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Letters To Arralla News

Letters to Arralla v1.2 is here!

[p]Merry December folks, we hope you've been well![/p][p]Today we've got another small update for Letters to Arralla, with some more bugfixes (and teensy additions that didn't get quite into the game at launch)![/p][p]Here is a non-comprehensive list of bugfixes and adjustments included in this update. Bear in mind there are mild spoilers ahead for some in-game events and story beats![/p][p][/p]
  • [p]Fixed directional controls when using the map (They were inverted compared to all other inspectable objects)[/p]
  • [p]Some deliverables in boxes and larger packages can now be inspected from all angles[/p]
  • [p]Adjusted some puzzle interactions to simplify and better align with visuals[/p]
  • [p]Some minor puzzle bugfixes[/p]
  • [p]Made the bed easier to sleep in (It's much more inviting from all angles now)[/p]
  • [p]Reset the chessboard before a cutscene for maximum chaos[/p]
  • [p]Adjustments to the fade in and out of letter transcripts for better flow (No more waiting an eternity)[/p]
  • [p]Prevented the task list from appearing past the point of no return (Sounds ominous, really isn't)[/p]
  • [p]Adjusted the cursor icons when dialogue options appear[/p]
  • [p]Added missing success chimes for some puzzles[/p]
  • [p]Minor title screen bugfixes[/p]
  • [p]Made cancel buttons work on the fast travel menu[/p]
  • [p]Adjusted position of various UI elements for interactable objects[/p]
  • [p]The lighthouse beam now spins properly when in conversations[/p]
  • [p]Stopped Engel floating above the ground ever so slightly[/p]
  • [p]Gave Engel an idle animation as a consolation gift (He's thinking super hard about earthquakes)[/p]
  • [p]Adjusted some of Engel's dialogue on days he's not expecting a delivery[/p]
  • [p]Adjusted some of Sunny's dialogue slightly so she refers to the correct character[/p]
  • [p]Added some minor dialogue for Bill before you receive a letter for him[/p]
  • [p]Added some extra dialogue for Peabody to make some later events more clear[/p]
  • [p]Added some SFX to dialogue for Sunny[/p]
  • [p]Fixed certain wearables being visible in the camera view[/p]
  • [p]Adjusted size of a certain board game related hat[/p]
  • [p]Adjusted Peabody's idle animation slightly[/p]
  • [p]Added the ability to bounce on top of some character's heads (It was very important)[/p]
  • [p]Made Coralie slightly easier to speak with (Her children are very good at being the center of attention)[/p]
  • [p]Added a few more spots to sit and lie down around Arralla[/p]
  • [p]Minor additions to a certain cutscene with the lighthouse[/p]
  • [p]Minor bugfixes to the options menu, particularly with dropdowns[/p]
  • [p]Adjusted some character's locations and activities on Sunday[/p]
  • [p]Fixes for some characters looping dialogue unintentionally[/p]
  • [p]Improved fading effect on trees and plants when they are between the camera and the turnip[/p]
  • [p]Minor VFX adjustments for the inventory and conversations[/p]
  • [p]Fixed Bill's face disappearing in certain circumstances (We're not going for horror vibes, here!)[/p]
[p][/p][p]Not included within this patch, but we are currently testing a refactor of the achievement system; hopefully we'll have that out for y'all soon, but our sincere apologies to those still affected by achievements not popping.[/p][p]That's all for now, but we hope you have a wonderful December and New Year![/p][p]If you encounter a bug and wish to report it, please let us know in the Steam Discussions board, or join our Discord where we can more directly assist you![/p]

Letters to Arralla v1.2 is here!

