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Study Abroad Sim Demo›Events›demo update note
Game update

demo update note

Study Abroad Sim Demo · published 51 days ago

All eventsPlayers around this dateRead on Steam

Since the public version released on July 12, we have focused on addressing the following issues:

1. White Screens, Freezes, and Startup Issues

  • Fixed an issue where the game could remain on a white screen, become unresponsive, and eventually close automatically on some devices.

  • Adjusted the size of the studio logo animation so that it no longer appears abnormally large or looks like a display bug.

  • Fixed another white-screen issue that could occur after selecting Continue or starting a new game.

  • Restored the opening sequence that should play when starting a new game or continuing an existing save.

  • Reworked the loading process for the game’s first playable scene, reducing long freezes when entering the room, school, or loading a save.

  • If loading fails, the game will no longer simply remain on a black screen or close. A Chinese-language error message will now appear, allowing the player to retry or return to the main menu.

  • Delayed the loading of content that is not immediately needed, such as the refrigerator, computer, Weekly Plan interface, and full-game ending scenes. This reduces the amount of work performed during startup.

  • Adjusted the Windows compatibility renderer for certain NVIDIA graphics cards, reducing startup crashes caused by graphics driver issues.

  • Improved resource cleanup on low-memory devices and during longer play sessions, reducing performance degradation and unexpected crashes when changing locations.

  • Added proper macOS Steam package support and verified the startup process on both Intel-based Macs and Apple Silicon devices.

2. Highlighted Buttons That Would Not Respond

  • Fixed an issue where action cards could still highlight but would no longer respond after repeatedly entering and leaving locations such as the classroom, library, hospital, gym, or nightclub.

  • Fixed invisible input layers left behind after closing Adviser messages, phone calls, events, or the Weekly Plan. These layers could continue blocking mouse input.

  • Fixed an issue where the bed, door, phone, computer, and other room interactions could all stop responding after an action animation finished.

  • Fixed cases where the HUD and room interactions were not restored after completing the Weekly Plan, resolving an event, or receiving hospital treatment.

  • Fixed an issue where refreshing the Weekly Plan interface could create several overlapping hidden buttons, causing the Submit button to occasionally stop responding or activate more than once.

  • Fixed an issue where leftover mouse input could automatically select a character interaction when entering the classroom for the first time.

  • Fixed rapid repeated clicks on high-risk actions in locations such as the hospital, stock exchange, and housing agency, which could previously charge money, advance time, or apply results more than once.

  • Fixed an issue where pressing Esc while at school or another outside location could instantly return the player to their room without going through the normal travel process. Esc now only closes the topmost interface.

  • Fixed a native crash that could occur when a nightclub action attempted to change scenes more than once before the original input process had finished.

3. Weekly Plans, Exams, and Events

  • Fixed repeated Weekly Plan submissions and duplicate results caused by clicking multiple times.

  • Fixed an issue where players sometimes had to return to the main menu and reload their save before they could continue after completing a Weekly Plan.

  • Fixed a pause state that was not properly released when the Weekly Plan launched an exam challenge, which could cause the game to become stuck afterward.

  • Fixed an issue where Weekly Plan event results were not saved at the correct time, causing events to change or resolve again after reloading.

  • Fixed an issue where the Weekly Plan could continue waiting for an event result that another interface had already processed, leaving all room interactions unavailable.

  • Fixed longer event cards where the text, choices, or confirmation button could be pushed outside the visible card. The main text can now be scrolled while the choices and confirmation button remain accessible.

  • Improved the order in which Weekly Plan results, random events, and action results are displayed, reducing cases where multiple interfaces overlapped one another.

4. Saves and the Continue Option

  • Autosaves are now written to a temporary file and checked for validity before replacing the main save file. This reduces the risk of save corruption if the process is interrupted.

  • The game now keeps a backup of the last valid save. If the main save is incomplete or corrupted, the game will attempt to recover it from the backup.

  • Empty or invalid saves will no longer incorrectly display the Continue option.

  • Fixed repeated save loading and scene transitions caused by rapidly clicking Continue, which could eventually leave the game on a white screen.

