DAILY DEAL AT 10AM PST/1PM EST TODAY, SEPTEMBER 3RD + Progress Report!
NOTE - This is NOT a new patch, this is just what we've been working on!
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[h3]DAILY DEAL ON STEAM![/h3]
So to start off with, before we get to what we've gotten done-- there's a front-page Daily Deal for Future Fragments right now!
We planned this out a while back, and yes, it just happened to land on September 3rd, the day before, well, yeah.
But it is what it is; we'd love for you to play our game too, and enjoy it alongside any other games you're likely going to play that are coming out tomorrow.
For anyone new here; we're a team of 3 core people (one programmer, one artist, one writer/level designer, all co-game designers), as well as a musician and an audio engineer doing work as-needed.
We've put well over $200,000 of our own money into this game's content, and are currently facing down about $80,000 in debt as a result of it (taxes hit pretty hard, as does cost of living!)
So pretty much all of you supporting us is what allows us to continue to make and finish off the last parts of a game this large and content-dense, despite being such a small-sized team.
We can't thank you enough, seriously. This game would literally not be possible if not for your support, and we definitely plan to make many, many more games after this, all set in the same universe with an overarching storyline.
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[h3]What we've gotten done since the last patch![/h3]
Frouge has been going pretty crazy fixing a gigantic list of bugs as well as a brand new Save system that will auto-save your progress on each level, so you can easily return to a given level if you'd like to do things differently, even if you forgot to save in that level.
It also has additional information now for each save, such as total time played and amount of collectibles found.
Here's an image of it; you can see the auto-saves at the bottom of the list.

For the cutscenes and similar things, while it may not seem like a large list, these remaining cutscenes are gigantic in terms of variants and outcomes.
As an example, Kataskopoi & Dolon's scene has a whopping 89 variants.
The Celodst Emperor scene goes even farther than this, with 104 variants, plus a secret event and Faux Ending attached to it.
[h3]CUTSCENE FIXES / ADDITIONS:[/h3]
- Added Vines Fragment scene in P5M4 of the Uncharted Wildwoods
- Added Auxiliary Appendage scene in P4M1 of the Uncharted Wildwoods
- Added Celodst Emperor scene in full
- Added another Faux Ending
- Added Kataskopoi and Dolon Fragment scene in P2M3 of the Celodst Resupply
- Added Stjarna Vattenodla scene in Room 19 of The End
- Added Laser Puzzle Fragment scene in the Celodst Resupply
- Added a hint scene for the Laser Celodst's role in getting the Laser Puzzle Fragment in the Celodst Resupply
- Added a hint scene for platforming in P2M5a of the Uncharted Wildwoods
- Re-added the improved four True Endings
- Added a few extra variants to cutscenes in The End to reference an existing "global event"
- Fixed some errors in recordings in the Hub of the Gratification Factory
- Added an extra line for a rare event with Clean in the Uncharted Wildwoods
[h3]OTHER CHANGES / FIXES / ADDITIONS:[/h3]
- Fixed the bug that's plagued things for a while with the Mega Map vanishing if you enter a new module while the minimap is disabled
- Fixed the wrong "door" size between Room 13 and the Hub in The End
- Databanks had a few missing words fixed on them, especially #147 (Projekt Melody Databank #2)
- Fixed equipping a powerup during a cutscene and the powerup's effect incorrectly apply to Talia during that cutscene (potentially breaking/softlocking the cutscene)
- Fixed being able to jump over the ADMN Spawner with certain powerups
- Fixed zoom/graphics not being drawn properly on a few gallery animations in certain situations
- Fixed being stunned by the Mega Mutabilis carrying over into the victory cutscene if it dies while it's stunned
- Fixed the Infected Rebel vine attack animation not pausing if the game is paused
- Fixed charges not maintaining when going from module to module
- Fixed multiple "initialization scene" bugs, including Talia jumping up into a new map sometimes causing her to just "glide" into the new map visually and GUI flickering
- Fixed multiple visual issues with Powerup indicator bars (such as the one for the Drumset) vanishing, staying despite unequipping, freezing, etc.
- Fixed the poison effect from the Coral powerup so it works on all enemies
- Fixed the Sewing Needles powerup combo so it properly increments on the Mega Mutabilis and breakable walls during the ADMN Spawner fight
- Fixed the Peace Symbol powerup so it works properly against the Arctic Grunt and Sphere
- Fixed the French Frying Pan powerup causing an animation hiccup when gaining health while running
- Fixed the Japanese Knife powerup shockwaves so they properly collide with Tile-Growers and Gravity Doors
- Fixed the Japanese Knife powerup shockwave's lighting effect being misaligned with the shockwave sprite
- Fixed the Hammer powerup instant shots so they properly collide with Gravity Doors, Tile-Growers and various Switches
- Fixed the Hammer powerup instant shots so they become visible normal shots when fired over a Savepad or near an Electric Cannon
- Fixed the Hammer powerup instant shots so they stay invisible after bouncing on an Ice mirror wall
- Fixed the Hammer powerup instant shots so they can properly hit moving platforms in the Uncharted Wildwoods
- Fixed triggering a cutscene while wearing any powerups that affects Talia's max health, so that it doesn't reduce her HP by 1 unintentionally due to a rounding error
- Fixed un-equipping the Treadmill powerup while at low health being able to reduce Talia's health below 0, putting her in a bugged state
- Changed the HUD health bar to shrink or grow based on powerups which affect Talia's max health, to make her current max health more apparent
- Changed the color for powerup indicator bars (such as the Drumset) from blue to yellow to make them easier to see on all levels
- Added a number on the HUD to display the current Max Health bonus of the Treadmill powerup while equipped
- Added a number on the HUD to display the current overheal amount of the Protein Drink powerup while equipped
- Added SFX to a few powerups
- Added missing WREN CG to the gallery
- Added a lot of new SFX in general
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[h3]What's next?[/h3]
After this post, we'll continue to keep you updated on progress every 2 weeks.
As a reminder from the last update, after the "core content complete patch" is out, we'll be focusing on free DLC for the game, including, but not limited to:
- The level editor
- Speedrun mode
- More NPCs
- "Challenge" map packs
And of course any bugfixes needed.
[/p][h2]That's all for now, until the core content complete patch; we're looking forward to having things complete for you all!
And once you've tried the game out, we'd like your feedback on it in a review if you get the chance![/h2][p]
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[/p][h3]Social Media links:[/h3][p]
Discord Twitter Bluesky NOTE: There is NSFW content posted often on our social media.[/p]