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Cinnabunny News

Cinnabunny 1.1.1 hotfix 3

I know it isn't impacting everyone, but intermittent crashes are still impacting a few people and for the sake of those, I shall not stop until it's fixed! I feel hopeful about this one. Fingers crossed I can focus on some other bugs and improvements now! As before, let me know if the game still crashes for anyone and the circumstances if it does.

Cinnabunny 1.1.1 hotfix 2

Okay I did a lot more digging and really fine-tuned the architecture related to level loading / unloading. It's still very difficult to test because I can't reliably reproduce, but hopefully now the crashes people are experiencing coming from the forest are gone! Let me know if that is not the case!

Make sure you verify your game files to ensure you're on the latest patch!

Right click Cinnabunny > properties > installed files > verify integrity of game files

Cinnabunny 1.1.1 hotfix 1

I think I solved the crashing issue some people were getting after coming back from the forest. I'm not 100% certain since it is very difficult to replicate, only happens sometimes, and doesn't throw any helpful errors.

At any rate, I think I located the corrupt file and removed it. Please let me know if anyone is still crashing after coming back from the forest!

Cinnabunny 1.1.1

Hello everyone! A little bit slower of a pace this past week. I had to replace my motherboard which means a clean install of windows and the whole process of making sure my development environment is back up and running again. Super tedious and not fun!

On the plus side, this did allow me to really clean up all the Cinnabunny files. Hopefully this will provide more stability for the few of you who seem to be getting some crashes. I think it's related to some specific hardware, so I'm unable to replicate, but please let me know if the problem persists and if you notice any patterns that cause it if so!

Anyway, just some bug fixes and optimizations this time around! Full list below:

Cinnabunny 1.1.1 Changelog


[h2]Changes[/h2]

  • Cleaned up a bunch of files and recompiled everything
  • Significant optimization for farmable plants which helps ease CPU load in the town
  • Reconfigured hover UI for the supplemental ingredients in the recipe chooser to be more visually consistent with other menus
  • Generally more stability in the town (fingers crossed this fixes some crashes a couple people are experiencing when returning from the forest, but as it appears to be targeting only certain hardware setups, it's difficult to test myself)


[h2]Bug Fixes[/h2]

  • Activating the flutterby's guide out while performing certain actions can cause a soft lock
  • Co-hop birdocular time slow zoom feature not working as intended
  • In certain situations, player can get stuck on the deer, unable to dismount
  • Gather type errands not properly saving partial completion information
  • Requested items on the clipboards sometimes not working as intended
  • In co-hop, one player can enter another area while another player is using the player booth and it causes issues
  • Family members' entry in villager menu not appearing unless the player talks to them twice
  • In co-hop, if player two uses the tool menu while player one is using the tool menu, the cursor moves to player 2's screen
  • In co-hop, if player 1 uses the community project board and clicks on player 2's screen, the player will unintentionally purchase the currently selected project
  • Community project UI sometimes glitchy when using a controller to navigate
  • In certain conditions, dialogue boxes can get stuck on screen
  • In co-hop, one player can move a baking good furniture while another player is interacting with it causing a soft lock for the original player
  • Going too fast through the create recipe menu while using controller causes some UI to permanently stay on screen
  • Falling asleep in town could sometimes cause booth items to be duplicated

Cinnabunny 1.1 - The Player Booth Update

Hello everyone! I've been hard at work to address your common suggestions and complaints. I'm hoping Cinnabunny 1.1 gives everyone a little something to be excited for :)



[h2]Added player stall[/h2]
  • The previously empty stall in the marketplace now belongs to you!
  • The player can decorate their stall with various baked goods and ingredients
  • The stall can be set open or closed (close the stall if you simply want to make a cute decorative booth, or set it open if you'd like to sell your goods there)
  • Villagers which pass by might smell the goodness and come purchase something if the stall is open
  • The player booth provides another avenue for earning same-day carrots, instead of waiting a day by using the shipping box

[h2]New Community Upgrades[/h2]
[h3]Gopher Contracting[/h3]
  • Adds instantaneous travel between selected spots in the town or forest
  • Four stages to this community upgrade (two for the town, two for the forest)
  • Requires opening the forest before it is available
  • Costs 1500, 3000, 4500, 6000 carrots

[h3]Bakery Sign[/h3]
  • Adds a hanging sign above your bakery entrance with your bakery name
  • Gives the ability to change your bakery name (approach the sign from the roof)
  • Requires opening the caves first before appearing
  • Costs 250 carrots

[h3]Marketplace Clipboards [/h3]
  • Adds clipboards to Juniper and Chip's stalls which allows for making item requests
  • The amount of items you can request depends on relationship status with the vendor (i.e. you need one heart to request one item, two hearts to request two items, etc.)
  • Costs 25 carrots