  • If loading fails, the game now displays a clear message and allows the player to retry instead of leaving an invisible loading layer that blocks all input.

  • If saving fails while returning to the main menu or exiting the game, the previous valid save will be preserved and the player will be notified. The game will no longer leave the current screen while incorrectly implying that the save succeeded.

5. Action Results and Gameplay Feedback

  • Reorganized the display order of action results, phone results, event results, and Adviser messages, reducing missing, duplicated, or obscured feedback.

  • Fixed an issue where a phone action could finish successfully but its result card appeared behind the call interface.

  • Fixed character action result cards appearing partially or entirely outside the screen.

  • Fixed actions that completed without displaying any result, which could make players think that the button had not worked.

  • Added dedicated result text for actions including Professional Projects, Contacting Friends, Playing Games, Reading the News, Organizing the Weekly Plan, and Office Hours.

  • Removed a large amount of repeated placeholder text. Housing, medical, financial, nightclub, and character interactions now prioritize feedback written specifically for the relevant action.

  • Nightclub interactions will no longer repeatedly display the same vague result. Approaches, rejections, the end of the night, and follow-up interactions now receive more specific feedback.

  • Fixed course and action descriptions overflowing outside their cards.

6. Mental Wellbeing, the Map, and Player Stats

  • Fixed an issue where players could become trapped outside after their Mental Wellbeing reached a critical level in locations such as the gym, classroom, or nightclub.

  • When a mental breakdown occurs at any location outside the player’s residence, the player will now immediately return home without needing to reopen the map or confirm an additional message.

  • Fixed an issue where the map could remain locked even after Mental Wellbeing had been restored through phone calls, sleep, or other recovery methods.

  • Normal travel becomes available again once Mental Wellbeing reaches 20. Invalid lock states left behind in older saves will also be cleared automatically.

  • Removed a duplicated and incorrectly categorized second notification that could appear after Mental Wellbeing reached a critical level.

  • Fixed inconsistent GPA and cash values between the computer header, course pages, and semester summary screens.

7. Demo Ending Flow

  • Fixed an issue where the Demo ending only recognized one specific midterm exam and failed to trigger after completing another eligible midterm.

  • Completing any eligible midterm during Week 8 will now lead to the Demo ending screen after the player confirms the exam result.

  • The Demo will no longer end before the player has finished reading and confirming the exam result card.

  • Fixed the Demo ending screen and the full-game ending report appearing at the same time and overlapping one another.

  • Fixed missing or unknown ending reasons being incorrectly displayed as a Health Depletion ending.

  • Fixed the Return to Main Menu buttons on the Demo ending and Life Report screens highlighting normally but frequently failing to respond to clicks.

  • The return process now displays a loading state and allows the player to retry if loading fails.

  • Added an Exit to Desktop option to the title-screen settings menu. The unnecessary Return to Main Menu option is no longer shown while already on the main menu.

8. Action Animations and Visual Improvements

  • Reprocessed seven categories of action animations: studying, attending class, working, exercising, cooking, sleeping, and receiving hospital treatment.

  • Action animations now play directly as videos instead of using large collections of individual image frames.

  • Dynamic content now appears as quickly as possible after the player clicks. The game will no longer display a static first frame, pause, and then suddenly begin moving.

  • Fixed visible green backgrounds and green outlines remaining around characters in several action animations.

  • Fixed missing frames, unnatural speed-ups, and incomplete endings caused by an earlier attempt to reduce memory usage by removing too many animation frames.

  • Fixed rain splashes appearing on walls, shop windows, and other non-ground surfaces. Each location now uses a ground area specifically matched to its own background.

9. Problem Reporting and Future Diagnostics

  • Improved the in-game Report Current Problem feature. Reports now preserve essential information such as the game version, recent actions, and the current interface, helping us distinguish between missed input, loading problems, and actual crashes.

  • Added local records for the earliest stages of startup. Even if the game closes before the normal error-reporting system is ready, we can now identify whether it stopped during initial startup, the studio animation, resource preparation, or the transition into the first playable scene.

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