pauses, unable to find the words. ā€œI went in the house, and when I came back out, the world was upside down. And now the house is in the floor. When I jump up…I jump…sideways?ā€

Nobody makes a sound. The implications of this world-turning (literal) bug happening 24 hours before the beta is set to go live weighs heavily in the call.

After a moment of confusion, I sheepishly ask, ā€œcan you show us? Through screen share?ā€

Zoro turns on his screen share.



Mind you, at this point, I was already on the brink of tears for a whole week after the whole main scenario refused to work despite the story being tested and played through multiple times by QA at this point (it was easy bug to fix…happened because we added debug functionality). So, I did have a wee bit of a freak out but it ended up being an easy bug to fix.

Asides from doing hotfixes, we’ve also worked on other things! So don’t worry, the rest of the devlog will have many pictures for your enjoyment.

🧼 POLISH


ā€œMake Mesecina statue less uglyā€ has always been on my to-do list, I just never had the chance to work on it on top of the more pressing bugs. But last month, I did! Left is the old one, right is the new one!



Along with the visual rework, you can now obtain a quest while interacting with it. The statue, broken as you arrive, can be fixed up. Maybe if you pay a visit to it once a day often, something good might happen!



I totally did not want to implement that into the game because I recently got back into Neopets and found myself enjoying doing the dailies…

While we were working on an item duplicating bug with the seedmaker, I also realized the old seed maker was just a little…old.



We also felt like the interact prompt pop-up that often comes up also blocked a lot of the screen. With these two things in mind, we’ve…


  • made the seed maker asset more aligned with the other assets
  • made the pop-up indicator for how many seeds less…stretched
  • instead of 3 sad seeds when the seed maker has something produced, there’s now different colored seed piles depending on which seeds it’s currently making!
  • made the interact prompt a little smaller and reduced the opacity for the text portion so you’re not losing as much vision on your screen. The key portion is kept opaque since the readability of which button to press > what the prompt text is




The alembic also got a similar treatment, getting a cute little animation, some VFX, and an all new indicator for what elemental fragments it has distilled so far.



And lastly, for the longest time, you couldn’t place any of the crops as a buildable. It was marked as a buildable, but when you tried to actually place a turnip or something, the game would give you an error. So I fixed that! I put em in lil baskets.



All crops now can be placed as a decorative object. Nice!

That’s all we have for this…I mean, last month. I’ll see you in November šŸ‘‹ Thank you for reading until the end! Getting to Kickstarter beta was a huge milestone for us, so thank you for being patient with us as we put out fires etc etc.