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Cinnabunny News

Updates Going Forward + Cinnabunny Soundtrack

Hello wonderful rabbits! I just thought I would send out a message of gratitude and to clarify what will happen with Cinnabunny in the near (and hopefully far) future. Plus, some information about the Cinnabunny Soundtrack!

A Superb Launch


Firstly, I just wanted to thank everyone for your patience with me during launch. As most of you know, Cinnabunny is a solo dev game and there was a large influx of players upon release. This means an equally large influx of bug fixes, QoL change requests, and general community management. Needless to say, I was very busy! I tried to respond to every bug report and I made a point to read every suggestion as well. Hopefully you all felt well listened to as I made initial changes; I truly do care a lot about the games I put out and want everyone to have the best, most peaceful, coziest time they possibly can.

As a result of your wonderful ideas and bug reports, I was able to put out 7 version updates in just under two weeks... wowza! Your excitement, positivity, and understanding were/are amazing and I'm so grateful to this wonderful community!

Updates Going Forward


I will not be updating with the same schedule I have been; averaging an update every two days is... excessive :D I am aware of a couple of lingering bugs which I'm focused on figuring out, but other than that, the game is complete and (for the vast majority of people) very stable. That said, I know we both have a million ideas for how to make Cinnabunny even better! Therefore, going forward, I will be spacing out the updates and focusing on larger additions to the game while batching in QoL changes and bug fixes within those major version updates.

I have no road map as I want to be able to include or dis-include things based on my own vision for the game supplemented by community ideas/feedback. I will say, you all have had some wonderful ideas I've already begun including for the next major version — in addition to the wonderful ideas I've already included in the previous smaller updates :)

Additionally, I have no timeline (as you never know what sorts of snags development might hold), but I'd say the first major update will happen sometime within the next month

I hope that I am able to continually add things to Cinnabunny for a long time :)

Cinnabunny Soundtrack


The Cinnabunny Soundtrack is now on most major streaming services! If you just search for "Cinnabunny" the album should come up. So check it out on Apple Music, Spotify, YouTube, or wherever you listen :)

Cinnabunny 1.0.7

[h2]Additions[/h2]
  • Add relative burrow locations to the detailed version of the town map
  • Added two more types of cave grass (one orange glow, one green glow) which spawns oat seeds and sugar cane seeds when cut with the scythe, respectively


[h2]Changes[/h2]
  • Reconfigured how flutterbys calculate their z location value (so they are always within reach after hopping off the deer)
  • Flutterbys can no longer trigger interact button when riding on the deer (would sometimes prevent foraging)
  • Reconfigured tree visual occlusion collision so it's easier to see (most noticeable in the easter egg section of the forest)
  • Far more consistency when hopping off the deer
  • Revamped how Momma Bun bakes bread (now gives far more valuable and interesting flavor combinations)
  • The mixing bowl counter now defaults to the last used recipe in a given gaming session
  • Players now automatically pick up items they drop in the bakery (without needing to collide with them, only apparent infrequently and for large items)
  • Pro Bun Tip involving the water wheel and the windmill now only show if the player gets close to the physical buildings (to prevent issues with familial cinematics)
  • Adjusted color of particle when cutting down cave grass
  • Increased seed spawns from cutting down cave grass with the scythe
  • Doubled the spawn rate of glowing cave grass
  • Originally, trees were intentionally not growing in winter but now they do (it doesn't really make sense but hey the crops grow so why not)


[h2]Bug Fixes[/h2]
  • Misspelling in the kiteboarding Pro Bun Tip
  • In co-hop, if a player uses the handcart while the other is falling, they will continue to fall through the handcart
  • Bi-planes are unable to land in open spots in the forest because the flutterbys are counting as an "obstacle"
  • Using the handcart in co-hop while another player is riding a plane causes calamity
  • Can use hang glider inside, allowing player to escape buildings
  • When in bread burn disabled mode, "baked good is cooked" notification keeps popping leading to general insanity
  • In rare circumstances, family member won't move to the village even though they should
  • Hopefully Freya will be less likely to just chill on her roof now
  • In rare circumstances in co-hop, player could become infected with snail disease, making them move extremely slowly on level change
  • Bookshelf furniture item missing appropriate collision
  • Screen divider furniture item unable to go against the back wall
  • Momma bun gifting bread that says "none" when you try to sell it
  • Rabbits want to mine glowing cave grass if the pickaxe is equipped
  • Trees planted close to each other prevent fruit from falling to the ground when harvesting
  • NPC pathing glitch near familial home
  • Clicking request board requests too quickly can cause some requests to disappear
  • Sometimes clicking in the request board menu accepts a request, even if the button itself wasn't clicked
  • Unable to air roll left in the biplane on controller due to default map bindings
  • Issue with players using the flutterbys during exact moments of level change
  • Fruit trees shrinking down to sapling size at the start of the cold season

