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Bō: Path of the Teal Lotus News

Version 1.1 Update

Hello Bōmmunity!

Thank you once again for all the feedback we have received so far. Despite some initial disruption post-launch we are beginning to hit our stride when it comes to updates.

For our second update, we've concentrated on enhancing game stability, refining gameplay balance, and improving the overall user experience. Key areas of focus include resolving bugs that affected progression and some interactions, ensuring a smoother and more reliable performance.

We've made adjustments to gameplay mechanics to provide a more balanced, intuitive, fair and less frustrating experience, including changes to recovery times after taking damage and enemy interactions. We’ve made changes to certain player controller elements such as the grapple ability, the shine dash ability and air attack combos. Visual and UI updates have been implemented to create a more immersive and cohesive experience. Additionally, we've enriched the game's content and lore with some new art assets and adjustments to some in-game areas.

These updates aim to deliver a more enjoyable, seamless, and engaging experience. If you left a negative review concerning the issues we've addressed in this patch, it would be greatly appreciated if you flipped the review to positive!

Thank you again for your continued support and feedback, this is just the beginning!

Much Love,

The Squid Shock Studios Team

Version 1.1 Patch Notes


[h2]New Content and Art[/h2]

  • Added new art assets in the Lower Kitsune Burrows for lore purposes.
  • Once a player builds the "Statue of the Hero" construction project in Sakura City, the stone inscription in front of it is now interactable and provides additional lore to the game.
  • Updated end credits to include additional Kickstarter backers' names.


[h2]Player Controller Changes[/h2]

[h3]Grapple Ability QoL Improvement[/h3]

The problem: Many players have perceived issues with the grapple ability. Sorting through the feedback we’ve identified the problem that players did not understand that they need to “hold” the direction of the grapple point and instead were “tapping” the direction resulting in unintended trajectories.

The fix: Rather than trying to enforce the “holding” of the direction, we made a change so that now you can just tap the direction. The grapple "field of view" that finds a grapple object, now keeps its most recent direction if a movement input is no longer made. For example, if you want to lock onto a grapple object that is above you, you can now point the movement input in the direction of that grapple object and let go of the movement input. Our hopes are that players, who were already engaging with the mechanic as intended, should feel no difference and players, who were having trouble previously, will now more intuitively grasp the nuances of the ability.

[h3]Shine Dash Tech QoL Improvement[/h3]

The problem: Players were perceiving a dropped “jump” input when dashing off of a ledge and trying to shine dash once in the air.

The fix: While this inability to jump was an intended consequence of not being “grounded” at the time of a jump input, we ultimately realized that it felt somewhat unintuitive to many players. So we have now made it so that if you are grounded when you initiate a dash you will always be able to shine dash even if you are not grounded when you input a “jump”. It is important to note that you will still not be able to shine dash with an air dash unless you have a stored jump reset. This certainly won’t allow for any cool sequence breaks………..right?

[h3]Air Attack Combo Cooldown Reset QoL Improvement[/h3]

The problem: Players were perceiving “air attack combo” cooldowns as dropped attack inputs.

The fix: This problem is something we are keeping an eye on and it is still somewhat unclear as to whether inputs are actually being dropped or if it's the cooldown that is causing a perception of dropped inputs. This is something that we will be paying attention to very closely moving forward.

In the meantime, we made a change where a dash will completely reset the cooldown on the horizontal air attack. Our hopes are that this change will allow players to gain a better intuition of when they should be able to attack in the air and reduce the perceived feeling of a dropped attack input.

[h2]UI and UX Improvements[/h2]

  • Added an in game timer that is displayed on the top right of the screen. This is optional and the option to enable or disable the timer has been put in the Gameplay settings menu.
  • Removed the "Loading..." text from loading screens for a more immersive experience.
  • Made all Omamori slots in the Omamori menu selectable, even if an Omamori hasn't been obtained yet. This will smooth out the omamori navigation experience drastically.
  • Fixed an issue where Pyro-kun's description displayed the incorrect text in shops and in the Daruma Menu.
  • When fast travel is locked, its text in the map legend is switched to Vermillion Tongue, until the quest is completed to unlock fast travel.
  • Removed 2 erroneous map chunks from the map that were indicating that there were areas to explore on the third floor of the Imperial Castle that did not exist.
  • For stat achievements only, when the player loads their save file internal checks are made to see if the player has already met the conditions for the achievement, then triggers achievement completed if it hasn't been registered to Steam yet.


