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The “One Week In” Patch (1.0.0.65)

We did it! We survived a whole week of the game being out! Thank you to everyone playing and sharing <3 It means the world to us. We’re going to try to take it easy this weekend (for real this time), but before we sign off, here’s a bunch of stuff!

BIG IMPROVEMENTS

  • Adding much-needed Ivo dialogue that directs you how long to wait, and whether that waiting is in the next loop or the same loop.

  • Larger acceptable area for doing a particular final action to end the game.

  • Leaving you an extra minute after activating the final sequence, to be a little nicer.

  • Improved guidance on getting early-game players to reservoir: big ol’ pipe leading there; faster res drain plus breadcrumb pickups leading down; fixing intermind reservoir hint coming AFTER lake is drained too much, not BEFORE.

BIG FIXES

  • Attempted fix for bootup crash on specific graphics cards, when finishing first logo video.

  • Fixing all Tetsa blip spots counting both for Leads and achievements.

  • Fixing speedrunner grapple item unlock interfering with seeing the grapple big overlay during the actual tutorial - whoops!

  • Anchor Node Jurat no longer bugs out if you already are in the state it’s trying to teach you about when you enter it. (A similar fix for Anchor Node Vera is still in flight - we thought we had it but not quite.)

  • All-Knowing Ivo no longer takes your glaive and gives you a seed (this never should have been happening! Big confusion...).

  • Fixing not being able to talk to grumpy Ivo in the same loop you plant his seed.

  • Verrik can initiate Lower Chapel escape from church elevator shaft.

  • Loop one tutorial loop: fixed the moving platform in the dark room not having any lights. No idea when this broke or why! So sorry!

  • Making a critical pickup in final sequence easier to spot.

OTHER IMPROVEMENTS

  • Properly hiding a particular NPC’s start room shortcut if you’re in the final sequence.

  • Always giving Vos "lake fixed" lead every time you talk to him at lake. Also giving it if you finish all his tasks, since at that point you know.

  • Adjusting grapple points and cam on falling island, to limit early grapple discovery here.

  • Glitch fx added to a certain barrier in the final sequence, for guidance.

  • Lowering the brightness of that last torch in that same spot in the final sequence, since all that stacked lighting makes things crazy hot and bright.

  • Safety net check for plinth and collectables achievements every loop start, instead of only when you do those things, just in case.

  • Showing node image but not thread name for these two leads.

  • Lil shake when town recluse says "what do you want?!"

  • Lake guide pipes are behind main fade layer now, finally. Less intense looking.

  • Pumphouse pipes in high contrast mode

  • Easing up frustration with optional prison cell 1 platforming.

  • An itty bitty more time to perform the secret learned in Anchor Node Jurat.

  • Move bramble walls in Depths tutorial rift to prevent hopping over it - learn the dang thing!

  • Jump feel tweaks: slightly heavier grav on early jump cancel; slightly shorter min jump height.

  • Adjusting this grapple near windmill 102 as it could be easy to derp.

  • Audio balance and fixes throughout, especially in final sequence.

OTHER FIXES

  • PC can sometimes get stuck flying upwards forever after a grapple.

  • Verrik could sometimes, after doing his shortcut, still send you to jail.

  • Throw through start room water causing issues.

  • Preventing OOB from tutorial areas.

  • More OOB prevention in Sky.

  • OOB fix through brambles in Z's town cave.

  • Slight update to jump impulse that should decouple it from performance better. (Maybe... hopefully...)

  • A particular secret move tech was removing time if you held it too long - it no longer does.

  • Helping prevent discovery of same move tech too early because of early cheevo pop.

  • Lowering sight distance on turret that can peg you while attempting prison cell 1 challenge.

  • Preventing warping into water, by any means (even secret ones).

  • Fixing bad layering on post-crush purple plants rubble.

  • Collapsing floors and closing flower platforms now pause when activating the late-game world state change.

  • Fixing some spillways elevator leads showing thread name too early.

  • Getting the code for same elevator early without any clear reason why, if you managed to come from the wrong direction.

  • Fixing some secret room weirdness on the tunnels secrets map.

  • Fixing scale of CE on Vos crate drop.

  • Fixing some grapple block behaviors in Sky.

  • Adding blocker for rotating rooms in Verrik escape.

  • Fixing secret room in lower chapel extending into shaft.

  • Resetting church elevator if player runs out of time while riding it.

  • More safety nets for null refs, missing refs, exceptions, etc.

  • Continued markup and typo fixes.

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