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Starbrew Station News

Starbrew Station v1.5.24 Patch Notes

[p]Hey Station Managers! [/p][p]This update brings a big quality-of-life change to prestige, a revamped decorations system, a new accessibility option, and a massive localization pass that should eliminate nearly all remaining English fallback strings for non-English players, except Brazilian Portuguese that is broken right now (sinto muito). [/p][h2]New Features & Improvements[/h2]
  • [p]Boss fight is now optional for prestige - You can now prestige without completing the boss fight. After defeating the boss, training dummies spawn so you can continue testing builds without re-summoning
    [/p]
  • [p]Training dummy visuals - Training dummies now use randomized greyed-out fighter sprites for visual variety
    [/p]
  • [p]Controller vibration toggle - Added a vibration on/off toggle in Game Settings for controller players
    [/p]
  • [p]Decorations system overhaul - Decorations have been converted to a scene-based system with external data loading, improving modularity and load times
    [/p]
  • [p]Save status indicator rework - The save indicator now shows text alongside the icon, displays a countdown timer for 10 seconds after saving, then auto-hides instead of showing a static "Saved just now" message
    [/p]
  • [p] Removed the "Game Loaded" notification popup on save load for a cleaner startup experience
    [/p]
  • [p] Daily reward message boxes are now centered at the top middle of the screen
    [/p]
[p]
[/p][h2]Bug Fixes[/h2]
  • [p] Fixed massive physics hang caused by spawning all units in a single frame - units now spread across multiple frames
    [/p]
  • [p] Fixed gameplay manager initializing too early, before the game scene is fully loaded
    [/p]
  • [p] Fixed PrestigeManager causing a startup delay on the main menu
    [/p]
  • [p] Fixed SaveManager race condition and null errors during initialization on the save slot panel
    [/p]
  • [p] Fixed null upgrades_module crash in PrestigeManager
    [/p]
  • [p] Fixed false save corruption warnings appearing on startup
    [/p]
  • [p] Fixed typed array assignment error for DeckManager.unlocked_decks
    [/p]
  • [p] Fixed tokens_changed signal emitted on the wrong object in debug commands
    [/p]
  • [p] Fixed daily reward notification getting stuck in the upper-left corner without fading
    [/p]
  • [p] Fixed sidebar toggle arrow initial position mismatch and styling
    [/p]
  • [p] Fixed cost display not updating correctly
    [/p]
  • [p] Fixed decoration card labels not updating after node initialization
    [/p]
  • [p] Fixed Windows screenshot capturing a stale frame
    [/p]
  • [p] Fixed basketball mini-game references
    [/p]
[p]
[/p][h2]Localization[/h2]
  • [p] Wrapped ~130 remaining hardcoded English strings with tr() calls and added corresponding CSV keys
    [/p]
  • [p] Replaced hardcoded English text with translation keys across scene files
    [/p]
  • [p] Fixed UI translations not updating when changing language mid-session (affects boss names, shrine tooltips, prestige shop, save slots, accessibility settings, and Twitch integration)
    [/p]
  • [p] Fixed translations showing English due to CSV quoting issues and missing tr() calls
    [/p]
  • [p] Fixed Restart Tutorial button and all tooltip_text strings not going through the translation system
    [/p]
  • [p] Added missing translations for tutorials, pause menu, minigame tutorials, specialization paths, challenges, VIP dialog, menu strings, save slots, prestige, and modifiers
    [/p]
  • [p] Added 25 missing translation keys to EN CSV files [/p][p][/p]
  • [p] Translated remaining settings menu strings
    [/p]
  • [p] Updated translations across all supported languages
    [/p]
[p] Thanks for playing Starbrew Station! This patch was heavily focused on making the game fully playable in every supported language - if you still spot any untranslated strings, please let us know in the discussions or leave a review. It really helps! See you on the station!

- HeartCoded, The Lost Rabbit Digital Team[/p]

Starbrew Station v1.5.22 Patch Notes

[p]
Hey Station Managers!

A quick stability and localization hotfix this time around. We squashed a few more boss fight edge cases and pushed out updated translations.

