0.9.4_9097 Crash fixes and softlock on Gacha + Dialogues
You can check the bottom right to make sure you're on the right patch! 0.9.4_9097 fixes softlock after getting certain items from the pinball gacha machine and crash when talking to certain NPCs
Currently working on some small seed balancing quest rewards and Cultural Center counter!
0.9.4_9087: Removing MIAO, quest fixes, and more!
Meowllo! We pushed a couple of builds today, please make sure you're on 0.9.4_9087. For those experiencing having all three grocers and already saved over the file from 0.9.3, we'll be working on a migration to rectify that in the upcoming week.
But for now, we lied yesterday about taking a break, so we really, actually have to take one now hahahahahahahaahaaha
Anyways.
✨ Changes
MIAO removed; they served their purpose pre-Obelisks, but they're causing too many save migration issues
Two quests that start Mikan's journey are added as the beginnings of the MIAO replacement, you will have to complete "A Role to Play" instead of "MIAO 3" in order to confess to her
"New Horizon" is no longer an auto-trigger cutscene. You will have to get the quest "Counting Seeds" from the quest board. If you already have a grocer, it will auto-complete/won't show up
Added text in "Fishing for Compliments" to remove reference to blueprint; Nobu will now tell you to claim your reward in the quest journal
📬 Fixes
Fixed interactables; they have a bigger hitbox now, and the storage boxes and beds, etc. are fixed and usable
Right Trigger on gamepad will now quick move items in the inventory and storage containers as before
Nobu Jr. will no longer make Nobu's house disappear (...yeah)
No longer allowed to attack/use tools during cutscenes or dialogues
Fixed festivals not having any participants
Fixed festival attendees with the topic FESTIVE
"Two Eyes for Nothing" will now properly consume your rubies
Seasons for seeds and crops re-implemented when hovering in shop and rucksack
0.9.4 Town and Guild update is here! 🎉
YESSSSSSSSSSSSSSSSSSSSSSSSSS WE’RE FINALLYYYYYY DONEEEEEEE (asterisk kind of asterisk).
This is the biggest patch we’ve done since early access launch and it absolutely, irrevocably, mentally broke the two of us. We prefer to do smaller patches more frequently, but this patch just required so much tech debt to be fixed and systems to be remade there was no other way we could’ve done this.
Well, it’s almost over now. We’re still going to be working on some polish and adding some content that we couldn’t put in (like join quests), but for now, we both really, really need a day off after two and a half months of non-stop work.
It’s been so long I’m starting to make really dumb mistakes, so yeah…a day off would be nice…………
There’s a lot of ground to cover, so before I begin, I’m just going to list out the categories and highlight the major changes.
Restrictions on villagers lifted: you can now have everyone all at once!
Blueprint shop and other recipes no longer all unlocked at the beginning. All new quests have been implemented to unlock content
Villager quests have been completely redone and new ones have been added
Villager dialogue pools have been reworked to give better chances of seeing all the lines; certain lines that don’t make sense to be repeated as you befriend them will no longer be in the pool (ex: Rejka being confused why you’re talking to him in the morning despite the two of you dating)
While saves are compatible, we had to auto-complete some new quests to keep your progression state into 0.9.4; you will also have everything unlocked inside the blueprint shop already
UI changes for expanded dark mode, including an all new quest system and UI to go along with it
Crafting recipes can be tracked alongside a quest on your HUD via the crafting menu or a workbench
Okay, now that the main points are out of the way, it’s time for enraliYapping! ☝️🤓
🔖 Quest Progression
Gone are the days of MIAO unlocking everything. From now on, MIAO will serve as a gentle nudge for players to discover features about the game, as well as progressing through Mikan’s character arc. I’d like to add some more quests in the near future so you can get to know her own journey through Snacko Island’s revival.
To highlight how much has been changed, areas in yellow are quests that were retained from 0.9.3, everything outside of that I made for 0.9.3:
Yeah…it was a lot…….That’s why it took us forever to test and fix :(
But! I’m really excited to see how you feel about the new progression. Instead of having 300 recipes unlocked right off the bat, anything from dyes, to cooking recipes, to crafting recipes can now be unlocked in a variety of ways, usually through Guild quests.
