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Snacko News

🎣 Missing crafting recipes & Fishing QoL: 0.9.0_5343

[h2]UI[/h2]
  • Crafting recipes you should've learned but didn't show up in your list will now be there
  • Overflow storage will now scroll if items exceed slots

[h2]Fishing QoL updates[/h2]
  • Fish now actually care if your lure is close to them
  • UI made larger for smaller screens
  • Reaction window for initial reel scales with fish value: higher value = react faster!
  • Fixed issue where sound or VFX could play multiple times when reeling in fish

[h2]NPCs[/h2]
  • Fixed issue where some NPCs were repeating same lines every day
  • Fixed issue of Riku drowning during shop
  • All carpenter, grocer, chemist, and static (Mikan, Nobu, etc) friendship events fixed and tested

🌽 Farm & Resources Patch: 0.9.0_5315

[h2]Resources[/h2]
  • Resources will no longer regrow around placed structures in any map (grass/trees no longer regrow into buildings)
  • Iron ore now available scattered in Grassy Plains outside of mines to make early game ore farming less frustrating

[h2]Speed Grow[/h2]
  • Now functioning as intended - using it on a tile's crop will double the growth rate until it has been harvested.
  • New effects on use
  • Properly renders the state of use on the farm tile

[h2]Fertilizer[/h2]
  • New effects on use
  • Properly renders the state of use on the farm tile

[h2]Farm[/h2]
  • Newly accessible farm areas (cliffs) should now properly regenerate resources on saves from before the areas were accessible

[h2]Mines[/h2]
  • Fixed a crash issue where some mine layouts would cause the game crash when exploring, breaking objects, or using the pet
  • Player should no longer be visible for a brief moment when transitioning mine floors

[h2]Storage Containers[/h2]
  • Increased storage slots from 50 -> 56
  • Adjusted UI so that scrolling is no longer necessary to see all items within a container
  • Fixed gamepad navigation bug

[h2]Shipping Containers[/h2]
  • Fixed gamepad navigation bug

New accessibility settings + more in 0.9.0_5284 ✨

[h2]🎨 World Themes[/h2]
Regular game too bright? Too colourful??? It's okay, I understand.
Now available: pick your world theme AND the intensity to help make your playtime comfier.
Note: This can be changed on the title screen and carries across all saves.



[h2]πŸ’Œ NPC Friendship & Heart Events[/h2]
A bug has been made aware to us over Christmas where friendship events and such were not triggering properly. We will be slowly fixing them over the course of the next week, so you may notice some cutscenes playing now as you walk around the world. We'll call it out when all friendship and heart events are fixed, but they will be slowly added into the game until then. Thank you for your patience!

[h2]✨ Obelisk Item Labels[/h2]
Uhh....what is that? Spinach? Grass? Shame? Obelisk offering conditions now will show you the item name on hover!

[h2]πŸ“‘ Wiki Coming Soon![/h2]
We're working on a wiki! Hopefully, we can have it go live soon! We understand the game is a little bulky with some things that are hard to find.

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 SnackoUIβ„’ 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) πŸ‘‹[/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~