Cinnabunny 1.0.6

[h2]Additions[/h2]
  • Added flutterby to the forests that will instantly guide you back to town similarly to the ones in the caves
  • Added new small community project: weather vane (adds current weather info to player HUD; requires unlocking the forest first before it shows up)
  • Added ability to pet the snails in the caves
  • Added setting to prevent bread from burning for ultimate super crazy cozy peaceful mode
  • Added visual cue to reward delivery device in Rowan's observatory


[h2]Changes[/h2]
  • Increased height of bakery loft walls to prevent players from escaping
  • Players can now place items in the bakery loft upper section on the left side, though two spots remain unusable due to the ladder placement
  • Slightly increased text on load menu screen
  • Increased scale of entire main menu when playing on smaller resolution devices (like steam deck)
  • More birds spawn as you level up your birdwatching skill; increased the amount of birds which do spawn by roughly 50%
  • Significantly increased hang glider spawns (+50%)
  • Added cinnamon as possible cave chest reward
  • Decreased tail end of opening chest animation so the process goes faster
  • Misc small environmental cleanup and changes
  • Reduced number of sugar cane required to make sugar (5 -> 4)
  • Retuned value of basic baking goods (increased sell value for flour, yeast, sugar, milk, butter, and sourdough starter)
  • Increased the distance at which the level 10 mushroom skill works
  • Changed the color of the level 10 mushroom skill to be more visually apparent (especially in the caves)
  • Added more spots along the forest river for the player to more easily leave (and marked them with dirt to be more obvious)
  • Increased inventory item display limit from 999 to 9999


[h2]Bug Fixes[/h2]
  • Player 2 not doing correct animation when hopping up the bakery ladder (when bakery is upgraded to loft)
  • Chests in caves being occluded when they shouldn't be
  • Momma bun name not showing up in villager tab
  • If a player moves a bed while the other is sleeping, the sleeping player will become sleeping beauty, unable to wake up until the original player sleeps too
  • Cleaned up some slight pathing issues near the ramp around the post office
  • Chip levitating near the entrance of his home
  • Adjust pathing around Sage's shop to account for larger furniture pieces that NPCs could get stuck on sometimes
  • Random grandfather clock in the sky after moving in your fifth family member
  • Rewrote furniture saving functions to ensure sky furniture never happens again
  • Sage is selling water collectors and nut grinders when he shouldn't (players should only get a maximum of 1)
  • Surely now those owls will stay perched in their little trees
  • Various dialogue issues and fixes
  • NPCs can get stuck on player planted trees
  • Sign collision issue near tavern
  • Collision issue where player can clip behind the tavern door
  • Family members entering their burrow on top instead of via the door, dawn also attempting the same maneuver
  • Some very annoying carrying collision issues when trying to move certain baking furniture up to the bakery loft
  • The bakery loft ladder doesn't appear when sleeping in the bakery the night of the upgrade until player leaves and comes back
  • Issue with other player controller recipe supplemental ingredient addition UI in co-hop
  • Running into the deer from the lower end of a slope yeets the deer very far away (now the deer just does the jumping animation in place)
  • In very rare circumstances NPCs can get caught behind tavern door

Cinnabunny 1.0.5

[h2]Additions[/h2]
  • Added the ability to sniff out NPCs to track their current location (use the new button on the villager tab; only works on NPCs you've already met)
  • Doing request board delivery quests now give relationship points
  • Added Pro Bun Tips for when the water wheel and windmill are constructed so players know to check their storage for new items
  • New lore: playing the deer xun inspires all of bunkind, allowing them to achieve the impossible (there is a bug where playing the deer xun in water will allow the player to swim faster. I'm intentionally not fixing this because it's fun. )
  • Add a roll credits button in the main menu under gameplay settings