Guilds each have their own representative(s) that will communicate with you through quests or deliveries. Each Guild rep sort of has their own personality and way of writing, and some of them even have mini story arcs within them, so I hope you enjoy getting to know everyone!
You can also unlock things via villager quests. Not only will you learn a new recipe or unlock a new shop item, you’ll also get to know them better! It’s a win-win!
We want to slowly move away from the whole “talk to NPC, give them gift, rinse repeat” cycle, as well as the “randomly trigger their friendship event when walking around”. With the quest system, we’re hoping to slowly port over those cutscenes, as well as giving players new ways to gain relationship points with the characters.
There are also changes to the quest tracker on your screen!
Now, the quest no longer disappears immediately after finishing, causing confusion. It will now stay on the HUD until you switch maps, or when you get a new quest, or when you track a different quest.
Completed quests with rewards will require you to claim these rewards. There’s a new filter inside your journal to view unclaimed rewards, as well as an animation and icon in the quest tree.
You may also find quests that have rewards on accept. Those will be denoted with a little golden ticket icon.
The quest tree itself was built in our back end SnackoEd tool on the web, and the locations of each node are then ported over into the game. Cool, right? If we were still using the old quest system, there would’ve been no way I could’ve made all these new quests for this update.
Along with the new quests also come new quest types. So, instead of just shipping something, or getting X number of items, there are also quests from villagers that will request you to place decorations or other buildables near their house.
It was a lot of work to rip out all the guts, from the way the game faded to the way the HUD rendered…but it was worth it! Snacko needed to get changed at one point so we could scale more easily, so we’re glad we bit the bullet.
Let’s all give recursive a round of applause for sacrificing their sanity! Yippee!
📝 Coming Soon
In the next couple of days, outside of fixing any nasty bugs, we’ll also be finishing up “join” type quests. These are quests that you can grab from the board and meet up with the villager and go on an adventure together! They’ll follow you around until you bring them home, so it’s a nice way to spend some time with your favourites.
For now, they’re disabled until we push that update, so you may find some “coming soon” cards in your tree or board.
You may have also noticed some quests being labelled as “story”. There’s currently two side story quests after you finish the main story, but I’d love to add more. In preparation for these, I’ve moved off a lot of the front-loaded exposition in the game.
One thing I’ve noticed is that players actually continue to read the journals spread out through the biomes. I wasn’t expecting that… So, I wanted to do something like that without just littering books everywhere. Story quests will be a continuation of that concept, where the burden of world building and lore is no longer stuffed into the mandatory main story cutscenes.
The bookshelf/tutorial UI was also updated into SnackoUI, and I’ve left myself some room and space in the data for adding notes and books you can find in the future for more lore-dumps.
Now that I’ve talked about some of the things that we had to set up the game’s systems for in the near future, let’s go back to what’s already in the game…
📐 U and I
You may have noticed some big changes in the UI! Now, with expanded dark mode, it’s no longer just the dialogue box.
Original
Darker
There’s some improvements as well, such as the action prompt image now paired with the item indicator, instead of needing the item name to disappear before you can see which key it is.
The dialogue boxes and choices themselves also got a face lift, along with new animations and functionality. When you’re speaking to a villager about a quest, it should show the quest name on the upper right corner.
The dialogue system was rewritten as a system so we can better add new lines in the future. The old system was…prohibitive, to say the least, and it did not scale well. With these new system-level changes, we hope localization and adding more content in the future will be 100 times easier!
I mean, just look at this… I don’t want to touch this…
Now, we can use a bunch of different ways to get text into the game. Either that’s through our custom back end SnackoEd, or through a good ol’ spreadsheet.
Hehe, there’s a lot, and honestly, I’ve forgotten a lot of the polish we’ve done since it’s been two months since we started. So I hope you guys will enjoy the little touches!
Additional quality of life features added include a crafting recipe tracker. Inside the workbench or your crafting tab in the journal, you can now pin a recipe at any quantity to pin it to your HUD like it’s a quest.
You can also buy things from each shopkeeper when their store is closed. You won’t be able to speak to them directly to expand your house, but you can buy the basic goods from their shop.
🍃 Fast Like the Wind
Yay, there’s new movement tech! Double jumping wasn’t enough, so now we have a charged sword dash and pickaxe bounce.
