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Crawling Angels News

Hotfix (v.1.0.6)

[h3]Hello my microscopic very small tiny gamers. Just pushing one more fix before taking a bit a of a break to regain my strength.[/h3][p]Once I have rested up I will get back on the grind![/p][h3]Patch Notes:[/h3]
  • [p]Fixed a softlock where the player could get locked in a state where the next dialogue would not be made available without rebooting the game.[/p]
[p]Gone fishing, be back soon.[/p][p]-Autumn West (Programmer/Game Designer)[/p]

Hotfix (v.1.0.5) We Fixed the Ending Lag!

[h3]Hello Gamer Clucks, we found the source of the ending lag! We also made some other small fixes.[/h3][p]Tracking down the source of that ending lag was like slaying a dragon, I learned ton about in-depth profiling to find the exact issue. It will feel good to move onto some less critical and hopefully less painful issues.[/p][p][/p][h3]Patch Notes:[/h3]
  • [p]Ensured all canvases were not pixel perfect.[/p]
  • [p]Ensured all fonts were static.[/p]
  • [p]Removed AllIn1SpriteShader components from ending visuals. (This was the biggest culprit)[/p]
  • [p]Minimized amount of sprites drawn in ending visuals. (Removed about half)[/p]
  • [p]Prerendered shaders on ending visuals to remove processing work for every frame.[/p]
  • [p]Went through major post-processing volume settings and removed subtle Volume Overrides.[/p]
  • [p]Turned off Realtime Reflection Probes setting.[/p]
  • [p]Set compression on many large textures to be “Low Quality” (Did not notice a difference in visual quality)[/p]
[p]Next up I'm tracking down a strange issues where items can relock at the end of Act 3. I've been putting in some mad overtime to hunt this stuff down and I just want to say some of the reviews I've read make it all worth it. -Autumn West (Programmer/Game Designer)[/p]

Hotfix (v.1.0.3)

[h3]Hello my Tontine Gamers, here is another hotfix to sync adjustments while I investigate the performance issues.[/h3][p]Just want to thank all of you for your patience while I get this game to a better state. This is my first commercial launch and I was really caught off guard by the performance issues and quite a few bugs that have been substantially difficult to replicate. I truly deeply appreciate it and I will not let you down [/p][h3]Patch Notes:[/h3]
  • [p]Added a new background oddity referencing Huggbees.[/p]
  • [p]Added a new background oddity referencing ManlyBadassHero.[/p]
  • [p]Added a new background oddity referencing the artwork of C.M. Kosemen.[/p]
  • [p]Added a crack to the Goodie Bag Ballpeen Hammer (to make more clear it's breakable).[/p]
  • [p]Updated "Shoot the Breeze" riddle description to be more accurate to its actual solution. [/p]
  • [p]Optimized syncing of dialogue textbox size to only update when a new character is printed.[/p]
  • [p]Fixed the game crashing when the Mutilated Head item was tossed far out of bounds.[/p]
[p]Next up is further optimization and profiling until I can properly resolve the performance issues some players are experiencing. It has been a time-consuming process with a lot of learning on the job, so I apologize for the time it takes me to resolve them. Thank you all for everything! I hope this game touches a Tontillion hearts : - ) [/p][p][/p][p]-Autumn West (Programmer/Game Designer)[/p]

Hotfix (v.1.0.2)

[h3]Hello Gaming Angels, here is just a hotfix to address some issues players are encountering as well as some further optimization.[/h3][p]Specifically this hotfix addresses optimization related to various large sprites.[/p][p][/p][h3]Patch Notes:[/h3]
  • [p]Identified GPU as a primary bottleneck for lower spec machines.[/p]
  • [p]Generated mip-maps for any and all large background textures.[/p]
  • [p]Found some more disabled objects and removed them once they are no longer needed. I will seek and destroy any further disabled objects eating up memory when they don't need to.[/p]
  • [p]Set up save select to instantiate dynamically so it doesn’t passively steal memory.[/p]
[p][/p][p]In the coming days expect larger and more in-depth patches addressing further optimization and expanding and refining the triggers for various riddles. Our goal is to remove any oversights that may prevent a player who is attempting the correct solution of a riddle from achieving it. Additionally we will be pruning any unintended or illogical riddle solutions that have arisen unintentionally.[/p][p][/p][p]Thank you all so much for the incredible reviews![/p][p]Mmm... Chimkin...[/p][p][/p][p]-Autumn West (Programmer/Game Designer)[/p][p][/p]

Day 1 Hotfix (v1.0.1)

[h3]Hello Crawling Gamers, this is just a quick hotfix to address some issues players are encountering.[/h3][p]Specifically this hotfix addresses an issue where the Act Menu would disappear after unlocking it. This fix also includes a quick pass through the game to handle any easy optimization before diving into deeper fixes and optimization in coming patches.[/p][h3]Patch Notes:[/h3]
  • [p]Upon entering Uncle Tontine’s final dialogue the Act Select Menu is unlocked in a way that should no longer allow it to become deactivated upon restarting the game.[/p]
  • [p]Removed any and all Debug Logs that could potentially effect performance on some PCs.[/p]
  • [p]Removed many disabled objects once they are no longer needed rather than keeping them disabled.[/p][p][/p]
[p]In the coming days expect larger and more in-depth patches addressing further optimization and expanding and refining the triggers for various riddles. Our goal is to remove any oversights that may prevent a player who is attempting the correct solution of a riddle from achieving it. Additionally we will be pruning any unintended or illogical riddle solutions that have arisen unintentionally.[/p][p]Thank you so much for a great launch and apologies if you have encountered any issues. I'm working on any and all issues as soon as I can![/p][p]This is my first retail release so its big learning hours for me and you patience is deeply appreciated ːsteamthumbsupː[/p][p]-Autumn West (Programmer/Game Designer)[/p]