[h3]Bakery Size Increase 4 & 5[/h3]
  • Each new bakery size increase adds a separate room, one to the right, and one at the back
  • Can set the wallpaper and flooring of these rooms to be distinct from each other and the main room/loft
  • Costs 12,500 and 20,000 carrots, respectively

[h3]More Forest Bridges[/h3]
  • Adds five new bridges in the forest to make crossing the river easier
  • Requires opening the forest first
  • costs 750 carrots


[h2]New Forest Activity: Hide and Squeak[/h2]
  • If the conditions are right, a squirrel friend will spawn in the forest near the handcart
  • Talking to the squirrel will start a small mini game of hide and squeak
  • Track down the squirrel and catch them a few times to win important prizes
  • Requires forest bridges to be built before they will show up
  • Squirrels will only spawn if they have a new and unique valid prize to give you


[h2]New Items[/h2]
[h3]New Baking Furniture: Automatic Sugar Grinder & Automatic Milk Press[/h3]
  • Squirrel hide and squeak rewards
  • Requires constructing a windmill first

[h3]New Hats: Butterfly Hat and Butterfly Wings[/h3]
  • Squirrel hide and squeak rewards
  • Requires moving in family members before squirrels will give as reward

[h3]New Tool: Lantern[/h3]
  • Allows you to light up the world around you (most notably effective in town and forest at night)
  • New quest associated with acquiring this tool
  • Look for strange little fireflies in the town and forest after twilight to initiate the quest

[h3]New Furniture Items: Instruments (Guitar, Violin, and Drum Kit)[/h3]
  • After placing these items in the bakery, the player can interact with them to play pretty music in the same key as the background music
  • Squirrel hide and squeak rewards
  • Requires moving in family members before squirrels will give as reward


[h2]Miscellaneous[/h2]
  • Added five new mouth patterns more consistent with actual rabbit mouth anatomy
  • Walking next to player planted trees and shrubs will now yield important information (days until maturity, days until production, seasons of production, etc)
  • Added text to the HUD when using the seed bag to display the name of the currently selected seed
  • Added poop mode (enter code "poop" in settings in the main menu)
  • Bun Run now has a high score tracker which saves per machine
  • Added option in settings for changing foliage density independent of general scalability settings






  • Destroying a fruit tree with the scythe now yields a sapling of the same type (helpful when accidentally planting in the wrong spots)
  • Player no longer needs to babysit Juniper to ensure she plants things in the community garden (though she will plant slightly more if you are nearby... she's an extrovert so)
  • Sage can now possibly sell one extra mixing bowl counter and one extra rolling pin counter if playing in co-hop
  • Photograph a bird errands on the request board now guarantee that bird will spawn somewhere in the town or forest, ignoring season, weather, and time requirements
  • Capture a recyclobot errands on the request board now guarantee that recyclobot will spawn somewhere in the town or forest
  • Changed the text when exiting the game if the player hasn't saved within the past hour
  • Re-organized gameplay settings into distinct sections for better readability
  • Changed the color of the green glowing cave grass to make it more visually distinct from the blue version
  • Reconfigured bird spawns to more evenly distribute what birds will appear in the town and forest (weather, time of day, and seasonal spawn requirements still must be met)
  • Reworded some capture quest text on the request boards to be less misleading
  • Slight changes to NPC behavior when roaming to make the community feel more alive
  • Reduced rate of mushrooming skill level up by 12.5%
  • Increased rate of easter egging skill level up by 33%
  • Bald patch of grass above player bakery plus minor terrain tweaks
  • Oat -> Milk conversion is now 3 to 1 instead of 4 to 1
  • Reduced milk value from 12 to 9 carrots
  • Reduced butter value from 24 to 18 carrots
  • When receiving carrots for errands or from other sources, the carrots now visually gravitate toward the player instead of falling to the ground
  • Refined NPC collisions amongst themselves
  • Miscellaneous optimizations
  • Made bunnies cuter






  • Anita's roof moving when it's windy
  • Technically possible to fail the baking tutorial by performing a very specific sequence of events
  • Hopping off the deer in the caves when the flutterby brings you back causes the deer to spawn at the cave entrance, but not the player
  • Player 2 unable to remove planted trees
  • Please, NPCs stop scuba diving I'm begging you
  • Sometimes flour doesn't show its value correctly in the shipping bin
  • Certain inventory items causing save file and memory bloat after playing for a long time
  • Default camera pitch setting not saving after using the handcart
  • Using the flutterby to exit the forest in co-hop while the other player is on a deer causes... issues
  • In co-hop, a second player interacting with bun run while another player is already doing so creates a soft lock
  • Request board errands disappear under specific circumstances when using a mouse and keyboard
  • Small hole at the top of the flour mill's gear
  • Recyclobots unintentionally faster on slopes