[h2]Combat and Damage Feedback[/h2]

  • Increased Bo’s invincibility-frame duration after taking damage from 1.75s to 2.25s and from 2.25 seconds to 2.75 seconds if only 1 health pip is left. Our hopes are that this will provide players more time to recover and reposition safely.
  • Fixed the Sakura Shogun's hit material to give better visual feedback on when he is receiving damage during the boss fight.


[h2]Progression and Stability[/h2]

  • Fixed a bug in the Megumi Mountain targets minigame that prevented it from restarting correctly from a saved file, blocking progression.
  • Fixed issues where NPC and quest values would occasionally reset between game sessions, potentially causing game-breaking bugs.
  • Fixed the Dragon NPC, Daichi, not triggering dialogue occasionally, which locked players out of unlocking the Library Floor 2 project.
  • Fixed an exploit that allowed players to skip the Jorogumo boss fight entirely.
  • Fixed the “game completion percentage” being inaccurately increased when defeating Sakura Shogun more than once on the same save file.


[h2]Achievements[/h2]

  • Made stat achievements more accurately reflect the player's inventory, reducing errors and making it easier to track progress. Players who have previously expressed stat achievements not activating should see these achievements active on their next initiation of a save file


[h2]Gameplay and Mechanics[/h2]

[h3]Bosses[/h3]

  • The NPC “Minori'' now appears next to the entrance of Kitsura's boss room after the player dies once while fighting Kitsura. Minori will hint that players might want to upgrade their stats before retrying. The player is still able to attempt the optional boss at their leisure in spite of this. Please note that the non-English localization of this dialogue may be a bit rough before we get the official translations in.
  • Decreased Sakura Shogun's laser rotation speed in the phase 3 arena by 25% to give players more agency in Tsuki dashing through them.

    Developer Note: We are still in the process of collecting feedback about this fight as it seems to be fairly controversial, especially with the pacing and variance in attacks. Our goal is not to make this fight easier, it is to make it more dynamic. We are keeping a close eye on feedback and will continue to improve it over time.
  • Fixed Jorogumo's head hurtbox not deactivating after her Flamethrower attacks if her Flamethrower animations have been interrupted.


[h3]Level Design[/h3]

Ice Caverns
  • Added 1 and removed 1 "tengu wall dash staff" in the Eastern Tengu Trials to achieve better flow in Bo's movement throughout the level.
  • A black shroud that previously covered a hidden checkpoint in the Eastern Column of the Tengu Trials has been removed. This shroud covered a very convenient checkpoint that a lot of players were just completely missing. Players who would go out of their way to discover this shrine checkpoint wouldn't actually need it as much as the players who completely miss it. So we have made its discovery more obvious.
  • Slowed down a rotating hazard in the Western Column in Ice Caverns in the first skull target section to make it feel fairer and allow for better player mobility.


Midori Forest

  • Repositioned some tsurubebi (blue flame rope) enemies in Midori Forest that were previously placed in a clunky way causing players to take awkward damage.
  • Certain elements of the seed puzzle before the bride escort have been added or rearranged to create better angles for batting the seed. The camera was also zoomed out to give a better field of view for elements that were previously off-screen in some cases.


Kitsune Burrows

  • Repositioned a grapple lantern and removed unnecessary spikes in the Bug Nest area in Kitsune Burrows to improve player flow.


Sencho Bridge

  • We changed one lantern set up in the Hashime wave chase sequence that we identified as awkward. An early set of 3 vertical orange bump lanterns was replaced with a single yellow vertical trolley lantern. Additionally, a small section of solid ground was added to the section immediately to the right of the aforementioned setup. This solid ground should provide a brief respite for certain players that had difficulty with the small window for a pogo, while also not taking away the opportunity to pull off higher-skilled tech for others. These changes were made to mitigate the frustration and difficulty in the first third of the chase while the last two thirds of the chase remained untouched.
  • Boats were somewhat increased in size in the first part of Sencho Bridge. This was done to give players more agency in maneuvering the boat while enemies were swarming them.
  • Applied a new animation to Sencho Bridge candles when they are hit.


Imperial Castle

  • Removed a destructible crate on the third floor of the Imperial Castle that hid a saving shrine. Players were often missing this shrine and then having to reset to their progress too far. In this particular instance it felt really bad to obscure its location from the player. Especially when many of the saving shrine locations are already obscured in the castle.


[h2]Daruma Dolls[/h2]

  • Increased the damage collider for Chomper's secondary action command to chomp, making it easier to hit. Players were having difficulty landing Chomper's secondary action command to chomp in its current position during Chomper's dash. We have increased the damage collider for Chomper's chomp so players can hit the chomp more reliably.


