First of all, thank you to everyone who changed their review to positive, updated an older review, or took the time to leave a new positive review.
Toy Keeper has now reached the Positive category among English-language reviews. The overall Steam rating has not reached Positive yet, but this is still a major milestone for us, and it would not have been possible without your support.
We have identified several serious multiplayer issues that we are currently working to resolve:
Some clients may see toys from their own save instead of the toys that actually exist in the host’s game.
In Exact Placement Mode, even if the host selects a larger toy count, such as 5,000, 10,000, or 20,000 toys, the game may incorrectly start the smallest option.
Toys are not always synchronized correctly in Mass Placement Mode. Clients may still see toys on the floor even though they have already been placed.
In some cases, toys return to a player’s hand after being placed.
This may look like a bug, but it is currently part of the host validation system. The client assumes that the toy has been placed immediately, while the host validates the action afterward.
Previously, the game waited for the host’s confirmation before visually placing the toy. However, with higher latency, players could sometimes wait up to ten seconds before seeing the placement, making the game feel unresponsive.
The current system instead assumes that the placement succeeded. If the host later rejects or fails to receive the action, the toy is returned to the player’s hand.
We will look for a better way to handle this. One possible improvement would be displaying a warning when the connection latency is too high and actions may not synchronize correctly. Unfortunately, this behavior will always be affected to some degree by the connection quality between players.
Some previously placed toy positions do not appear correctly for clients in Mass Placement Mode.
This mainly affects toys that were already placed before opening the multiplayer session. Toys placed by the host or another client during the active session generally synchronize correctly.
A smaller visual issue causes the host to see every toy carried by a client instead of only seeing the toy currently equipped in their hand.
We sincerely apologize for these problems. Several of them appeared following the latest patch, which required three additional hotfixes to address multiple unexpected issues.
Although the update was tested before release, additional problems appeared once it was used across a much wider range of saves, systems, connections, and game configurations.
We plan to remove the coin limit in solo games.
The limit originally existed to prevent players from progressing and completing the game too quickly. With the amount of content now available, we no longer believe this restriction is necessary. Players should be able to take as much time as they want and collect coins at their own pace.
The host interface still references the old Mass Placement+ mode. This mode no longer exists as a separate option, as games are now classified by their selected number of toys. This will be corrected.
Robot names are currently shared across every save instead of being independent for each new game. We plan to require players to choose a robot name when starting a new playthrough.
The Mass Placement cinematic is currently broken and is using incorrect animation keyframes instead of the existing Exact Placement cinematic sequence.
Performance in Exact Placement Mode also needs further improvement.
Mass Placement performs relatively well, but Exact Placement can currently load as many as 20,000 toys at once. We are considering loading content progressively by floor, similarly to Mass Placement Mode, rather than loading every toy immediately.
The latest hotfixes corrected a large number of problems introduced with the previous patch. Unfortunately, that update caused more issues than expected after release, despite the testing completed beforehand.
We will continue reviewing and correcting the remaining problems.
Work has already begun on the next map.
The current concept is a large space-themed toy store, featuring completely new toys, perks, decorations, and environments.
The design is not final yet, but the intention is to preserve the existing game modes and systems while adapting them to the new map with:
New themed toys.
New perks.
New achievements.
New map-specific content.
Similar game mode and toy-count options.
Some players continue to report issues when playing on Steam Deck.
We currently do not have access to a Steam Deck for direct testing, which makes these issues more difficult to reproduce and verify.
We are continuing to release possible fixes based on player reports, but without direct access to the hardware, we cannot always confirm whether each solution will work correctly.
Any additional details, controller configurations, logs, videos, or explanations from Steam Deck players would be extremely helpful.
Thank you again for your patience, feedback, reviews, reports, and continued support.
There are still several important issues to resolve, particularly in multiplayer, and we will continue prioritizing patches and hotfixes before moving fully into the next major mode and map updates.