-Changed the stick tutorial icons (unified with Switch) -Slowed tutorial animations to prevent the idea of hammering on the buttons -Fixed the fading behavior of a lantern in the Mine -Added some missing music layers in the Mine area
Update Notes for Build 01.06.2025
-Optimizations to marking particles, floor puzzles now use a simpler marking particle system (since it is easy to have many of them in that case) -Fixed marking particles on floor puzzles sometimes being rendered even though the puzzle was faded out -Fixed a temporal discontinuity in the tile marking pulse that happened every 1000 seconds -Fixed being able to click on floor puzzles even if the player character was not standing on them -Fixed potential graphics bugs at edge of screen when camera is very zoomed out and moving -Fixed map station puzzles sometimes being active for one frame when they come on screen -Fixed non-floor puzzles remaining active offscreen if the player was standing at them when they loaded an other save -Tweaked some camera zones in the Bonus area to avoid jerky camera motions -Tweaked the solve color on a few bonus area puzzles to not be the same as the white symbols -Tweaked the camera zoom intensity at the hub area so that cutscene there would be more aesthetic -Fixed small graphics error in the bottom right corner of the screen during 100% ending cutscene
Update Notes for Build 12.19.2024.1
-Fixed zoom mode being broken on easternmost Mill area puzzle (which used panel.id #0, which we were erroneously treating as no panel) -Fixed fog particles sometimes being scaled down or missing when camera zooms in very close -Controls Listing widget no longer creates new material instances on language change
Update Notes for Build 12.18.2024
-Zoom mode now triggers for unpowered floor puzzles, as this seems better than previous behavior -Fixed a null reference that could happen if the player toggled zoom while in the grace zone around a floor puzzle -Fixed ending graphics hiding prematurely under some circumstances as credits appear -Fixed a situation where reset tutorial wouldn't show when another solved floor puzzle was on screen -Tweaked zoom mode behavior slightly on eastern side of Gardens area
Update Notes for Build 12.10.2024.6
-Fixed bug that would skip the first map unlock animation in each play session -Fixed spark particles in Ruins permanently disabling when the area is culled -Fixed smoke particles in Mine permanently disabling when the area is culled -Fixed area complete torch particles obviously starting their animation when coming on screen (Still seems to happen sometimes, but I can't determine why) -Map was still rendering when inactive, if the player had not looked at the map yet this session -Orbiting bridges in Endgame area no longer updated when they are off-screen -Optimizations to rendering and CPU for the black ending -Fix a bit of flickering architecture in the Plateaus area -Fixed some collision in the dry river bed
Update Notes for Build 12.09.2024.3
-Fix some culling and fadegroup issues with the ending cutscene (Apologies for so many builds today, but kind of an important bugfix)
Update Notes for Build 12.09.2024.1
-Remove some debug log spam
Update Notes for Build 12.09.2024
-Finalized Korean language translation (including storefront page and achievements) -Added a grace zone around pressure plates where zoom stays enabled to reduce weird camera movement between puzzles -Fix some small visual bugs in Orchard with sorting and incorrect puzzle scaling -Fix potential jittering graphics issues (only seen on Switch, so far) due to scaled or oddly aligned sprites
Update Notes for Build 12.06.2024.4
-Machine Translated Korean language support (Proper translation is still WIP, didn't want to ship yet, but many other bugs needed fixing and it's easier to just ship it than cut it out) -Moving platform puzzles were _still_ interactable (been broken since June, my most embarrassing bug lifetime to date) -Fixed pre endgame ripple effects which had been broken by recent optimizations -Fixed culling being too slow in white ending (fixing the latching fast cull bug caused this one) -Fixed issue where camera could zoom out so far that the edges of the screen would be garbled -Fixed tutorial hints sometimes being cut off by the edge of the screen if in zoom mode -Fixed deculling issues in Ruins and Gardens -Fixed issue where floor puzzles could be culled when they were still slightly on the bottom edge of the screen (wasn't accounting for raised tiles in the bounds)
Update Notes for Build 12.04.2024.9
-Fixed race conditions sometimes causing areas (notably Shrine) to fail to decull in ending cutscene -Some optimizations to culling behavior in the ending cutscene -Fixed 60 fps limit from the loading screen persisting into gameplay on first startup -Fixed fast cull state persisting after camera warps
I somehow failed to post the build notes for the prior build (12.04.2024.2), so they are reproduced below:
-Fix framerate limit not being applied at startup -Disable map completely when not visible (previously was still being submitted for rendering with 0 alpha)