1. Lost Paws
  2. News

Lost Paws News

Lost Paws Update 0.9.4 (Controllers & More)

[p]Hello everyone![/p][p][/p][p]We return to you now from our on-site facility with some spicy controller changes and much more. Introducing update 0.9.4, with a Controller HUD overhaul, various optimizations, and plenty of bug fixes![/p][p][/p]
Improved Controller HUD
[p]After our previous facility disappeared under decidedly mysterious circumstances, we decided that this must have been concretely connected with a lack of different visual elements between keyboard versus controller usage. To that end, we mathematically derived that many MANY more controller icons were needed to improve this element in the game, and after several sleepless PNGs, we evolved our controller visuals to be much clearer than before.[/p][p][/p][p]Here is an example of what an interaction with a Dog Lover looks like with Keyboard + Mouse[/p][p][/p][p]Here is what it looks like now when you plug-in and utilize a controller for the same set of actions[/p][p][/p]
Optimized Grass Models
[p]While on the quest to improve controller support and its visuals, it came to our attention that grass was becoming a problem. As developers, we love polygons as much as the next gamer, but the GPUs of our low-end test machines were crying for justice, so we begrudgingly agreed to listen to their pleas and do something about the numerous amount of polygons found in our old grass seen within Beaver Town. We present to you now the new grass of Beaver Town, now more performant than ever![/p][p][/p]
Other Changes / Additions
  • [p] Added controller indicators for the Wearables Panel found in-game[/p]
  • [p] Implemented controller World Map support using left and right analog sticks[/p]
  • [p] Fixed a bug involving convenience store clerks not restocking their items properly[/p]
  • [p] Improved controller sensitivity and speed when looking and spinning around[/p]
  • [p] Fixed a bug involving the Shadow Cabal enemies displaying unusual cowardice[/p]
  • [p] Changed code to allow all dogs to be able to jump and grab items at the same time[/p]
  • [p] Dealt with a bug involving a certain enemy refusing to give up his wallet in the face of violence[/p]
  • [p] And several more![/p]
[p][/p][p]Thanks for reading all about our Controller HUD overhaul! As we progress towards our next major update, our fluffy friend will finally get a chance to explore even greater horizons, with a major lead in the works. Thanks again for checking the update and we'll see you in the next one![/p]

Lost Paws 0.9.4

[p]See full details in our Steam Story dated 7/30/2025[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Lost Paws Update 0.9.1 (RPG Upgrades)

[p]Hello everyone![/p][p][/p][p]Long has it been written our wayward dog was destined for greatness. Now with the uncovering of these patch notes, all our canines shall finally reclaim their birthright. Introducing update 0.9.1, with brand new Skills, Multiple save load, and much more![/p][p][/p]
New RPG Skills
[p]Enter the complete RPG Skill Tree![/p][p][/p][h2]Natural Camouflage[/h2][p]Finishing out our left most RPG skill path is a power most discreet and sneaky. For those of you feeling most aloof, Natural Camouflage allows our favorite dog to fade out of existence (just like me), and avoid detection from *almost all enemies in the game. Even if you are detected, activating this ability will cause the majority of enemies to lose sight of you, and give up their pursuit.[/p][p][/p][p][/p][h2]Contact Hitman[/h2][p]For the middle RPG skill path, we concluded that our canine could use a bit more firepower. Thanks to the Cat Trader's aggressive teaching techniques, this dog has learned how to leverage currency to acquire some serious help. Contact Hitman allows all canines learned in the art of money to hire a friendly human to assist you against anyone who would dare threaten our canine friend. This human will provide gun support until he runs out of ammo or 60 seconds have passed, whichever comes first.[/p][p][/p][p][/p][h2]Majestic Floof[/h2][p]Next, for the right most RPG skill path, we had to mathematically derive in a lab how it was possible to make this favored dog even more fluffy and friendly. After several tests involving various chemicals, we concocted a way to push our canine's floof even further beyond. Majestic Floof allows all immaculate dogs to bravely howl, more than doubling their fluffiness and floofiness. Crowds witnessing your glory will applaud and shower you with quality gifts, and the fur effects will persist for 12 seconds. Additionally, your thick coat of fur provides you some extra damage reduction for also the same duration.[/p][p][/p][p][/p]
Multiple Save Load
[p]On the topic of helpful new systems, we've now added the ability to have multiple save slots and load slots. Gone are the days of having only one slot to contain all of the power of everyone's favorite dog. With this update, you'll now be able to save and load in up to 4 different slots of your choosing, along with more meaningful name generation for your saves. You can see what it looks like now over here![/p][p][/p]
Other Changes / Additions
  • [p] Added additional controller support for cutscene skipping in-game[/p]
  • [p] Fixed a bug involving furious peeing while talking to the Cat Trader with a controller[/p]
  • [p] Dealt with a missing material error caused by different dog breeds in game[/p]
  • [p] Optimized several hundred textures in game to improve performance[/p]
  • [p] Implemented automatic-graphics assignment when first launching the game[/p]
  • [p] Reimplemented a pair of wearable glasses that mysteriously went missing 2 patches ago[/p]
  • [p] Fixed a bug involving the Shadow Cabal not responding well to being shot at[/p]
  • [p] And several more![/p]
[p][/p][p]We'd like to thank all of our fans and followers for their support, with our next big update already in the works! Though the journey for our canine friend has been a long road, the full release is slowly but surely in sight. As for our next update, the time is fast approaching for the next major phase of this dog's journey, and we hope to see you there for when it happens too. Thanks again for reading and we'll see you in the next one![/p]

