
This one is mostly under the bonnet, and it is the biggest technical patch we have shipped. We took the engine up two versions, tore out the way puzzle boards were drawn and rebuilt it, and swapped our text rendering for something that never goes fuzzy. The headline is performance, and there is a new pack of 98 puzzles at the bottom for people who scroll straight past the plumbing.
The whole game moved from Godot 4.5 to Godot 4.7, two engine versions in one jump. A newer renderer, better OpenXR support, and a long list of engine fixes we no longer have to work around ourselves. Along the way we hit 19 crash and correctness fixes in the engine itself, and we are sending them back upstream to the Godot project so everyone else gets them too.
Board rendering has been fully replaced. The old approach built each board out of individual pieces and asked your headset to draw every one of them; the new one puts a whole board on screen for a fraction of the work. It is the biggest performance change we have ever shipped.
We ship a native arm64 build, so nothing is emulated and nothing is translated. On Steam Frame the game runs at the headset's native resolution and holds a stable 120 FPS. No upscaling, no reprojection crutches, no small print. The build has gone in for submission, so we are ready for launch day, and we think that is a big deal.
Every number, clue and label is now drawn as a true vector shape directly on the GPU. Previously text was baked to an image at a fixed size, so leaning in close showed you the pixels. Now there are no pixels to find. Text stays sharp at any distance and any scale, which matters a lot in VR where you move your head instead of zooming.
We measured the whole build and went after the worst offenders: roughly a quarter of a gigabyte of memory given back, music that streams off disk instead of being unpacked in full, and shaders warmed up during the loading screen so the first board of a session no longer hitches.
A new counter shows how many of each number you have placed and how many are still to go. No more scanning the whole grid to work out whether you have any sevens left. It is the sort of thing you stop noticing after a day and then miss badly when it is gone.
Spring back into spring: every Daily Challenge from February, March and April 2026, collected in one place. That is 98 puzzles, all computer-verified, from a quick 6x6 Sudoku up to a full 16x16 grid. Miss a few days? Want another crack at the one that beat you? They are all here, in any order, with no clock ticking.
There is also a pile of smaller fixes that never made it into the notes. If something that used to annoy you has quietly stopped annoying you, that was probably deliberate. If it has not, tell us with the in-game feedback screen and we will take a look.
Full notes: https://www.flammablepenguins.com/augmental_puzzles/patch_2026_summer.html