[h2]General Bug Fixes/Improvements[/h2]

  • Fixed a memory leak with one of the controllers for SFX that could also have affected dialogue system interactions. This should increase performance throughout the game and greatly reduce game crashes where previously present.
  • Fixed a game breaking issue for certain autosave moments in the game where the game would be in an infinite loading screen and corrupt a player's save file when returning to that same save file from the main menu.
  • Fixed a minor memory leak regarding rebinding operations.
  • Dialogue for giving the Kitsune Kifuda to Daitengu is triggered automatically after beating Daitengu if the Kitsune Kifuda is currently in your inventory.
  • Globally increased the hitbox for all bump lanterns slightly to reduce platforming frustrations and enhance the players flow state.
  • Extended a scene change trigger in the Imperial Castle Entrance to prevent players from bypassing it by pogoing off a statue.
  • Fixed a minor memory leak regarding input rebinding operations

Update 1.0.7 - Cloud Saves and Balance Changes

Hi folks!

Today we're pleased to offer up our first update to Bo since launch, it's been a hectic few weeks but we're pleased to be in a position where we can respond to feedback.

In this update, our aim was to tackle a few high priorities issues that were relatively easy to implement for a first patch. We wanted to push out this patch as soon as possible with the limited resources we have right now due to a lack of previous publisher support.

There are still many things that we are working on, including some strange bugs that seem to be edge cases, but we think that these initial changes alone will greatly reduce the frustrations a lot of players have been experiencing so far in their playthroughs.

We apologize we could not get to every bug that was reported in this update as some of them are very fresh and unreproducible on our end.

Thank for being patient with us, and thank you for your ongoing support.

Much love,

The Squid Shock Studios Team

Version 1.0.7 Patch Notes


[h2]Checkpoints[/h2]

The overwhelming negative criticism that we received from the game that seemed to sour the entire experience was the penultimate boss battle in the game, the Asahi Chase sequence.

Players were frustrated due to the lack of checkpoints during the fight. We totally hear you and agree with this criticism as designers. To all the people that trudged through that section, seriously kudos, your sacrifice and tolerance for challenge will not be forgotten.

  • Saving Shrines were added to the beginning of each room of the Asahi Chase Sequence in the Imperial Castle area.


We will be closely monitoring other sections of the game where issues arise.

[h2]Quality of Life[/h2]

There were a few things that we wanted to have for release and which a few of you have asked for. We're pleased we are able to add them now, but we do understand some features should have been in for launch.

[h3]Cloud Saves[/h3]

  • The game now supports Steam Cloud saving for game save files and the settings file.


[h3]Map[/h3]

  • The names of each area now appear on the map once the player enters the main entrance of the area for the first time.
  • “Bunny Blossom” map icons have now been added to the map if you have encountered them in your playthrough. Keep in mind that these might need to refresh for some players depending on when you encountered them.
  • “Tree of Blessing” Map icons have now been added to the map if you have encountered them in your playthrough. Keep in mind that these might need to refresh for some players depending on when you encountered them.
  • Intuition Map Icons added for the 3 new hidden chests in the Imperial Castle.
  • The default zoom level for the map is now wider.
  • 2 wider zoom levels have been added to the map.



[h3]Design Tweaks[/h3]

Fragile Egg Quest
  • A Saving Shrine has been added to the right of the spawn point of the fragile egg in the Western Column of the Ice Caverns. This shrine was added to mitigate backtracking as much as possible when players crack the egg.


We will be keeping a close eye on this quest as we understand its causing player frustration.

Sumo Pagoda Tournament

  • A small number of players have reached this area without obtaining the intended grapple ability from Midori Forest first. Two pogo bounce pads have been added to each of the two stages in order to aid the player in reaching the center of the ring without the grapple ability.


Misc

  • Deactivated an unnecessary checkpoint in Kitsune Burrows that would cause a player to spawn in an unsafe location and begin an infinite damage loop after hitting thorn hazards.


[h2]Economy[/h2]

We received feedback from players regarding the grinding for currency that is necessary to 100% the game. We made the following changes in order to scale Fox Fire/Kitsunebi rewards higher in the mid to late game, while keeping the earlier game relatively the same.

A small amount of grinding might still be necessary for players who tend to not farm enemies naturally, but it should be considerably minimized compared to the release version. No shop prices have changed.

Mainly boss rewards are changed with the largest increase given to Kitsura, a difficult optional early game boss that players should be rewarded handsomely for defeating early (100 fox fire for each of those pesky tails).

