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Update notes via Steam Community
We want to thank everyone that's been supporting us and playing the game so far, sharing their feedback, words of encouragement and everything! Thank you!

We are currently working on the next playable character and new systems to be added to the meta-progression of the game on a bigger upcoming update, so stay tuned!

Patch Notes - Version 0.1.3.3


Settings

  • Save Data can now be deleted from the Settings Menu from the Title Screen. Saves cannot be deleted when going to the Settings Menu from inside a Stage. THIS ACTION IS PERMANENT, so be careful when clearing the data.


Adjustments

Axel, the Lumberjack

  • Reduced the cooldown of Stump Smash to 7 seconds;
  • Reduced the cooldown of Lumbering Hurl to 7 seconds;
  • Reduced the cooldown of Stake Lance to 3 seconds;
  • Reduced the cooldown of Dowsing Log to 3 seconds;
  • Reduced the cooldown of Nature's Power to 3 seconds.

Stoverick, the Chef

  • Changed Chef’s Knife description on Lv 5 to avoid confusion, as it could mean Stoverick would do 4 slashes when in reality he does 3.


General

  • Changed the visual of the chest dropped by bosses at the end of the stage and its UI when collected;
  • Changed the Reroll Skills input on the gamepad from R2 to L1 to reduce situations where the player would do an undesired reroll;
  • Optimized collision handling to improve performance.


Bug Fixes

  • Fixed the description of Chef’s Knife lvl 6 as it would not show up properly on the pause menu tooltip;
  • Fixed an issue where Axel and Sewvia would slide forever if hit while charging a skill. They are now immune to knockbacks while doing these actions;
  • Fixed an issue that made it impossible to cancel Sewvia’s skill Custom Fitting by dashing;
  • Fixed an issue that was granting Sewvia an extra dash charged on the beginning of the run;
  • Fixed an issue with Sewvia's yarn balls Basic Attacks, where they would keep below the flying enemies, without hitting them.



About the optimization applied to this patch:

Before this patch, skill colliders, enemy detectors and enemy attacks would check collisions with each other. That could really sink the performance when a lot of enemies were on the screen or when using a skill that creates multiple objects.

Caramel Drop Lvl 5 was a very good example for this behavior. When all extra puddles showed up the performance could take a hit and combined with another skill on top of it could make things even worse. Now they don’t care about each other so this doesn’t happen anymore.

The same would happen with tons of enemies that shoot projectiles as their detectors would check against each other.

We hope that these chances make the game more enjoyable for everyone!
Windows Depot 2137761
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