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OUTCLAW›Events›The First Patch!
Game update

The First Patch!

OUTCLAW · published 35 days ago

All eventsPlayers around this dateRead on Steam

Hey folks!

I hope you’re all having an excellent time playing Outclaw so far - thank you to everyone who has played so far, and to those who are hoping to do so soon; and thank you to everyone who has left feedback for us so far.

Thank you so much for all of your support so far, as of right now, we’ve hit 180 sales, which is a huge milestone for us! We’re so incredibly grateful 💫

Obviously now the game has been out for a couple days, y’all have been able to let us know about any issues you’ve encountered - so thank you, it’s incredibly helpful! So we’re here just to let you know a list of some of the common bugs we’re aware of, and are currently developing fixes for:

  • Various spelling mistakes

  • Strange behaviour concerning the water levels and saving

  • Minor graphical errors

  • Keychain indexing 

  • More narrative clarification

  • A very weird hook platform in the depths

We hope they don’t impact your experience too much, and they will be fixed as soon as possible. The code monkies are hard at work!

For now, however, we're excited to let you know we now have a 1.1 patch just in time for the weekend. Here’s a list of things we have patched:

- Added dialogue proceeding first boss fight to better explain the narrative

- Added five shades to the opening of first boss fight to boost numbers

- Turned on v-sync by default to remove a screen tearing issue

- Moved pink tree in hub to stop it from blocking the party select camera

- Fixed a bug which locked the shop widget on the screen when interacting with Suri’s shop

- Fixed a camera bug with the sleepy cushions in the hub

- Fixed a bug where the camera would go funny when using Suri’s shop

- Fixed a bug where Suri would disappear after talking in the shop

- Removed the second Franklin in the hub

- Lowered the exit portal to level 3-2 so it can more easily be accessed by the player

- Added a better chair mesh for under the tree in the hub

- Adjusted floating steps in hub to make for easier platforming

- Added a Z prompt image for the introduction of meteor mode

- Added some assets to later upgrade tiers of the village in the hub to make a cosy reading corner

- Fixed clipping issue which got player stuck after buying dye area upgrade

- Removed flying mushroom NPCs

- Removed some floating assets from the hub

- Fixed a crash with bramble enemies which was caused by two of them attacking each other

- Added more dialogue to mushroom NPCs in hub (with more to come later)

- Fixed general typos

- Fixed Captain Barney’s name

- 1440p support added

- Controller support in the intro sequence fixed

- Key spawners no longer remove keys attached to minions

- Directing Shades on controller now consistent with mouse controls

- Various level fixes - including some skips such as the blue key and several in Parliament 03

- Additional signage in hub for clarity

- Made bombs unwalkable to avoid weird collisions when exploding

- Fixed memory leak issue stemming from enemies trying to navigate areas with unloaded navmeshes in patrol mode

- Adjusted controller prompts in intro sequence to avoid confusion over keyboard/ controller. This is still a work in progress, but we are working to iron this out more.

- Added additional meshes to cover seams in various maps

- Removed bismuth foliage painting and replaced with static meshes to avoid textures being lost

- Only the player party will accompany the player back to the hub when leaving level midway through.

- Improved meshes in crash land sequence

- Portal pavilion visual bugs fixed

- Missing sfx in party selector added

- Keychains no longer play idle sound after collection

- Fixed an issue in the audio settings menu that made the faders incorrectly respond to mouse input

- Dev text removed from Depths 2 end portal

- Tutorial level replayable 

- Owlgernon floating fixed

Thank you all for your patience, and happy playing!

~ Team Moss Monkey 🌿🐒

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