Lost Paws Summer Sale 2025 and Update Inbound!

[p]Hello Everyone! We're back and here to announce that Lost Paws will be on sale for 40% off during the Steam Summer Sale![/p][p]If you haven't had the chance yet to experience some dog-based antics, the Steam Summer Sale is a great time to do so. Pick it up for yourself or a friend here: [/p][p][/p][p][dynamiclink][/dynamiclink] [/p][h2]Major Update Teaser[/h2][p]Alongside the glorious discounts of the summer sale, our canine companion will be back soon with some new skills and quality of life features. Expect some cool new moves, multiple saves, bug fixes, and much more when the update launches! Thanks for tuning in and we hope you enjoy the coming sale and the upcoming update![/p][p][/p][p][/p]

Lost Paws 0.9.0 Is Out Now!

Hello everyone!

The Lost Paws 0.9.0, the big performance update, is now up and running! This update makes a bunch of changes to improve performance across all computers and enhance stability to reduce FPS jumps. It also includes some minor localization and UI improvements. Lets get into it!

Performance


The most impactful change to the game is the breakup of the giant overworld scene into smaller scenes. While this does add a couple of loading screens into the environment, it actually reduces transit times on many computers and of course massively improves performance. We now have scenes split into the various districts of Doggo City and Beaver Town. This change vastly reduces loading times, reduces rendering costs due to less being in each scene, and most importantly reduces RAM and VRAM requirements slicing it as much as half in some cases. New transits points are now in the game which can be accessed at the old crossing points to go from one scene to another. Here is a sample of the new van on the bridge:



The other big change is a reduction in texture sizes. The two main targets for reductions were normal maps and mask maps that were large and taking up valuable VRAM. These in most cases can be reduced in size without actually impacting the visual look of the models in the game. The other big target was the mini-map textures which were originally left in a raw state for editing but now have been both reduced in size and compressed. Due to the size of the part of the mini-map you can see, the impact on the look of it is small. Combined both reductions save a good bit of VRAM.

Here is the full changelog for the update:
  • World scene broken up into three with new transitions for each.
  • Reduced settings of various graphical pipeline textures (2D cookie, decals atlas, etc.)
  • Adjusted spawn sector boundaries to improve timings and reduce stutter
  • Reduced texture size for various normal and mask maps
  • Compressed mini-maps textures
  • Improved dog collider for more realistic interactions with objects
  • Adjusted various rocks on rock boundary near starting position in Beaver Town
  • Fixed localization support for keybinding labels in the RPG panel
  • Enhanced UI text overflow in various panels for all languages


Thanks for reading! We do intend to continue to enhance performance especially as we add many more things into the game, but we do believe that the worst growing pains have been addressed. We plan on adding plenty more as we begin looking towards full release so stay tuned. Thanks again and cya in the next one!