[/p][h2]Bug Fixes[/h2]
  • [p] Fixed boss attacks and effects continuing to fire during the defeat animation, causing frame spikes on lower-end systems
    [/p]
  • [p] Fixed a malformed signal connection in shockwave spawning that could cause erratic boss attack behaviour
    [/p]
  • [p] Fixed potential crash if the inspector is freed mid-frame during boss telegraph positioning
    [/p]
  • [p] Fixed division-by-zero crash in fighter attack cooldown when shrine multipliers result in zero attack speed
    [/p]
  • [p] Fixed boss rage tween not being properly cleaned up when defeated right after crossing an HP threshold
    [/p]
  • [p] Fixed save file identifier errors in UnifiedSaveService
    [/p]
[p]
[/p][h2]Localization[/h2]
  • [p] Fixed Italian achievement popups, buff descriptions, and UI elements falling back to English
    [/p]
  • [p] Updated translations across all supported languages
    [/p]
[p]
Thanks for playing Starbrew Station! If you run into any issues, please let us know in the discussions or leave a review - it really helps!

See you on the station!

- HeartCoded, The Lost Rabbit Digital Team [/p]

v1.5.21 Update

Starbrew Station v1.5.21 Patch Notes
[p] Hey Station Managers! This update is a major stability pass on the boss fight and shrine systems. Several players (thank you to our Italian community in particular for the detailed videos!) reported crashes when interacting with shrines during boss encounters. We've done a deep audit of every code path in the boss fight, shrine upgrades, boss terminal, and fighter systems to eliminate these issues. This patch also completes localization for all boss fight and shrine UI strings. [/p][h2]Boss Fight Crash Fixes[/h2]
  • [p] Fixed crash when boss chat bubble timer expires after the boss fight ends (use-after-free on freed node)
    [/p]
  • [p] Fixed crash when HP milestone effects fire after the boss is defeated mid-animation
    [/p]
  • [p] Fixed crash when shockwave ring spawns continue after the boss fight scene is removed
    [/p]
  • [p] Fixed crash caused by runtime loading of the boss fight scene - now preloaded to eliminate GPU driver timeouts on Windows
    [/p]
  • [p] Fixed crash from runtime shader compilation during boss telegraph warnings - all 4 shaders now preloaded at startup
    [/p]
  • [p] Fixed rare crash when boss entrance animation completes on a freed inspector node
    [/p]
  • [p] Fixed boss fight state not resetting after prestige, causing an invisible "ghost boss" that blocked re-summoning
    [/p]
[p]
[/p][h2]Shrine Interaction Stability[/h2]
  • [p] Fixed crash when clicking Shrine of Fury (or any shrine) during boss knockback attacks - shrine fighter updates now defer to the next frame to avoid collisions
    [/p]
  • [p] Fixed crash when upgrading a shrine during prestige reset - upgrade animation tweens now auto-kill when the shrine node is freed
    [/p]
  • [p] Fixed shrine tooltip crash when shrine is freed mid-tooltip display (e.g., prestige reset while hovering)
    [/p]
  • [p] Fixed shrine fighter update flag getting permanently stuck, silently preventing all future shrine upgrades from applying buffs (added 5-second safety timeout)
    [/p]
  • [p] Added 300ms cooldown between shrine upgrades to prevent rapid-click crashes from overlapping async update loops
    [/p]
  • [p] Shrine fighter updates now process in chunks of 5 per frame instead of all at once, preventing frame freezes on lower-end systems
    [/p]
[p]
[/p][h2]Memory Leak & Orphaned Node Fixes[/h2]
  • [p] Fixed shrine tooltip CanvasLayer leaking permanently on prestige reset (added cleanup in _exit_tree)
    [/p]
  • [p] Fixed boss terminal tooltip leaking permanently on scene change (added cleanup in _exit_tree)
    [/p]
  • [p] Fixed fighter "CRITICAL!" labels added to the scene root never being freed when fighters are removed
    [/p]
  • [p] Fixed tween accumulation during rush hour ambient effects causing gradual memory growth
    [/p]
  • [p] Fixed dead animation references accumulating in UnitAnimationManager over long sessions
    [/p]
  • [p] All boss fight tweens are now tracked and killed on exit to prevent use-after-free callbacks
    [/p]
[p]
[/p][h2]Performance Improvements[/h2]
  • [p] Boss fight menu visibility checks now run every 100ms instead of every frame (eliminates expensive node lookups)
    [/p]
  • [p] Fighter damage is now batched and dealt 4 times per second instead of per-hit, reducing take_damage() calls from ~1000/sec to ~200/sec
    [/p]
  • [p] Damage numbers use a pre-allocated label pool (12 labels) instead of creating new labels every hit
    [/p]
  • [p] DPS calculation uses a fixed-size circular buffer instead of dynamic array filtering
    [/p]
  • [p] Fighter batch processing has an iteration limit to prevent frame freezes when many invalid fighters exist
    [/p]
  • [p] Boss knockback attacks are now staggered across frames (3 per frame) instead of applying all at once
    [/p]
  • [p] Morale cascade inspiration now processes 10 units per frame instead of all at once
    [/p]
[p]
[/p][h2]Localization[/h2]
  • [p] Fully translated all boss fight UI strings: intro text, instructions, tips, milestone messages (75%/50%/25%), victory/defeat screens, HP display, DPS meter, and critical hit indicators
    [/p]
  • [p] Fully translated all shrine UI strings: shrine names (Power, Fury, Swiftness, Fortune), descriptions, level display, bonus display, upgrade cost, and max level indicator
    [/p]
  • [p] Fully translated all boss terminal strings: title, state labels (locked/ready/active/defeated), fighter count display, and all tooltip descriptions
    [/p]
  • [p] Added translations for all new strings across all supported languages
    [/p]
  • [p] Italian players should no longer encounter English strings in the boss fight or shrine systems
    [/p]
[p] Thank you for playing Starbrew Station! A special thanks to our players who reported these issues with detailed information - it made tracking down the crashes much easier. If you encounter any other issues, please let us know in the discussions or leave a review - it really helps!