[h3]Economy Changes - Critical Path[/h3]

  • Hashihime Boss fox fire reward increased from 100 to 200
  • Kabuto Yokozuna Boss fox fire reward increased from 250 to 300
  • Tengu Trio Boss fox fire reward increased from 333 to 700
  • Jorogumo Boss fox fire reward increased from 300 to 700
  • Gashadokuro Boss fox fire reward increased from 500 to 800
  • Asahi Boss fox fire reward increased from 900 to 1000
  • Enemy Arena fox fire rewards increased from 100 to 150 per room.


[h3]Economy Changes - Optional[/h3]

  • 3 Chests containing 100 fox fire each are now hidden in the Imperial Castle.
  • The fox fire reward for completing the sumo target mini game in Sakura City increased from 50 to 300.
  • Kitsura Boss fox fire reward increased from 300 to 900


[h2]Bosses[/h2]

[h3]Kiri Kiri Bozu[/h3]

  • The slam hurtbox for the Kiri Kiri Bozu was reduced in size to better reflect the visual representation of the associated particle effect.


[h3]Hashihime[/h3]

  • The vertical chochin are playable from the start and no longer on fire at the start of the boss fight. Upon reviewing feedback, it’s apparent this only presents a frustrating inconvenience rather than an interesting challenge in the fight.

  • Candle health is nerfed across each phase
    Phase 1 candles HP decreased from 15 to 13 for a total of 26 HP
    Phase 2 Candles HP decreased from 15 to 13 for a total of 26 HP
    Phase 3 Candle HP decreased from 25 to 22 for a total of 22 total HP


Dev Note: A problem that we saw throughout the first week is that players did not realize that they could hit Hashihime’s candles for staff damage and instead were waiting for the water orb battable object phase in order to deal damage.

This made the fight seem incredibly long with a lot of waiting. We thought that training players to hit candles throughout the entire level would be enough to enforce this mechanic but we were wrong. We are currently thinking of ways to make this clearer in a future update.

[h3]Kitsura[/h3]

  • The fireballs that eject from Kitsura’s tails are now red instead of blue. This change was made in order to provide more contrast from the background as well as to differentiate them from Bo's character color. Furthermore, changing the color also further clarifies that the fireballs are not battable objects.


Dev Note: Many players have noticed the intense difficulty spike for Kitsura. This difficulty spike was intentional as Kitsura is an optional boss in the game. Despite this we were surprised at how many players threw themselves at her in a masochistic manner and were saddened when they could not pet her after the battle. In a future update we hope to further clarify naturally that it may be a good idea for the player to return to the boss once they have become stronger.

[h3]Asahi[/h3]

  • A save shrine has been added to the second and third room of the Asahi boss fight. This is to reduce the amount of frustration caused by starting from the very beginning of this boss fight when dying in room two and room three. This also gives the player an option to heal completely before engaging in the boss battle after reaching another room in the fight.


[h3]Sakura Shogun[/h3]

  • Lanterns were added in the background of the Ice Caverns illusion phase with the intention of having greater clarity and contrast between the background and the player character.


Dev Note: We have more changes coming for this boss battle to better pace some of the phases as well as add additional ways to reduce player frustration. Specifically we want to give more options for the player to ascend and deal damage to the shogun when out of reach. These design changes however still need to be tested further and were not within the scope of this patch milestone.

[h2]Achievements[/h2]

  • Fixed an issue where the “Exorciser” (Kiri Kiri Bozu Boss defeated) and “Beast Tamer” (Particularly Unmanageable Armakillo Boss defeated) achievements did not trigger if a player was playing from a Next Fest demo save file.
  • The “Prosperous” achievement conditions have changed from “having 8000 fox fire currently in your inventory” to “having overall accumulated 8000 Fox Fire over time”. This will not affect players who already have the achievement, but for everyone else the achievement will start from 0 fox fire on Steam, since it is now a stat-based achievement with no previous record of total fox fire on Steam. We apologize for the inconvenience.
  • Fixed an issue where the “Particularly Unmanageable Armakillo” achievement would trigger at a 34 hit combo instead of the intended 33 hit combo

Message to the Community

Dear “Bo: Path of the Teal Lotus” Community,

We hope this message finds you well. We want to address some recent developments and reassure you about the future of "Bo: Path of the Teal Lotus."

Unexpected Changes

As some of you may have heard, there have been sudden and unexpected changes with our publishing partner, Humble Games. This news caught us off guard, and we are still working to understand the full implications. We want to clarify that Squid Shock Studios, the developers behind "Bo: Path of the Teal Lotus," is a separate entity from Humble Games. Things will continue as planned. Our commitment to this game and our wonderful community remains the same as it was.

