One Week of Patches: Here's Everything We Fixed Since Demo Launch
One Week of Patches: Here's Everything We Fixed Since Demo Launch
Hey folks,
Thank you so much for all your feedback and input! This is extremely helpful for us and allows us to improve the game in so many areas. The demo launched on February 19th and since then we've been heads-down fixing, tuning, and improving based on your feedback and our own testing. We shipped 8 updates in the first week alone, and we want you to see exactly what changed.
This are the things we changed before the start of Steam Nextfest. We are allready working on more improvements that we will probably update today in the evening.
Let's get into it.
[h2]⚔️ Gameplay & Balance[/h2]
[h3]Difficulty & Survival[/h3]
- Difficulty selection now appears and applies correctly when starting a new game
- "Cozy" difficulty has been eased, less punishing for players who want to focus on building
- Difficulty now scales wolf spawns, clothing decay, and item degradation (tooltips reflect this)
- The first in-game day now runs at 0.8x speed to give new players more breathing room
- Tired status is now dangerous at 100% and becomes lethal if you keep pushing. Get some sleep
- You can now sleep after pulling an all-nighter
- Tea now restores Hydration
- Health Potions T1 and T2 added with new icons; T2 now correctly heals more than T1
- Health regeneration buff toned down; new "Wet" status effect introduced
- Status effect feedback adjusted to be less repetitive
[h3]Combat & Movement[/h3]
- Bow and wolf behavior fully reworked for cleaner, more tunable combat
- You can cancel a bow draw again
- Jumping now costs stamina; general combat responsiveness improved
- Axe animation set updated with refined interaction points and foot placement
- Improved camera behavior during wolf encounters
- Farm animal QTEs now have a cooldown to prevent spam
[h3]Crafting & Building[/h3]
- Campfires no longer start lit when placed. You have to ignite them (warmth/fire buffs work correctly now)
- Torches light reliably, stack in inventory, and are listed as Decoration (not workbenches)
- Torch option added to the Build menu
- Pithouse vertical beams now correctly clean up if you saved mid-build
- Ground plot preview added in storage areas for clearer placement
- Building blocked near certain ruins to prevent overlap issues
- Fire ignition overall more consistent and reliable
- Sewing auto-finish now completes as intended
- Clothing items transfer correctly between inventories
[h3]World Interactions[/h3]
- Chickens now stay near their coop
- "Find hare burrow" triggers correctly even if you visited the area before
- Eggs now function correctly in gameplay
- Helpful starter resources added to the starting area
- Straw Hat placed in the main level as a findable item
- Gambling table interaction zone adjusted for more reliable use
[h2]🧑🌾 Villagers & AI[/h2]
- NPCs continue crafting correctly even when production targets are set high
- Villagers stop crafting when work morale is too low (as intended)
- Workers now eat more reliably and resume work without unnecessary delays
- Worker needs are no longer blocked by a full inventory
- NPCs step away from storage after grabbing food to reduce crowding
- NPC work inventories are now properly saved and restored between sessions
- Fixed worker pannier stacks not showing after loading
- Improved "Bring/Deliver" task reliability, no more carrying items away after a behavior reset
- Streamlined hauling behavior to prevent loops
- General softlock fixes and smoother idle movement for NPCs
- Interactables currently used by NPCs no longer show interaction outlines for the player
- Sister now has the same dialogue options as regular NPCs
- NPC cause of death is now tracked and displayed with appropriate warnings
- Villager HUD and needs feedback improved
- Better control over NPC starting gear
- Smoother foot placement and refined interactions around the chicken coop
[h2]📜 Quests & Tutorials[/h2]
- New main Hunt quest added with new voice lines
- Significantly reduced pop-up interruptions for a smoother playthrough
- Tea & Elixir tutorial now appears on first pickup
- Removed the Story Book popup to streamline early progression
- Added a "Hide Tutorial" option to the New Game difficulty selection screen
- Weather tutorial moved to the clothing popup for better timing
- Campfire/QTE tutorial reworked for better visibility
- Villager tutorial now triggers reliably for the first new villager who joins
- First Night quest can now complete if you build a bed and sleep instead of crafting a torch
- "Explore the World" trigger adjusted; journal popup removed
- Collection quests standardized: rabbits → "hares," holes → "burrows"
