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Snacko News

1.0.0_11831 🌱 Sprite cutscene, log rewards & tab

❗ Important changes
  • SOFTLOCK on "What's That Sound...?" fixed
  • If you have discovered logs, please go to your Journal's Logs tab and claim all the items and recipes
πŸ“¬ Other
  • Cutscenes will no longer change your character's run/walk state after ending
  • Quest reparenting to make sure there are no spoilers for later story beats
  • Building Materials II will now give credit for crafting Fasteners
  • Dyeable buildables will now have a paintbrush icon in the list while browsing
  • Filling up a cooking station will no longer cause lock items
  • Charge bar animation will properly reset when clicking too fast or using auto tool swing
  • Allowing same keybinds on controller
  • Added additional recipe for Concrete Slab. Please reclaim "Building Materials I" quest rewards if you've already completed it
  • Less occurrence of finding resource piles in the mines; some piles will now have different layers of materials
  • Fixed crashes in mines


If you have any issues with your game or save file, feel free to DM me on Discord (enralis) or email me at enralis {at} bluecurse {.} com

Thank you very much for your warm reception of Snacko so far πŸ’–

A Very Cat-venture Bundle!

Meowdy!

We're excited to share a cat-tastic partnership with Peachy Keen Games and their cozy adventure Calico! You can get Snacko and Calico together for 10% off each game, or either game if you own the other! Amazing!

https://store.steampowered.com/bundle/53960/Calico_x_Snacko

Calico is a day-in-the-life community sim game where you are given an important and adorable task: rebuild the town’s cat cafΓ© and fill it with cute and cuddly creatures! Build up your cafΓ© by filling it with cute furniture, fun decorations, yummy pastries, and get it bustling with animals again!

Snacko 1.0 ✨ Mines & Magicks Update

Meowllo and welcome to the Mines & Magicks update!


For those of you who have been playing since our early access launch in late 2023, thank you very much for sticking with us! The game has come such a long way and changed drastically.



There's more things we'd like to do, such as multiplayer, official modding support, and achievements, but let's get into what is new this patch, first!

[h2]πŸͺœ Heading Down[/h2]
  • Mine layouts can now be reset in the lobby or at the end. The layouts no longer randomize every time you sleep
  • Each mine run is limited to ten floors
  • Each floor has a variety of enemies, resources, and Terminals
  • At each Terminal, you can select a random item, a random processor recipe, or a random buff
  • Buffs are limited to inside the mines...until you upgrade them enough at the end of the run! Upgrade your buffs to have them persist even when you leave

[h2]πŸš— Getting Around[/h2]
  • To aid your different runs through the mines, we have added an upgraded Kart and a Staff
  • The Kart can now be accessed through the front to change out Modules, or the back to access the Trunk for storage
  • You can increase your trunk capacity using BOX units, add a drill onto your Kart with a DIG unit, or even hover and fly with a HOV unit!

[h2]β›ˆοΈ Extra Powers[/h2]
  • Karts can now be customized using Frames and Attachments to change the color or add on accessories
  • The Staff can be used to cast up to 8 different spells
  • Mix and match your two favorite spells and upgrade them with materials from the mine
  • From chained lightning that bounces bolts between enemies to a self-buff that increases your size, play around with your favorite combo!

[h2]⛏️ Yearning for the Mines[/h2]
  • Once you've gathered up a bunch of materials from the mining nodes or enemies, you can take them to a Remnant Loom to process for even more stuff!
  • Simply select a recipe and it'll automatically load in the materials. All you have to sit and watch...and wish for good luck
  • All new questlines, Corps member logs, and crafting recipes to discover

[h2]πŸͺ΄ Other Quality of Life[/h2]
  • You can now track Cultural Center donations. Sort by donated, undonated, or by category!
  • You can now place fish down as buildables to decorate with. The shark is um, large.
  • An added vibrant world theme for those who miss the old days of brighter Snacko
  • Added a short dash! You can now move around faster than ever, even without a Kart
  • Double jump has been reworked to be less confusing: double jump anytime, anywhere! To revert back to the old jump, there's a legacy option in the settings


These are the big notes for this patch!
We hope you'll find a lot of joy going through the new quests, learning the lore of the island, and exploring the mines with your new Kart and Solstice Staff.

