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Patch (v1.0.13): Steam Deck "Playable" Label, More Bug Fixes

Hey Everyone!

HUGE NEWS! We got a Valve review of the game's compatibility with the Steam Deck, and we are already sitting at Playable.



Why is this such big news? Well the way the approval process works, you can apply for review yourself. However, the response back will take an unknown amount of time, and it's not available for all devs right off the bat. However, once games meet some automated heuristics, they can be put into the review queue, and I think that is what happened here!

Since some of you had already played through the entire game on the Deck, it triggered this system. We now have a review, and we have ONE WEEK to apply for re-review if we want that golden "Steam Deck Verified" stamp of approval. If we don't, we will be given the "Playable" stamp in the store and would need to re-apply manually for approval.

This is a huge opportunity, and I want to grab it with both hands, so I'm switching up the roadmap just a little bit to bump controller support to the top of the line. I will need to try and get controller support added in the next 7 days to meet the re-review timeline. I think it can be done. So to all you who have been wanting proper controller support, your wait may soon be over!

But also know, I'm still looking to make fixes to anything you report. Anything that negatively affects the experience will be my priority #1. Here is the list of everything fixed with v1.0.13.
Changelog
  • Fix: Attempted to fix an issue where the game could freeze player inputs after restarting into a chapter with a dialogue cutscene turn 1. Coudln't reproduce the issue, but I restructured the places in code that handle skipping dialogue, and consolidated them all into one place. That also now has a 0.75 second delay before skipping to allow portraits to load in.
  • Fix: Attempted to fix an issue where hitting ENTER too rapidly during the formation menu could skip the entire chapter. Another I couldn't reproduce, but there is only one thing that takes you to the save screen in code, and that is hitting victory conditions for the chapter. So I wrapped that code in a check for if the player has at least played a turn of the chapter. A bit of a hacky fix, but should help intercept any attempts at skipping over a chapter.
  • Fix: Fixed the hit upgrades always showing three up arrows even when it was only upgraded once.
  • Fix: Fixed an issue where winning the battle, but having a status effect kill one of your main characters could cause a game over in the next chapter.
  • Fix: Enemies with droppable items dying to status effects will now correctly drop their items on death.
  • Fix: Adding frenzy description to thrillbeat. Slightly tweaked Marshal's description for more clarity.
  • Fix: Made tile markers more visible. Increased the transparency of the special tile indicator from 25% to 50%.
  • Fix: Added a "block" animation to the idle animations for units. This should solve one more case of freezing when you attack an enemy in the "idle" animation (very rare) and doing 0 damage to them.
  • Fix: Retrying the same chapter in the same "session" and saving to the same slot could cause the first attempt to not be overridden by the second. The second save over the top of the first will now successfully apply to that slot.
  • Fix: Small typos in dialogue.
  • Balance: VIT ring stat growth increased to 30%. High VIT growths are pretty standard, so this particular growth ring wasn't feeling as impactful.

NOTE: When I say "attempted to fix" it means I couldn't reproduce the issue fully, but I have a good idea of what may be causing it based on player descriptions. If you're still seeing these issues after playing on patch v1.0.13, please please reach out and tell me so I know they still need some work. I'll never be upset at you telling me about bugs! I want to get as many fixed as possible.

A big thank you to all of your for you continued support/patience, and thank you everyone who takes the time to leave feedback and report bugs. Your detailed reports help me a ton, and make tracking down bugs 10x quicker.

Also a HUGE shout-out to those of you who have already played the game on the Steam Deck without proper controller support. Without you, I don't think we would have been put in the review queue, so this opportunity is all thanks to you. THANK. YOU!

Best,
Eldin T.