- Multiple quest text and typo corrections
- More precise guidance in the Villager Needs tutorial
- Added clear info on missing items in workbench popups
- Material list in the HUD now aligned with active quests
[h2]🖥️ UI & UX[/h2]
- Added a Control Scheme screen to the pause menu
- New Settings panel accessible from the pause menu
- Added Wishlist button to the Main Menu and demo end screen
- Motion blur toggle and brightness slider added
- "Playtest" wording changed to "Demo" everywhere
- Fixed quest log and Focus Construction breaking after viewing trading info
- Reset-to-safe-location now works properly
- Cleaned up and clarified in-game Wiki entries
- Popups now hide the HUD to reduce clutter
- Warning added when saving with an empty save name
- Radial menu can now be closed with Tab
- Cursor changed to a dot; death camera and death popup timing fixed
- Delete Save popup is now localized
- Debug messages no longer shown to players
- Clothing tooltips now show one decimal place
- General tooltip and layout improvements
- Trading missions now show a packing info widget (cleans up properly if aborted)
- Improved text readability for the letter "I" in applicable fonts
- Standardized hint pop-ups with new template and reduced frequency
[h2]🔊 Audio[/h2]
- New destruction sound effects
- Unique audio cues for the Chicken Minigame
- New and refined workbench/production sounds
- Gambling and Wheel of Fortune sounds added
- Inventory hover, item pickup, and "inventory full" SFX fixed and added
- NPC sleep audio implemented
- Campfire and torch attenuation tuned
- Footstep volume adjusted over distance
- Overall audio mix rebalanced
- Voice line routing improvements
- UI interaction feedback sounds added
[h2]🎨 Visuals & Performance[/h2]
- Enabled Nanite on many meshes and reduced triangle counts for better performance
- Improved hair rendering to reduce clipping and visual artifacts
- Tweaked wheat color for better readability
- Fixed visual gaps on the Chausses legwear
- Updated shaders for improved lighting and visual stability
- Fixed motion blur behavior when combat option is disabled
- Reduced noise in flickering lights; tonemapping adjustments
- Landscape texture blending and leaf pop-in reduced
- Autumn color grading for hazel and beech trees
- Indoor campfires no longer get snowed on
- Fire "ghost silhouette" artifact removed
- First-person arms now render correctly with reduced clipping
- Desert Hat textures and normals corrected
- Door and pithouse roof normals fixed
- Character customization polish: shoes, underwear textures, eyebrow variations, skin shader tweaks
- Improved item highlight visibility for feathers
- River grass height reduced for better visibility
[h2]🌍 World & Level Design[/h2]
- Tea kitchen wall collision fixed, doors no longer blocked
- Adjusted pit house door rotation for correct opening
- Fixed wheat sinking into terrain
- Removed unintended fire visual effects from the main level
- Improved pathfinding around the well and trading post with new navigation blockers
- Reed cleanup: pickupable again, no more floating instances
- Additional foliage updates with better collision; more nettle placed in the world
- Level border and minor placement cleanups
[h2]💾 Saving, Loading & Stability[/h2]
- Added hourly autosave for safety
- Fixed a crash at startup
- Fixed a crash with Asian language settings (Japanese, Korean, Chinese)
- Improved loading stability with multiple struct error fixes
- Technologies now reconstruct on load for older savegames based on quest flow and placed buildings
- Trading systems have robust fallbacks when loading legacy saves
- Blood decals now load correctly
[h2]🌐 Localization[/h2]
- Massive translation refresh across all supported languages with thousands of entries added or corrected
- Full font support for Asian languages (Japanese, Korean, Chinese) across all game text
- Enhanced text layout for CJK languages: better punctuation-aware wrapping and justification
- Difficulty and UI texts updated; technology/production names clarified
- Cleaned up and streamlined the translation pipeline
- Context-based retranslation updates across: German, Spanish, French, Italian, Japanese, Korean, Polish, Portuguese, Russian, Turkish, Ukrainian, and Chinese
[h2]What's Next[/h2]
We're reading every bug report, every discussion post, and every piece of feedback. The team is continuing to fix, polish, and improve, and you'll hear about it right here.
If you're enjoying the demo, a Wishlist helps us more than you'd think:
[]👉 Wishlist Medieval Frontiers
Found a bug? Let us know in the Discord or in the Steam discussions. We're here.
Thanks for playing.
The Active Fungus Studios Team