1. 旅行こいし: デスクトップ少女 ~ Koishi Navigation Desktop Youkai
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  3. Koishi Navigation, embarking once more more

Koishi Navigation, embarking once more more

[p]Koishi Navigation – Return & Technical Refactoring Update Announcement[/p][p]Hello to those meeting us for the first time,
And long time no see to those returning.[/p][p]This is Nuctori (Chuuni-maru), project lead of No.0 Research Institute Σ Division. Due to unforeseen circumstances and personal work commitments, updates for Koishi Navigation had been suspended. Now, with mature technology and the right timing aligned, it is finally time to resume this journey.[/p][p]As our first update upon returning, we haven't added new gameplay content yet. Instead, we have conducted a comprehensive cleanup of historical bugs and technical debt, adhering to the philosophy that good software is the foundation of good games. This lays the groundwork for all future content updates.[/p][hr][/hr][h3]Changelog[/h3][p]Koishi's Mischief Mechanism Adjusted: Now only triggers item discarding when the inventory is full and a new item is obtained.[/p][p]Koishi's Hide-and-Seek: No longer enters a fully invisible state.[/p][p]Optimized Single-Save Launch Flow: Skips unnecessary login steps and announcement processes for faster game entry.[/p][p]Fixed: Desktop layer suddenly changing when touching Koishi to trigger movement.[/p][p]Added Multi-Monitor Support: Menu/Huapan edge-snapping,吸附(adsorption), burying, and flipping logic are now more stable.[/p][p]Fixed: Text window layer jittering and abnormal movement—reading and interaction are now more stable.[/p][p]Fixed: "Click to accelerate" occasionally not working during gacha/drawing animations—input feedback is now more consistent.[/p][p]Significantly optimized Koishi's touch feedback in Live2D mode.[/p][p]Moderately reduced memory usage and optimized startup speed.[/p][p]Removed non-essential login functions and in-game update announcements—summon Koishi faster now.[/p][p]Stability Fixes (reducing "random weird issues"):[/p]
  • [p]Fixed auto-save startup sequence issues, reducing post-launch anomaly risks.[/p]
  • [p]Fixed cursor-related issues and partial visual display anomalies (including visibility during fade-out phases).[/p]
  • [p]Fixed multiple low-risk runtime defects and potential resource issues, continuously reducing instability during long play sessions.[/p]
  • [p]Integrated and improved global exception reporting (Sentry), helping us locate online issues faster and shorten fix cycles.[/p]
[p]Ongoing Core Service Decoupling & Testability:[/p]
  • [p]Decoupling and making testable core services (Settings, Time, Character, Items, etc.) to reduce cascading risks in future feature development and fixes.[/p]
  • [p]Replaced numerous historical magic strings/magic numbers, reducing sources of hidden errors and improving maintenance efficiency.[/p]
  • [p]Improved service initialization and dependency management, reducing initialization issues that "reproducible on some machines but not others."[/p]
  • [p]Recent refactoring further reduced coupling between UI and save logic, minimizing bugs.[/p]
[hr][/hr][p]This update is available on the preview branch for early access, and is scheduled for release to the main branch on Friday, February 27th.[/p][hr][/hr][p]As an early access game being released "once again," Koishi Navigation evo inevitably contains numerous imperfections and bugs. I am also not a professional gameplay designer—I need your inspiration for game design. If you have any suggestions or feedback, please join our discussion groups.[/p][p]● We sincerely welcome your testing and feedback. With your participation, we can effectively accelerate the game's development speed.[/p]
  • [p]Group 1 (General chat, large population, anything goes): 726919993[/p]
  • [p]Group 2 (New group, Koishi Navigation topics only for now): 1002911774[/p]
[p]Finally, thank you all for still remembering this game. Whenever you choose to return, we will be here waiting for you.[/p]