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Snacko News

Snacko Roadmap: Early Access to Full Release

[h3]Meowllo! As the year starts to wind down, we'd like to share our plans for the near future.[/h3]

As you have all probably noticed, we update the game quite frequently! As the major bugs and crashes start to calm down a bit, we're now able to start working on feature reworks or polish that we had planned. As with all parts of development, our plans may shift if we notice issues that need to be addressed ASAP, or if we feel like the community would benefit more from one feature earlier over the other. Treat this as some kind of...plan! But it's not written in stone, I wrote it in Photoshop.

Small updates, like how we are doing currently, will continue as "whenever we feel like a change or fix needs to be pushed". The features listed in the chart below will generally come in a bigger patch every month or so.

Along side what we have listed, we may also throw in the occasional QoL change, and obviously, bug fixes.

[h3]Now that's out of the way, here's our roadmap:[/h3]


One of the first things we'd like to do is work on the experience of playing on gamepad and Steam Deck. We were able to finally get our hands on one recently, and it helped us make things like Cloud Saves and the controls feel much better. If you haven't yet, you should try it! We've also set up the default control scheme to play more as you'd expect.

Part of better gamepad support is reworking some of the old UI. Things like the Journal are part of our newer SnackoUI™ system that has better gamepad handling and is generally just more stable. The two major systems that are still not on this new system are the Mailbox and Shops. Since those two are quite important and central to Snacko's gameplay, we'd like to focus on that first.

After that, since by then players would've had time to play through the MSQ, we'd like to do an additional pass on balance, just to make sure the economy isn't in shambles. It's already hard enough to have a bad economy in real life, we don't need that to bleed into our cozy farming game.

Alongside that, we'll be working on house upgrades, which includes wallpaper, flooring, and room expansions. We'd also like to reimplement tool upgrades in a NEW and IMPROVED way to help compliment the MSQ.

As of now, these two chunks are the ones we have planned out in explicit order. The rest, well, we may shift around as the game evolves and we hear more player feedback.

[h3]As always, thank you for playing! We'll be seeing you soon in our (now very late) monthly devlog (my bad) 👋[/h3]

Important Stability Hotfix: 0.9.0_5160

Meowllo!

We've finally solved our last (fingers crossed) big memory leak issue. If you've noticed crashing after an hour or so of playtime, we hope this update will stabilize your game.

Thank you to Baku in our Discord who helped us test and track down this nasty crash! It was especially bad because this one in particular would not trigger the crash reporter :(

We're still working on optimizing the town, especially if you have multiple NPCs, But managing lag will be much easier now that it's not just outright crashing.

Outside of that, we have some very small quality of life changes
  • Blueprints and blueprint books are now sold through dialogue so you know what set you're buying
  • Because of this, if you've already learned these blueprints, you may see them up for sale again despite having them unlocked
  • But they will not re-appear again like they currently do now once you buy them once, and it will not negatively impact your save file or progress
  • Because of this change, we also moved around some items you can learn from sets, reducing the amount of recipes you get from D.I.Why to make it less overwhelming at the start of the game
  • Added haptic feedback to pinball minigame


We hope these changes, along with our MSQ patch, will make a new game feel a lot better paced and balanced! Thank you very much for playing~

Progression Patch: 0.9.0_5133 🔖

This update is kind of a thick one! We've added in the progression gating we were planning to implement to make the main story scenario not so...fast.

It also improves NPC schedule and shop availability and stability.


[h3]Before we go through the main story quests, let me just touch on some other changes:[/h3]
  • PINBALL MACHINE: now you can choose between "Free" and "Premium". Gamepad controls are now on the triggers and no longer backwards
  • Note: in the future, we'd like to balance the prize pools so high value items will only be available in Premium
  • CRAFTING QUALITY OF LIFE: a pop-up will show up showing you a list of what you just learned
  • CHESTS IN SAVE FILES: fixed issue where if you have multiple save files/new games, the chest state carries over
  • MINI-MAP AND NPCs: NPCs will now have more stable schedules and the minimap will no longer show them at 0,0,0 in the town when they're not there. They should also be at work now with shop inventory
  • SPRINKLERS: can now be put away or moved
  • BALANCE: adjusted drop rates of things like berries to be more common on the farm and nerfing the gold drop rate in the desert. Wildberry now gives less stamina, but other fruits (apple, grape, etc) from other biomes give more. Mesecina statue on a successful prayer will no longer restore a sad amount of stamina.
  • You can now also craft any gem shards you find into their gem counterpart. Shards have higher drop rates. Find the crafting recipes in the Goddess Pond! These recipes will be under Consumables -> Processed




[h3]Now, onto the progression and MSQ changes:[/h3]
  • Obelisks are no longer in their "Press E to Activate and immediately leave" state
  • You will have to fulfill the Offering Plate's requirements to unlock the Obelisk and move onto the next
  • Have fun making the most of your farm, tools, and other equipment to gather all the fragments and crops necessary!
  • This should pace the main story quest a lot better to match up with the MIAOs and seasons
  • We will be keeping an eye on feedback and our own testing to balance these Offerings in upcoming patches
  • If you are halfway through the MSQ, this will not break your save file
  • While you can't go back and redo old Obelisks for their Offering Plate quests, you will be able to do any of the Obelisks that you haven't experienced yet
  • However, if you do find yourself being stuck in your MSQ using an old save file, please reach out and we will fix that for you or push out a fix ASAP!




As always, we'll be keeping an eye on here and in Discord, so don't hesitate to reach out for help! Thank you for playing 💌

Next on our list of non-bug things we're working on, it will be player house upgrades (adding rooms, wallpapers, and flooring) and tool upgrades!

Please look forward to it~

Important patch with fixes! 💖 0.9.0_5039

[h2]This patch has some pretty big fixes~ Please download them and enjoy your saplings![/h2]
(Note: Pine sapling still being shy, will be patched in soon~)

  • Core - Cloud Save integration enabled
  • NPC Shops - Shop inventories no longer empty
  • Saplings - now properly save/load, and aren't lost when changing between maps!
  • NOTE: to fix this issue, we had to respawn all resources, the debris in your town will come back but they won't regenerate once you clear them again
  • World Resources - now properly regrow in ALL biomes after 3 days have passed!
  • Mines - Floor layout now randomizes when you go to sleep in a bed (not a sleeping box!)
  • Shrines - Arrows no longer consumed when within a shrine
  • Shrines - Kart fuel no longer consumed when within a shrine

Steam cloud saves now live!

As of v0.9.0_5028, cloud saving is now enabled!


Note that with this update, Snacko's save data location has changed slightly.

Old location:
C:/Users//AppData/Local/snacko/Saved/SaveGames/

New cloud save location:
C:/Users//AppData/Local/snacko/Saved/SaveGames//

When launching v0.9.0_5028, your old save files will be backed up to C:/Users//AppData/Local/snacko/Saved/SaveGames/NoPlatform, and then copied to the new save location.