When you charge up your sword, you will dash the direction you’re facing. How far you go depends on how much you’ve charged. You can also dash mid-air, and if you time it just right, you can keep dashing and “fly”. I’m not too good at this myself, but I’m sure there’s some of you that will find this a walk in the park.
The pickaxe bounce is when you’re mid-air, you can bounce off of anything by charging it any amount. The distance you bounce back depends on your initial velocity plus how much you’ve charged.
It makes the cutest little “bink” noise when you pull it off, so maybe you can have some fun just binking your way around town.
We also changed the charging: when you’re charging up any tool, it no longer locks you in place. You’ll move really slowly, but you’ll still be able to move.
✨ Closing Notes
I hope it made sense why we had to take such a long chunk away from updates to work on this one! The way it was done and how many underlying systems needed to be completely gutted and redone was too many, so there was no way to “split it up”, so to speak. We’re really excited to add the new things in that we can have now that the foundation for Snacko is much cleaner and easier to work with. That’s something that will get more important as we add in more features and begin the work for multiplayer.
With all that said, I think the two of us need a day off to just lay down and do nothing.
As always, if you notice anything wrong with your save file or found a bug, please let us know! We’re always happy to help you fix any issues or rectify any errors in your save file.
You can reach us through Discord (just ping us, don’t be shy!) or email.
Thank you for reading my long-winded patch notes, and we really hope you enjoy this one!
Good night!!!! 🐾
0.9.4 preview live on NEXT branch Aug 14
❗Please read all points CAREFULLY!
0.9.4 will go live on the NEXT branch tomorrow in preparation for stable main release on the 15th. This is a preview branch you have to opt into, and is not the main branch
By opting in, you understand that there may be bugs, UI irregularities, and strange quirks
While 0.9.3 save data will not be corrupted, there can be weird things like missing planted trees, crops, or debris returning
If you find an issue, please let us know on Discord! We want the game to be as polished and as stable as it can be before it goes live on main
How to opt into NEXT branch
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 time 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
Just a small note from me: about 15% of the new quest content in this update will be disabled on launch of 0.9.4, and will be integrated as the patch becomes more stable. sorry about this, I really tried to get it all done, but I can't delay any longer 🥲
...and a note from me:
We will be updating with additional quests very frequently once we're happy with the stability of 0.9.4 on main. However, all of these additional quests will not affect early game or progression with MSQ, so for returning and new players, you can play through 0.9.4 from the beginning without worrying about future updates. Full patch notes for 0.9.4 will take me long to write, but look forward to them!
0.9.3_8137 Hotfix 🌲 Tree & UI
recursive here: I just wanted to let you all know about a small hotfix I just made for v0.9.3:
Hotfix 0.9.3_8137
Axes now hit trees planted on the farm The reason you could work around this bug by jumping and swinging before was due to how the axe preferred targeted tile hits over anything else. Now, it properly hits both.
Steam Deck & Gamepad - Fixed scrolling issue with lists in Contacts/Nekopedia/Achievements pages
Go Home/Discard/Other popups - no longer force keyboard controls when opening them.
That's it! As always, let me know if you have any issues or feedback with the current version of the game as I continue to stay focused on v0.9.4. I seriously can't wait to share the next update with you all!
Home Deco Contest Results 🏆
Thank you to everyone who participated. Even the starter houses were super cozy. It was very, very, very difficult for us to pick.
Meowllo! Small patch to add in "Resource Spawning" options into the gameplay tab in the settings.
Now, you can control whether or not the resources (trees, grass, flowers, bushes, rocks, etc.) will respawn in the town or the farm separately. You can toggle these at any time.
Hopefully, this makes your dream island designs easier to work around!
As for how 0.9.4 is coming along, it's taking a while! There's a lot of things stuffed inside this quest update, so it's taking longer than expected.
There will be new quest types and ways to pass your days on the island, so I hope you can understand the wait!
Snacko Home Deco Competition ✨
Meowllo! We're participating in the Steam Summer sale for 20% off until July 11th!
As a celebration for those who already own the game, we wanted to run a contest for the duration of the sale.
📌 To Participate
Join our Discord! discord.gg/snackodev We have a channel for submissions and full list of rules! The event ends July 11th, 6PM ET.
