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Cold Bed on Route News

Update v3.10

[p]Cold Bed on Route has been updated to version 3.10.[/p][p]The update includes the following changes:[/p][p]


[/p][h3]Balance Adjustments[/h3]
  • [p]In the Gaiden (side story), the cooldown time before gaining an additional throwable use has been reduced from 4 seconds to 3 seconds.[/p]
  • [p]The mechanic in the Gaiden where getting hit by a knockback attack would reduce your throwable count by 1 and reset the cooldown has been removed. (The related tutorial message in Stage 4 has also been updated.)[/p]
  • [p]The hit detection for dangerous red attacks in the Gaiden has been reduced by about 5–10% without changing their visual appearance. (If your character is barely overlapping with the attack visually, it will now likely not count as a hit.)[/p]
  • [p]The hitbox size of the final battle gimmick in the Gaiden has been increased by 1.5 times.[/p]
[h3]

Bug Fixes & UI Improvements[/h3]
  • [p]Fixed an issue where keyboard input prompts were not being displayed on the title screen while in Gaiden mode; they are now shown properly.[/p]
  • [p]Slightly improved processing behavior on the title screen.[/p]
  • [p]Fixed an issue where the flower selection in Gaiden mode showed barely any color change when using keyboard input.[/p]
  • [p]Changed the timing of throwable count consumption in the Gaiden: it is now consumed at the start of a throw instead of after it finishes.[/p]
  • [p]Fixed a bug in the Gaiden’s "VS Goat" fight where the head movement (nodding) animation would not play to completion.[/p]
[p][/p][p]


This update mainly focuses on balancing adjustments in the extra content.[/p][p]In short: throws are easier to perform, harder to lose, attacks are easier to dodge, and gimmicks are easier to hit.[/p][p]Compared to the previous update that increased stun durations, each individual change may seem minor, but together they subtly make the game easier to clear.[/p]

Update v3.09

[p]Cold Bed on Route has been updated to version 3.09.[/p][p]The update includes the following changes:

[/p][h3]Balance Adjustments[/h3][p]In the final battle against the Dog-Wolf, the restraint value when hitting with a thrown item or similar has been increased from 1 → 2.[/p][p](The restraint now lasts until the enemy takes two actions.)

[/p][h3]UI Tweaks & Bug Fixes[/h3]
  • [p]Adjusted the timing of certain sound effects.[/p]
  • [p]All actions on the start screen can now be performed using the keyboard.[/p]
  • [p]Added a keyboard control guide to the upper-right corner of the start screen.[/p]
  • [p]Adjusted the flower positions and hitboxes on the start screen to make Alstroemeria and Pomegranate easier to tap, as they were overlapping with other elements.[/p]
[p]


While several UI tweaks were made, the primary focus of this update is the balance adjustment in the final battle with Between Dog & Wolf.[/p][p]There are three levels of difficulty in understanding the gimmick of the Dog & Wolf’s final battle:[/p]
  1. [p]“I have no idea what I’m supposed to do.”[/p]
  2. [p]“There’s something suspicious, but that can’t be it...”[/p]
  3. [p]“I know the answer, but I can’t pull it off.”[/p]
[p]My initial concern was with level 1 — that players might have no foothold at all, no clue what to try, and nothing to latch onto even if they wanted to keep going. To prevent this, I tried to place appropriate hints.[/p][p]However, based on player feedback, what actually occurred was mostly level 2 or 3. (These two are quite similar — the main difference being whether the player feels it’s unrealistic \[2] or simply very difficult but achievable \[3].)

[/p][p]Originally, the story was designed to progress whether or not the final battle objective was achieved. But later in development, I changed it so the story would only progress if the objective was achieved.[/p][p]This decision was based on the assumption: “If the player can light the lamp, then they won’t fall into difficulty level 1.” I focused the balance around that.[/p][p]And judging from the feedback, I believe that assumption was mostly correct.

[/p][p]However, difficulty levels 2 and 3 involve control inputs that aren’t typically used in the main part of CBoR, even though it’s not strictly an action game.[/p][p]As a result, I decided that even for players who managed to light the lamp, the final battle’s difficulty may not be quite fair.[/p][p]Therefore, I increased the initial restraint value.[/p][p]While the change is just from 1 → 2, it allows for one additional "mistake" or action, which I believe will make a meaningful improvement to the difficulty level.[/p]

v3.08 Update Notes

[p]Cold Bed on Route is updated into v3.08.[/p][p][/p]
  • [p]Fixed a bug where, upon starting a second or third playthrough after transferring items in and out of containers, the contents of the containers would incorrectly remain in the same state as the previous loop, disrupting gameplay.
    [/p]
[p]This update focuses solely on addressing this relatively severe bug.[/p][p]We apologize, but if your save data was created in v3.07 or earlier, the affected loop may still have corrupted item states—even if the default values have been reset. [/p][p]To restore proper functionality, you can either delete the current playthrough from the start options or complete a loop (even if it results in a game over), which will reset the state correctly.