[h2]Changes[/h2]
  • Completely revamped a lot of underyling UI systems for better consistency and behavior in co-hop
  • When playing co-hop, cursor is now limited to player 1's screen for the main menu, recipe chooser, and appearance UI
  • Refactored some NPC code so they behave more consistently
  • Freeze time when on handcart


[h2]Bug Fixes[/h2]
  • Item jar not working properly
  • If there are many tips (top left corner) on screen, they can momentarily prevent player 1 from selecting the quest button in the main menu
  • Player 2 sometimes able to control player 1's UI
  • Handcart to forest unintentionally occasionally occluded depending on player perspectives
  • If player uses birdoculars while camera occlusion mask is active, the birdoculars show transparent objects
  • Player 2 tool item not disappearing correctly in initial leave family village cutscene
  • In certain situations when riding the deer, the player might start floating off to the side like a weird magic superbun
  • Berry bushes unintentionally lose their leaves in the winter, causing items to float midair
  • Barn owls still sliding across the sky without flapping their wings like a bunch of numbskulls
  • Reformatted terrain for another spot in the forest players can get stuck in
  • NPCs sometimes not heading to their intended tasks
  • NPCs sometimes getting stuck in doorways
  • NPCs very rarely not spawning
  • Added failsafe for dialogue being active on level load and soft locking the game for those edge cases I can't seem to replicate
  • Hopping off Adoette the deer underneath the roof outside the bakery can make the player stuck
  • Players can fall asleep on handcart when using it just before midnight causing silly animations
  • Zelli and Amber still sometimes occupying the same exact space
  • In co-hop if one player is drinking the special tavern drink while the other leaves, the player can't move
  • Can call deer inside small buildings (this is unintended and can cause issues)

Cinnabunny 1.0.4

[h2]Additions[/h2]
  • Added a couple more Pro Bun Tips to help newer players
  • Add confirmation UI to quit functions in the main menu


[h2]Changes[/h2]
  • Significantly increased likelihood of wheat seed spawning when cutting down mature wheat plant (from 50% -> 75%)
  • Increased likelihood of oat seed spawning when cutting down mature oat plant (from 50% -> 65%)
  • Slightly adjusted Amber's schedule
  • Napping until a baked good is done now re-initializes the NPCs (so you don't have to wait for them to travel to their new locations)
  • Player can now remove cooked baked goods from the oven even if they are carrying dough


[h2]Bug Fixes[/h2]
  • Owls sliding across the sky with no flapping animations
  • Request board misspells "recyclobot"
  • Dragon wings and other hats incorrectly occluding with other parts of the environment
  • No error message in the start menu when a save file can't be created, instead the menu just soft locks with no information
  • Keybindings not correctly saving after exiting the game and coming back in
  • Fixed an animation issue relating to pressing B on the keyboard
  • UI Wheel not visible on player 2's flutterby in the caves when trying to exit
  • Mushroom log spawns in town sometimes blocking path
  • Surely those NPCs will stop scuba diving under bridges now?
  • Issue with arrow keys rebinding for opposite directions
  • Sometimes player can give a "loved" baked good and trigger the main progression animation more than once for a particular NPC
  • Sometimes NPCs "loved" baked good stat and "gifted today" stat reset randomly
  • Giving a baked good to a villager (like Mori) who is harvesting crops can cause strange animation glitches and an attempt to plant bread
  • Strange mouse cursor movement glitch when clicking on the background of the recipe UI
  • Doughmination achievement not popping correctly (if you should have already achieved this, gift a loved baked good to any villager to get it)
  • Player can get stuck in the valley in Sugar Creek Burrows if they hang glide over the boundary
  • In an extremely rare circumstance, player could move in two family members at one time, causing unintended side effects
  • If player skips the end of the family arrival cutscene, confetti will continue to pour down until switching levels
  • Absolute nonsense regarding a bun, their deer, and a hang glider
  • Fixed some instances of players being stuck in a certain animation
  • Sleeping within 2 seconds of midnight occurring causes a day skip, meaning all baked goods will burn