[p]Merry December folks, we hope you've been well![/p][p]Today we've got another small update for Letters to Arralla, with some more bugfixes (and teensy additions that didn't get quite into the game at launch)![/p][p]Here is a non-comprehensive list of bugfixes and adjustments included in this update. Bear in mind there are mild spoilers ahead for some in-game events and story beats![/p][p][/p]
  • [p]Fixed directional controls when using the map (They were inverted compared to all other inspectable objects)[/p]
  • [p]Some deliverables in boxes and larger packages can now be inspected from all angles[/p]
  • [p]Adjusted some puzzle interactions to simplify and better align with visuals[/p]
  • [p]Some minor puzzle bugfixes[/p]
  • [p]Made the bed easier to sleep in (It's much more inviting from all angles now)[/p]
  • [p]Reset the chessboard before a cutscene for maximum chaos[/p]
  • [p]Adjustments to the fade in and out of letter transcripts for better flow (No more waiting an eternity)[/p]
  • [p]Prevented the task list from appearing past the point of no return (Sounds ominous, really isn't)[/p]
  • [p]Adjusted the cursor icons when dialogue options appear[/p]
  • [p]Added missing success chimes for some puzzles[/p]
  • [p]Minor title screen bugfixes[/p]
  • [p]Made cancel buttons work on the fast travel menu[/p]
  • [p]Adjusted position of various UI elements for interactable objects[/p]
  • [p]The lighthouse beam now spins properly when in conversations[/p]
  • [p]Stopped Engel floating above the ground ever so slightly[/p]
  • [p]Gave Engel an idle animation as a consolation gift (He's thinking super hard about earthquakes)[/p]
  • [p]Adjusted some of Engel's dialogue on days he's not expecting a delivery[/p]
  • [p]Adjusted some of Sunny's dialogue slightly so she refers to the correct character[/p]
  • [p]Added some minor dialogue for Bill before you receive a letter for him[/p]
  • [p]Added some extra dialogue for Peabody to make some later events more clear[/p]
  • [p]Added some SFX to dialogue for Sunny[/p]
  • [p]Fixed certain wearables being visible in the camera view[/p]
  • [p]Adjusted size of a certain board game related hat[/p]
  • [p]Adjusted Peabody's idle animation slightly[/p]
  • [p]Added the ability to bounce on top of some character's heads (It was very important)[/p]
  • [p]Made Coralie slightly easier to speak with (Her children are very good at being the center of attention)[/p]
  • [p]Added a few more spots to sit and lie down around Arralla[/p]
  • [p]Minor additions to a certain cutscene with the lighthouse[/p]
  • [p]Minor bugfixes to the options menu, particularly with dropdowns[/p]
  • [p]Adjusted some character's locations and activities on Sunday[/p]
  • [p]Fixes for some characters looping dialogue unintentionally[/p]
  • [p]Improved fading effect on trees and plants when they are between the camera and the turnip[/p]
  • [p]Minor VFX adjustments for the inventory and conversations[/p]
  • [p]Fixed Bill's face disappearing in certain circumstances (We're not going for horror vibes, here!)[/p]
[p][/p][p]Not included within this patch, but we are currently testing a refactor of the achievement system; hopefully we'll have that out for y'all soon, but our sincere apologies to those still affected by achievements not popping.[/p][p]That's all for now, but we hope you have a wonderful December and New Year![/p][p]If you encounter a bug and wish to report it, please let us know in the Steam Discussions board, or join our Discord where we can more directly assist you![/p]

Letters to Arralla v1.1a Patch Notes

[h2]Heya folks![/h2][p][/p][p]Not a lot here, today! Just a teensy hotfix to patch a couple of issues noticed from yesterday's update.
[/p]
  • [p]Fixed some achievements not unlocking correctly after continuing from a save where they should have unlocked. The interim fail-safe.... failed 😔😔😔[/p]
  • [p]Fixed a newly added cutscene being able to play again after continuing from a saved game.[/p]

Letters to Arralla v1.1 is out now!