There's a lot more coming, including Steam achievements and more!
Stay tuned and remember, we're always accessible through Discord. Questions? Bugs? Feedback? Ping us @Devs in chat! We'd love to chat with you.

See you soon, and thank you so, so sosososososso much for your unending support πŸ’–

0.9.5_11127 🐟 Fishing balance, wallpaper dyes, and other fixes

Meowllo~
We are taking a few days break from 0.9.6 to work on some bug fixes and polish.

[h2]🎣 Fishing Changes[/h2]
Looking into some of the drop tables and sell values for fish, I realized that they were, uh, deeply imbalanced. Going through it all, I've made some sweeping changes that should address the feeling of certain fish feeling absolutely useless to catch while others felt overtuned in value for how rare and how early you were able to obtain them.

Increases
  • Catfish 75 β†’ 80
  • Haddock 75 β†’ 180
  • Betta 50 β†’ 200
  • Tilapia 90 β†’ 750
  • Squid 4,800 β†’ 7,800
  • Mystfish 9,800 β†’ 10,000
Decreases
  • Softshell Turtle 320 β†’ 150
  • Clownfish 480 β†’ 230
  • Guppy 400 β†’ 240
  • Angelfish 560 β†’ 300
  • Koi 780 β†’ 320
  • Fire Goby 460 β†’ 340
  • Crawfish 500 β†’ 400
  • Tuna 2,800 β†’ 2,200
  • Great White Shark 8,900 β†’ 8,500

Some of the factors that contribute to these changes include their spawn rate, which biome they appear in first, and how important money is at that point in the MSQ.
For example, the selling price of Haddock was greatly increased to match the change in which they were removed from the town spawn pool, and now mostly found in the Mushroom Forest and beyond.



Spawn Changes
  • Decreased spawn rate of Catfish and Tuna in farm and town
  • Removed spawn of Haddock, Angelfish, Sea Bass and Betta in farm and town
  • Decreased spawn rate of Softshell Turtle and Crawfish in Plains
  • Added Sea Bass an Fire Goby to Desert
  • Added and increased spawn rate of Haddock in Forest and Tundra
  • Increased spawn rate of Salmon in Tundra

Hopefully, with the value changes along with the spawn changes, there will feel like there's more of a progression with the different fish you can find as you go through the game, instead of having too many fish varieties available in the beginning, causing the game to feel stale when you discover new bodies of water.

[h2]⛏️ Mines (Legacy)[/h2]
  • Fixed glitchy elevator audio that wouldn't stop in some cases
  • Increased resource health to prevent some things from dying too easily
  • Fish now appear based on which floor you're on (1/2, 3/4, and 5)

[h2]πŸ“ Builder Kit[/h2]
Floors and Wall dye experience has been improved
  • Previewing no longer breaks the state of the wall/floor and will properly revert itself
  • Dyes should now properly consume and reflect in the UI

[h2]✨ Misc[/h2]
  • 0.9.6 death animation has been added (when you die, how sad)
  • Fire Goby properly added to Desert Canyon's saltwater spawn table
  • Quest board no longer re-focuses onto "reoccuring" tab after accepting a card
  • Fixed issue where the quest "Reel Improvement" couldn't be completed if you had already upgraded your rod at least once

0.9.5_10877 ✏️ Hotbar & Map Fixes

Hey all! Hope you're staying sane. I just wanted to make a small hotfix for a couple minor, but frustrating issues:

[h2]Hotbar[/h2]
  • Fixed an issue where the Hotbar was showing the incorrect action prompt for some items, leading to confusion during tutorial
  • Example: Seeds were showing the action for placing them as a buildable instead of the action prompt for planting
  • This was important to fix for new players, as they aren't yet aware that planting seeds is done with E
  • In the future, this will be updated to show all available prompts
  • Fixed an issue where building from the Hotbar (hovering over an item and pressing "T") was not possible due to the player having full stamina
  • Added a new warning when attempting to build from the Hotbar without a Builder Kit in the player's inventory

[h2]Map[/h2]
  • Fixed issue with players being able to open the map while transitioning between levels or while warping
  • Map will now auto-close if the player enters a dialogue with it open

[h2]Misc[/h2]
  • Fixed issue where Bituin's first friendship event wasn't triggering


In other news, we've been working very hard on the next major update (THE MINES), and are finally getting close to being able to share more with you all, including a release date!