See you on the station!
- HeartCoded, The Lost Rabbit Digital Team [/p]

Starbrew Station v.1.5.19

Included the D3D12/Angle export I forgot from last version

Starbrew Station v1.5.18 Patch Notes

[p]Hey Station Managers! This update brings improved minigame tutorials, new visual effects, and critical Windows stability fixes. Thank you for your continued feedback! [/p][h2]New Features[/h2]
  • [p] ARIA-style tutorials for all minigames (Pachinko, Basketball, Botanical Garden)
    [/p]
  • [p] New shader effects for better visual feedback:
    - Damage flash when units take hits
    - Selection glow that builds with morale progress
    - Machine state indicators (active/idle/broken)
    - Boss attack telegraph warnings
    [/p]
  • [p] Basketball info screen explaining controls, scoring, and gem rewards
    [/p]
  • [p] Help button near specialization badges linking to Units help tab
    [/p]
[p]
[/p][h2]Bug Fixes[/h2]
  • [p] Fixed Windows app hangs caused by runtime shader compilation
    [/p]
  • [p] Fixed crash in Botanical Garden when loading saves
    [/p]
  • [p] Fixed BBCode not rendering in minigame tutorial dialogs
    [/p]
  • [p] Fixed missing Pachinko upgrade effects (Gold Magnet, Auto Pilot, Probability Matrix now work correctly)
    [/p]
[p]
[/p][h2]Improvements[/h2]
  • [p] Added "(until next Prestige)" to run modifier descriptions for clarity
    [/p]
  • [p] Added tooltip to decorations button explaining rotation/scale controls
    [/p]
  • [p] Reduced analytics error spam in logs
    [/p]
  • [p] Added startup timeout safeguards for more reliable loading
    [/p]
[p]
[/p][h2]Windows Stability [/h2]
  • [p] Added D3D12 and ANGLE support for better GPU compatibility
    [/p]
  • [p] Reduced GPU sync operations during hang detection
    [/p]
[p] Thanks for playing Starbrew Station! If you encounter any issues, please let us know in the discussions or leave a review - it's a huge help!

- HeartCoded, The Lost Rabbit Digital Team[/p]