[/p][p][/p][p]Since this update is brief, we’d like to take the opportunity to explain the bug in more detail:[/p][p][/p][p]Each item in the game (whether it’s a girl, a ship, or a metal box) is stored as a single unified data block. This includes data such as weight, durability, and status (e.g., acquired, not acquired, stored in a box, discarded, etc.).[/p][p][/p][p]Containers like a metal boxe have an additional structure: inventory data that holds information on what items are stored inside.[/p][p][/p][p]When beginning a new loop (either by clearing the game or deleting data from the title screen), these item data blocks are reset by copying values from a predefined set of "initial state data."[/p][p][/p][p]However, the issue in this update arose because the inventory data of container items was mistakenly copied using shallow copy instead of the intended deep copy.[/p][p]

[/p][p]To clarify:[/p][p]A deep copy (the correct behavior) duplicates the initial state data into the container’s inventory data, creating an entirely separate instance—no problems here.[/p][p][/p][p]But with a shallow copy (the incorrect behavior), the container's inventory data ends up referencing the same object as the initial data. This means that any interaction—such as adding or removing items during gameplay—would also modify the supposedly immutable initial state data.[/p][p][/p][p]As a result, if you continue playing without restarting the game, changes to the container contents directly affect the initial state data. Then, if you begin another loop, the game copies this now-corrupted “initial” data back into the new playthrough—effectively carrying over container contents from the previous loop, which should not happen.[/p][p]

[/p][p]This issue was difficult to reproduce consistently because the likelihood of it occurring increased with each additional loop. Our initial assumption that it would trigger in the second loop caused us to overlook cases where it only appeared later.[/p]

Update v3.07

[p]Cold Bed on Route has been updated to v3.07.[/p][p]The main changes include (likely) fixes for button overlap issues on ultra-wide displays and improvements related to BGM behavior.

[/p][p]Update Details:[/p]
  • [p]Fixed an issue where the arrow buttons on the bottom tabs would sometimes overlap with other buttons on ultra-wide displays.[/p]
  • [p]Fixed a bug where the BGM would disappear after switching away from the game screen while it was playing, and then returning.[/p]
  • [p]Increased the scroll speed of the action option bonuses display (affected by status or items) during planetary actions by 10x, which was unintentionally left unchanged in the previous update.[/p]
  • [p]Fixed a slight delay that could occur in the start of audio during the opening scene after the intro jingle and tutorial end.[/p]
  • [p]Changed how the DLC materials collection is recognized: recognition now occurs when pressing the DLC button, not at game start.[/p]
[p]

Regarding BGM behavior:[/p][p]Normal operation of ship interior BGM after BGM-related events (including the backlog) ends is as follows:[/p][p]Full volume loop once[/p][p]-> 20% volume loop once[/p][p]-> Switches to ambient sounds[/p][p]On planets, BGM plays for one loop before transitioning to ambient sounds. It will resume in the morning.[/p][p]

About DLC:[/p][p]The system has been modified so that DLC recognition can now occur at any time, not just at game start.[/p][p]However, whether DLC downloads during gameplay depends on how Steam handles it. Therefore, we can't guarantee that purchasing the materials collection during gameplay will make it immediately accessible.[/p][p]

Currently, there are still a few bugs and areas we'd like to improve. Notably, a major remaining issue involves processing errors when carrying certain containers (mainly beds?) across loops. We aim to address this as soon as possible.[/p][p][/p]

Update v3.06

[p]The update to version 3.06 has been released. The main changes focus on improving comfort and usability, particularly regarding mouse hover behavior and center mouse wheel scrolling.

[/p][p]Update Details:[/p]
  • [p]Made mouse hover effects on buttons more noticeable.[/p]
  • [p]Increased scroll speed by 20x when using the center mouse wheel on tabs such as the Items tab to improve ease of use.[/p]
  • [p]Fixed a bug where switching to the Items tab immediately after returning to the Conversation tab (without any active conversation events) would cause the Conversation tab’s image to remain.[/p]
  • [p]Fixed an issue where music set to loop only once and lower in volume was not functioning as intended.[/p]
  • [p]Adjusted the ambient sound volume when no background music is playing.[/p]
  • [p]Fixed a bug where initializing the route (returning to the starting point) from the start screen while on a planet would cause abnormal behavior.[/p]
  • [p]Split some lengthy dialogue text that was overflowing from speech bubbles.[/p]
  • [p]Extended the delay before the cut-in skill activates during the final battle with the Wolfdog from 60 seconds to 120 seconds.[/p]
[p]

Another update will be released soon, as there are still issues that need to be fixed.[/p]