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Research Story News

Hotfix v0.2.8

- Fixed a rare bug where the 'Unidentified Fish Part' quest cannot be completed when talking to Vallee.
- Fixed an occasional bug where NPCs 'after-hangout' dialogue persists on a new day.
- Changed: For the 'Unidentified Fish Part' quest, the player no longer needs to have a Fish research scroll in their inventory to complete the quest.
- Fixed a visual bug where Vallee was moving on the spot during the 'Unidentified Fish Part' quest.

Thanks,
- Miki

Hotfix v0.2.7

- Fixed: Creatures not making produce despite having the right conditions.
- Fixed: In-game keyboard for the controller showing up when taming a new creature while using KB/M.

Sorry about the bug regarding creature produce - I made a mistake while optimising the code in our previous update. Creatures should drop their produce accordingly after this fix.

Thanks,
- Miki

Hotfix v0.2.6

This hotfix includes some optimisation for later-game saves where players have many crops and creatures on their farms. If you still face any noticeable FPS drops, do let us know and drop us your save file so we can look into it. Thank you!

General
- Fixed: Unable to use Blueberries and other crop-berries to craft Berry Bait
- Fixed "ghost" dropped item (related to Preservers) that causes "Inventory Full" notifications.
- Fixed energy bar overlapping with bag icon, by giving the bar a maximum display length (i.e. any furthur increase in base energy will not translate to a visual increase).
- Fixed creature inventory showing in cutscenes
- Fixed camera view for Hangout: Waterfall Activity for 2496x1664 resolutions.
- Fixed a collision error for a snowmound in the garden area.

Optimisation
- Some code optimisation (for crops & tamed creatures), with noticeable improvements on some later-game saves.

Controller fixes
- Fixed Fish Map in Sesame's Hut where Fishing Locations were not updating when using LS to navigate.
- Fixed being able to open animal info UI and chest simultaneously.
- Fixed item overlap with research tooltip (when hovering over magnifying glass)

v0.2.5 Inventory + Organisation QOL Update!

Hi researchers! This update focuses on improving the inventory- and farm- management experience for players, including the addition of a few highly-requested QOL features. Here are the changes:

[h3]Inventory QOL[/h3]
- Added: Auto-sort button for both the player's inventory and chests.
- Added: Auto-add to/pull from chest buttons.
- Get coloured chests using a Paintbrush.

[h3]Pigments & Paints[/h3]
- Added Pigments and Paintbrushes for 18 colours.
- Paintbrushes are a new type of item that has durability. It's currently the only item in game with durability.
- Added Mixer (Crafting Station) for making pigments.
- Ming will start selling the related recipes and items from 14 Spring onwards at his Marketplace shop.
- Items labelled 'Dye material' can be used with the Mixer to make pigments.
- More customisation: Paintbrushes can be used on Chests, Fences, and Troughs.
Coloured chests, fences and troughs

[h3]Lost & Found box[/h3]
- Added a Lost & Found box at Level 2 of the Violet Archive that stores progression-related items that are lost. Retrieve the following from the box if you haven't received them:
  • Town map, if you've completed the Meet the Researchers Quest
  • Seed Bowl Recipe, if you've completed the Beginnings of a Bestiary Quest
Lost & Found Box

[h3]Additional Decor[/h3]
- 3 more Garden Planter variants in Yan Yan's shop.
- 3 more paintings in Ming's shop (unlocked with seasons).

[h3]Other changes, improvements, and fixes[/h3]
- [Controller] Improved detection consistency of some objects, such as chests.
- Fixed: When chest is open, the tooltip for the last row of inventory overlaps with items.
- Fixed: Dung Beetle perk procs on soil that already has the correct fertiliser.
- Moved one of the town's benches slightly to the left, to make decorating more symmetrical.

[h3]๐Ÿ“What's next[/h3]
Hope you enjoy these changes! I can't wait to see how players decorate their farms.

We'll continue to fix bugs, and also start working on our first major content update (v0.3). I'll share more details when they're ready, but the v0.3 update will be all about automation, such as adding sprinklers (finally!), and more cool things. Stay tuned! And if you have any ideas, we're always happy to hear from you!

- Miki

๐Ÿ“– Mini-Devlog #4

[h2]Greetings, Researchers![/h2]

I've started working on the first Inventory QOL update (will be live sometime later in May). Auto-sort, auto-stack to/from chest, and coloured chests are on the top of the to-do list. This mini-devlog shares more about the coloured chests. Here's a fun screenshot!

Fox chest-art and little fox friend

When implementing coloured chests, I was choosing between a more straightforward "select colour from chest UI"-type of mechanic (like in Stardew Valley) and something that worked with paints or dyes (a bit more like Minecraft). After much consideration, I decided to go with the latter as it brings more potential for other coloured items in the future. It also lets the player be more involved in the process, which is something that has always influenced my design choices throughout the development of RS.

So, how does it work? First, players would need to craft a Mixer. Add water (from your trusty Watering Can) and a Dye material to the Mixer. By interacting with a Paintbrush , players will get a coloured Paintbrush to decorate with!

Mixer Process

There are currently 18 dye colours in the game. Most of them can be obtained using the flowers and plants:
18 Coloured Chests

Currently, white and grey cannot be obtained organically, as there are no corresponding Dye materials for them. Ming will be expanding his inventory to sell some Pigments on Sundays, so that is one way to get the rarer colours!



I'm quite excited about this change and am already considering other paintable items, such as fences. What do you think?

See you soon!
- Miki