Our Commitment to the Game and Community

In the face of these challenges, the development of "Bo: Path of the Teal Lotus" will continue as planned. Nothing, I repeat, nothing will change about how we will continue to improve the game based on the community's feedback over time. We love this game and are incredibly passionate about the world we've created. Our team is working tirelessly to ensure that the upcoming updates and content meet the high standards the player base deserves. We are dedicated to delivering a game experience that we can all be proud of.

Potential Delays and Our Efforts to Overcome Them

We want to be transparent with you—due to the current situation, there may be some delays in future updates, particularly on console platforms. This is mainly due to issues with storefront accessibility, which we're actively working to resolve as quickly as possible. We appreciate your patience and understanding as we navigate these challenges.

A Message to fellow studios signed with Humble Games

Our producer, Robert Sephazon, is currently reaching out to other studios impacted by the layoffs in order to share resources and support. We want to continue supporting other amazing projects in the gaming industry, and we are investigating how we can help our peers release their games as well.

A Message to the Humble Games Staff

We also want to extend our condolences to the staff at Humble Games who have been affected by the recent shutdown. It's never easy when a company faces such sudden changes, and we wish them all the best during this difficult time.

Finally, we want to express our deepest gratitude for your support and love for "Bo: Path of the Teal Lotus." We are incredibly grateful for the enthusiasm you've shown for our game, and we will continue pushing forward in the face of all this. Squid Shock Studios is here to stay, and we will not let you down.

We greatly appreciate everyone for sticking by our side in these chaotic times. We are excited about the future and can't wait to share more updates with you soon. Rest assured that we are here to say, and will continue to support and communicate with our backers. Thank you for your continued support.

Much love,

The Squid Shock Studios Team

Launch Statement from the Devs

Hello, Bōmmunity!

We're coming up for a week since we launched "Bo: Path of the Teal Lotus" on all major platforms, and what a week it has been! We are overjoyed to see so many players experiencing the game for the first time. The entire team has loved watching your playthroughs, speedruns, and discussions both here and beyond. Your passion and love for the game truly shine through in all your feedback, and we are incredibly thankful for it.

We've been diligently reading all the feedback across multiple platforms. We've been taking a step back to gather insights from a wide group of players to help us prioritize the main issues you're encountering. We now have a strong idea of the steps needed to make "Bo: Path of the Teal Lotus" the best it can be!

While there were things we did right, there are definitely areas for improvement. We anticipated some bugs, (thank you to everyone who has reported those issues so far!) But fortunately, there have been fewer reports than anticipated. We're sorry to the players who have encountered bugs, we know this is frustrating, and we are working to squash them as soon as possible.

Most of these issues should be ironed out quickly which allows us to focus on the feedback we've received about certain design choices and quality of life features that need our attention.

We want to assure you that we are listening and actively working to enhance the game. Some of the improvements we are focusing on include:

  • Adding cloud saves on Steam.
  • Balancing the in-game economy.
  • Smoothing out and optimizing the difficulty curve.
  • Improving quality of life features in the map system and beyond.
  • Enhancing performance across all platforms.
  • Reducing tedium and frustration in some side quests, late-game areas, and Boss fights (especially in the late game where we find it appropriate)
  • General bug fixing



Please note that console ports will take longer to implement these updates as they need to go through additional certifications. The Steam build will always receive updates first. We are aiming to release the first patch on Steam from early to mid August. Beyond that, we will continue to monitor all forums to ensure we address any further issues and make continual improvements.

Thank you for your continued support and patience. We are committed to making "Bo: Path of the Teal Lotus" the best experience possible for everyone. Also we encourage players to comment below and let us know if there is anything else that you really feel passionately about including in updates moving forward.

Much love,

The Squid Shock Studios Team

Bo Path of the Teal Lotus guide

What is Bo Path of the Teal Lotus? This beautifully designed game is a Metroidvania inspired by Japanese folklore, and Bo Path of the Teal Lotus could be your new favorite game if you're a fan of Ori games the Hollow Knight series.


Developed by Squid Shock Studios, comprising of members of the AM2R team (Another Metroid 2 Remake), Bo Path of the Teal Lotus features plenty of side-scrolling action. Created in 2.5D and with a delicate hand-drawn art style, expect to fight bosses, dash and slice through beautifully crafted levels making friends, and pick up side quests as you do so. Here's everything we know about Bo: Path of the Teal Lotus and what you can expect from this Metroidvania game if you're coming to it for the first time.


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Bo Path of the Teal Lotus review - a beautiful but safe Metroidvania