📌 Categories
I would live in that! - Your take on a room or rooms that look and feel the most livable Most creative - show off your creative ways of utilizing buildables in ways that are unexpected! What can you come up with? Most cursed - ...Well, we'll figure that one out when we see it, probably.
📆 0.9.4 Coming Soon!
We were trying our best to finish this update before the sale, but it's just a lot...! We're trying our best to wrap it up before it ends, so thank you very much for your patience! 0.9.4 will introduce:
New quest lines! Collect rewards and get to know the villagers better through different kinds of quests
New quest tasks! Gone are the days of just shipping goods...now there will be more ways to get to know the world of Snacko through quests
New quest UI! Completely redesigned quest tree and info card to know exactly what you're getting and what you need to do
Pinning crafting recipes! No long guess how much more Softwood you need, you'll be able to set the quantity, too~
Lifting the restriction on one NPC per role! No longer hem and haw about choosing between Hanna or Mack, now you get both birds!
...And more!
As you can see, there's a lot of work and testing involved to make sure the experience of transitioning everyone's save files into 0.9.4 goes smoothly.
Hopefully, we can get this done in a week or so. Cheer for us! We can do it! Ahhhhhhhhhhhhhhhhhhhhh....
Oh, right. Good luck in the contest! The two of us look forward to seeing your submissions~
0.9.3_7515 📬 What's coming next? +small drop rate fix
Meowllo!
Tiny patch updated early today to fix the drop rate of saplings from trees. This should be especially noticeable in the Mushroom Forest, as they weren't dropping at all from Pine and Redwood.
We're currently working on 0.9.4, our next major update. This one will be part one of three major updates to address NPC behaviours and overall worldbuilding.
🔖 0.9.4 will be targeting quests
If you've already played the main story quest, all of that progress will carry over to 0.9.4 - the next update is mostly new content around the town, NPCs, and the currently unfinished skill system.
There's some changes to existing (non-story) quests/how some things are unlocked; so if you've already unlocked some of those things in 0.9.3, you'll get a mail message asking if you want to reset the relevant progression.
We're also going to lift the restriction on one NPC per role in this upcoming update. 0.9.4 onwards, you will be encouraged to have multiple shopkeepers on your island to unlock all the items and shop stock.
Part of this update is also porting over part of our internal tooling (snackoEd) to be displayable publicly on the wiki, so players can peruse the quest tree.
These quest changes have been very important to make sure we can continue scaling the game and adding in content that we want to implement going into and beyond 1.0, so thank you for being so patient!
⭐ Thank you for 100,000 wishlists!
We reached 100k wishlists a few days ago, and we just wanted to say thank you to everyone: players, future players, and people incessantly nagging their friends about Snacko.
At the risk of getting too sappy in a patch note(?), I'll just say both recursive and I deeply appreciate the feedback, posts, and messages we receive. It can get a little isolating sometimes working every day, but we're excited to wrap up 0.9.4 and get it out the door~
We also debuted a new trailer at the OTK Expo pre-show that focuses more on gameplay! We hope this trailer is better at communicating what there is in the game and how it plays.
I had a lot of fun making it, so I hope you enjoy 💝
0.9.3_7464 Hotfix 🦊 House cutscene softlocks & NPCs not saying hello
Remember the issue where if you had a lot of stuff, Nobu Jr. wouldn't show up to deliver your purchase? So we implemented a fix that they will look for somewhere to stand even if the area around your house was filled with buildables, even if it meant Bibbles had to stand on the roof.
Well, this fix is now applied to all the story cutscenes as well to prevent softlocking if you placed your house with objects in front, like trees.
Here's the file I tested with...I tried putting something everywhere I knew NPCs could spawn hehehe.
This was mainly happening in the early game, where there were a few cutscenes, like introducing the MIAOs or the Sprite that could cause a softlock.
Another fix is talking to certain NPCs in the morning could result them in just not saying anything at all.
Yesterday, we also pushed a couple of patches for:
Pine and Redwood Saplings couldn't be placed
Toasted Birch was no longer dropping Tangerines
Sand rivers and ice had movement bug that prevented speed from building up
We're currently working on some map polish and quest system re-hauling as part of our NPC polish, so you'll see smaller hotfix patches like this as we work on bigger system things parallel to keeping our eyes out for issues or balance tweaks.