Update Notes for Build 10.06.2025
-Patched vulnerability in UnityPlayer.dll (Also patched on mono-moddable branch, though the version number is not changed there)

Developer posts and news about this game.

-Patched vulnerability in UnityPlayer.dll (Also patched on mono-moddable branch, though the version number is not changed there)

Grzegorz Bednorz (the composer for Taiji) just released an in-depth video essay covering much of what we did for the soundtrack in Taiji, as well as similar musical techniques in other games. This was originally supposed to go out as part of the 3rd Anniversary celebrations, but

Hey, it's Matthew, the creator of Taiji, It’s hard to believe that it’s already been three whole years since Taiji originally released. I feel infinitely old just thinking about it. But in order to celebrate this doomed occasion, Gregory and I recorded a podcast in which we answe

-Fixed issue where music layers were desynced at startup by the length of the loading screen -Fixed a small culling bug near Mine area

-Changed the stick tutorial icons (unified with Switch) -Slowed tutorial animations to prevent the idea of hammering on the buttons -Fixed the fading behavior of a lantern in the Mine -Added some missing music layers in the Mine area

-Optimizations to marking particles, floor puzzles now use a simpler marking particle system (since it is easy to have many of them in that case) -Fixed marking particles on floor puzzles sometimes being rendered even though the puzzle was faded out -Fixed a temporal discontinuit

-Fixed zoom mode being broken on easternmost Mill area puzzle (which used panel.id #0, which we were erroneously treating as no panel) -Fixed fog particles sometimes being scaled down or missing when camera zooms in very close -Controls Listing widget no longer creates new materi

-Zoom mode now triggers for unpowered floor puzzles, as this seems better than previous behavior -Fixed a null reference that could happen if the player toggled zoom while in the grace zone around a floor puzzle -Fixed ending graphics hiding prematurely under some circumstances a

-Fixed bug that would skip the first map unlock animation in each play session -Fixed spark particles in Ruins permanently disabling when the area is culled -Fixed smoke particles in Mine permanently disabling when the area is culled -Fixed area complete torch particles obviously

-Fix some culling and fadegroup issues with the ending cutscene (Apologies for so many builds today, but kind of an important bugfix)

-Remove some debug log spam

-Finalized Korean language translation (including storefront page and achievements) -Added a grace zone around pressure plates where zoom stays enabled to reduce weird camera movement between puzzles -Fix some small visual bugs in Orchard with sorting and incorrect puzzle scaling

-Machine Translated Korean language support (Proper translation is still WIP, didn't want to ship yet, but many other bugs needed fixing and it's easier to just ship it than cut it out) -Moving platform puzzles were _still_ interactable (been broken since June, my most embarrassi

-Fixed race conditions sometimes causing areas (notably Shrine) to fail to decull in ending cutscene -Some optimizations to culling behavior in the ending cutscene -Fixed 60 fps limit from the loading screen persisting into gameplay on first startup -Fixed fast cull state persist

-Updated from Unity 2021.3.8 to Unity 2021.3.39 (most recent version that didn't run into a stuttering bug with the loading screen) Shouldn't have any particular effect, but was needed for Switch development -Optimizations to rendering of black ending effects -Fixed small visual

-Fixed issue where gamepad auto-aim was broken for endgame puzzles (sorry I missed this one since the puzzle panel optimizations in June T_T) -Fixed bug where some endgame effects were framerate dependent and would break at high framerates

-Added indicator to load game menu showing endings the player has achieved (this will show nothing on old saves) -Fixed load times causing session playtime metric to go negative, which could also cause the pause menu to be inaccessible for many seconds. -Fixed a visual deculling

-Fixed bugs where the ending music and sound effects were tied the opposite volume setting -Most sound effects now duck gradually in volume when pausing (previously this happened instantly) -Fixed bug where locale would get incorrectly set to USA on new game, causing auto-select

-Removed the Unity splash, which due to unfortunate interactions with the loading screen, was delaying loading the main scene -Fixed a gate in Mine which didn't close when unpowered -Various performance and rendering optimizations for the pause menu -Compressed some textures in t

-Added a loading screen on startup or new game. Could be helpful for slower machines, and I had to make it for the Switch port anyway, so hey! -Improved readability of transition between the upper Mill area and the roof of the Production building -The death of version.txt! Build