[h2]Hello folks![/h2][p][/p][p]It's been about a month and a half since the launch of Letters to Arralla, and we're blown away by the reception! Thank you so much for enjoying our little mail delivery adventure. We were a bit sidetracked with Melbourne International Games Week, but now that things are settling down, we have recovered the energy to get back into it! There are always things that we can fix and improve, so we've been quietly plugging away to make the game as good as we can make it.[/p][p]Here is a non-comprehensive list of bugfixes and adjustments included in this update. Bear in mind there are mild spoilers ahead for some in-game events and story beats![/p]
  • [p]Updated the version of Unity for security purposes (You may have seen a bunch of games patch with similar messages recently!)[/p]
  • [p]Fixed PCs set to certain languages and regions being unable to press "E" to interact with characters or objects[/p]
  • [p]Added extra failsafes to achievements so all but the ending achievement can get triggered again when loading a saved game if their unlock conditions have been met. (We're still investigating why they aren't triggering consistently when they should be, but this should help a little bit in the meantime)[/p]
  • [p]Added collision in the glassblower studio on Saturday to prevent players from delivering a red slip but walking out without picking up the package[/p]
  • [p]Blocked off some discovered ways to get out of bounds[/p]
  • [p]Made a character from Peabody's quest Hom go back home of a morning, and made the map reflect this properly[/p]
  • [p]Added another entry point to the pub via the outdoor dining section doorway[/p]
  • [p]Made unused cursor disappear properly in the map view[/p]
  • [p]Fixed players not consistently teleporting properly during cutscenes[/p]
  • [p]Fix for some chess piece floating above the chessboard when loading a saved game.[/p]
  • [p]Various pathfinding adjustments[/p]
  • [p]Fixed localisation issues discovered post launch, a couple of letters should now have the right transcripts[/p]
  • [p]Added a little icon for some important dialogues on Wednesday that caused confusion if missed.[/p]
  • [p]Added a little cutscene for seeing a certain building up close for the first time[/p]
  • [p]Potential fixes for dialogue during Peabody's questline being out of sync or reset back to the quest starting dialogue[/p]
  • [p]Updated inventory sprites for a number of in-game letters[/p]
  • [p]Dither effect added to trees and other items that can get in between view of the player[/p]
  • [p]Fixed the Scientist's dialogues for Saturday[/p]
  • [p]Fixed an edge case for the buildable sandcastle not being able to be rebuilt after squishing it[/p]
  • [p]Fixed photos taken with the camera being darker than they should be (This is not retroactive, and only counts for NEW photos sorry! 🙏)[/p]
  • [p]Characters now wave when the player is close enough to them and they might be expecting a delivery![/p]
  • [p]Added a dark background to UI prompts to improve readability[/p]
  • [p]Improved entry and exit effects of a certain cave slightly[/p]
  • [p]Fixed terrain collision on the beach behind the Glassblower's studio, so the player no longer dips into the environment when they shouldn't.[/p]
  • [p]Bess and Hoffman's character music now plays properly when speaking to them[/p]
  • [p]Music during a certain cutscene on Saturday was adjusted[/p]
  • [p]New settings added for Display Mode, VSync and Target Frame Rate. Target Frame Rate is only accessible when VSync is turned off.[/p]
  • [p]Windowed screen mode reimplemented, with support for changing window resolution to 16:9 and 16:10 resolutions[/p]
  • [p]Fixed rare camera issues when opening the inventory and speaking to someone on the same frame[/p]
  • [p]Fixed rare camera issues when opening the inventory after attempting to speak to Tanner before he reached the motel pool of a morning[/p]
  • [p]Updated UI prompt positioning on various interactables in the glassblower studio and around the island[/p]
  • [p]Added unimplemented dialogue for finding the top of the pulley,[/p]
  • [p]Improved the triggers for wiping the paint off during a certain sequence on Saturday[/p]
  • [p]Fixed the message in a bottle puzzle not working properly on controller[/p]
  • [p]Fixed being able to open the map while in conversations[/p]
  • [p]Added a little RC airplane that flies around the plains on Thursday (It was critical we do this, okay?[/p]
[p]We have also updated the demo version of Letters to Arralla. With this update, you'll be able to continue off from where you left off in the demo version when you get the full game![/p][p][/p][p]That's all for now, but we'll definitely be back with more fixes soon! 🔧

If you encounter a bug and wish to report it, please let us know in the Steam Discussions board, or join our Discord where we can more directly assist you![/p]

Letters to Arralla is OUT!

Heya folks!
[h2]It's finally time.[/h2][h3]Letters to Arralla is OUT NOW. 🎉🎉🎉🎉[/h3][p]We hope you enjoy your time on the island of Arralla, with all its callipygian (It means "nice butted") residents! With that being said, there are a couple of known issues that we're aiming to get fixed soon post-launch. These include:[/p]
  • [p]Not being able to interact with "E" key prompts on certain keyboard layouts (For now, we suggest using a controller or switching to English when playing to fix this (Sorry! We have a fix we just don't have time to properly test it before launch!🙏))[/p]
  • [p]Some cutscenes can do weird things when rapidly skipping through them.[/p]
  • [p]Achievements may not always trigger when they otherwise should be. Some achievements can be unlocked if they didn't trigger correctly by exiting and continuing from a save.[/p]
  • [p]Sometimes our lovely residents can get stuck behind rocks and other structures when wandering around, don't worry! They're exactly where they want to be (we will perfect their pathfinding in future patches!)[/p]
[p]We'll be working hard over the coming days to try and resolve the bugs and out of bounds spots y'all will inevitably find, but that's just part of the adventure![/p]