Demo Patch 0.0.11

The Wild at Heart

Wield an ever-growing herd of quirky creatures to rebuild broken paths, battle perilous beasts, and solve peculiar puzzles in a rich, interconnected world. Join two young runaways as they unravel the mysteries of a lost realm in this nostalgic storybook fantasy!

Just pushed out another patch to the Steam Fest demo! Want to thank everyone so much for the continued bug reports and notes, the feedback seriously helps us so much in tracking down and fixing issues. Here's what's new in this patch! [list] [*] Fixed a bunch of issues with saving, where if you would die at certain times, or quit the game at certain times, it could cause your save file to become corrupt and try to load you into a black screen or "void". Not sure if we've captured 100% of these cases, but we think we found the worst offenders! Thanks for you patience on these - we know it's sad to lose your progress! But hopefully now you can have a solid demo experience :) [*] Fixed issue in the Undergrowth where you could overthrow your first Spriteling too far past the first mushrooms, and then they couldn't find a path back to you. [*] Added a catch-all "warp back to player" feature for Spritelings that are just stuck in the environment, or lost off map. We were getting a number of reports that players could find ways to throw their Spritelings into odd nooks and crannies and get them stuck, so we hope this will help with some of that! [*] Fixed a handful of issues with the environment that was sometimes preventing the vacuum from working on Spritelings. [*] Fixed players being able to chuck their Spritelings down into the canyon of Central Deep Woods too early, and they'd get permanently stuck behind the gate. [*] Fixed issue where you could leave your Spritelings idling in the higher section of Forgotten Path, then jump down into the lower section without them and get stuck since you need their help. Now, no matter where they are up top, they will always jump down with you. [*] Put in a safety check on the videos during bootup that will hopefully prevent cases where you just hang on a black screen before title. [*] Made it harder to get pinned between hazards (e.g. beehives) and walls or enemies, etc. [*] Fixed the input icon for Command Menu (was accidentally showing the icon for Spriteling Selection Menu) [*] Fixed breakable walls not blowing up with a bomb. [*] Attempted some safety check fixes for reports that some players weren't able to get enough Spritelings to pick up the gear/cog in Central Deep Woods. [*] Enabling mouse cursor during gameplay, to make it easier to aim Gustbuster and the throwing of Spritelings (but still keeping the mouse cursor hidden during UI and menus). [*] Added a small visual tell/hint to nudge you towards acquiring the first Spriteling, since some have reported not fully understanding that puzzle. [*] Balance and tweaks to music and audio. Plus some new music! [*] And a handful of other fixes, improvements, and polish that are too tiny and many to mention! [/list] Thanks everyone! Keep exploring the Deep Woods and letting us know what you find :)