163f - Various bugfixes
* Fixed Raymondo's missing portraits * Fixed missing sprites in certain cutscenes
* Fixed Raymondo's missing portraits
* Fixed missing sprites in certain cutscenes

Impact Gameworks · Doyoyo Games
* Fixed Raymondo's missing portraits * Fixed missing sprites in certain cutscenes
* Fixed Raymondo's missing portraits
* Fixed missing sprites in certain cutscenes
Fixes to various softlock issues related to resource loading on some systems.
Fixes to various softlock issues related to resource loading on some systems.
Fixed Fulminating Forest side area softlock Fixed late act 2 flashback softlock
Fixed Fulminating Forest side area softlock
Fixed late act 2 flashback softlock
* Fixed softlock before final battle * Fixed some minor VFX glitches with the "Flow Flash" mini explosion * Fixed unbeatable bridge puzzle in the Fire ruins * Fixed HuSyn mastery perk for Freelancer causing your entire piece bag to get full of lightning pieces
* Fixed softlock before final battle
* Fixed some minor VFX glitches with the "Flow Flash" mini explosion
* Fixed unbeatable bridge puzzle in the Fire ruins
* Fixed HuSyn mastery perk for Freelancer causing your entire piece bag to get full of lightning pieces
Whoops!
Whoops!
Fixed softlock!
Fixed softlock!
* Workaround for softlock in Lightning Ruins entrance * Control bindings should correctly save and load now on all platforms
* Workaround for softlock in Lightning Ruins entrance
* Control bindings should correctly save and load now on all platforms
This patch fixes a handful of reported issues: * A certain portrait not loading in an Act 2 flashback cutscene * Missing crowd asset in that same flashback * Story flag not showing up on Lightning Ruins * Lightning Ruins interior area black screen/softlock * Gear stats not showin
This patch fixes a handful of reported issues:
* A certain portrait not loading in an Act 2 flashback cutscene
* Missing crowd asset in that same flashback
* Story flag not showing up on Lightning Ruins
* Lightning Ruins interior area black screen/softlock
* Gear stats not showing up on game load
Hello adventurers! We've been quiet in 2025, but not for lack of progress: we've just launched the first MAJOR post-update patch for Flowstone Saga ! The change list is way too big to itemize, but here are some of the highlights: Patch Trailer Patch Highlights BFF Perks Once the
Hello adventurers! We've been quiet in 2025, but not for lack of progress: we've just launched the first MAJOR post-update patch for Flowstone Saga! The change list is way too big to itemize, but here are some of the highlights:
Once the Bistro is built and you begin getting to know eight of the villagers better by seeing their side stories, you can now Buddy Up with one of them to unlock a special BFF Perk! For example:
Gon will toss you a random fish buff at the start of every battle
Deja boosts your elemental damage
Christine increases your damage multiplier from large clears
Pari gives you mana regeneration every X pieces dropped
These perks grow in strength as you deepen your relationships, and are perfect for players that want more ways to customize and complement their playstyle/build.
You can now purchase & upgrade better rods and fishing bait from Gon in town to unlock higher rarities of fish, and make your struggles with them easier! Higher-rarity fish have even more potent buffing effects!
For those that have conquered all the game had to offer, you can now play it again with increased challenge across the board! In NG+, you keep things like your experience level, stats, perks, and gear, but battles become tougher in several ways:
Monster health and damage values are scaled up, especially if you are particularly high level
Monsters take less time to wind up and execute their basic attacks
Monster charge abilities take less time to charge, and require a minimum of two hits to interrupt
When talking to players, we learned that the Demolitionist Frog Spirit was considered the most difficult to use, mainly because of the randomness of the position TNT drop. Previously, the TNT block could drop anywhere on the board with potentially disastrous consequences.
We've revamped this mechanic so that now, the TNT block alternates between the left edge and right edge of the board. This predictability makes things feel much less frustrating without the Frog becoming overpowered. It should be nicely in line with the others now.
Without giving away story specifics, the consensus was that the last few bosses of the game were a letdown in terms of their difficulty. We've gone over these and reworked their stats, skill loadout, and AI, which make them more challenging and appropriate to their place in the game.
The Arena is a great way to both earn rewards and flex your battle prowess. However, the difficulty was inconsistent, with some early fights (even in the first tier) being way harder than fights even in later tiers, some boss fights being too easy, and others being simply too repetitive.
We've gone over every single Arena encounter and boss to make sure there things actually scale in difficulty as intended from the first fight of the first tier, all the way to the very end. This has involved adding and removing monsters from some fights, adjusting stats, adding and changing abilities, tweaking AI, etc. It feels much better!
With a game as big as Flowstone Saga, lots of minor and not-so-minor bugs have been reported. We've fixed about as many as we were able to find.
In working on the Switch port of the game (which is about 98% done) we went over many areas of the codebase to optimize memory/CPU usage and various other unexciting, but still important, engine things that should benefit all players on all platforms!
Though the game hasn't sold as well as we had hoped, we're very happy with the reception its received, and we're proud of our 5+ years of work. We have a 2nd major patch on the drawing board right now, but no concrete ETA yet, as our development team has been transitioning to work on Tangledeep 2. We're also working on finalizing the Switch port (with Switch 2 compatibility) here.
We'll be watching our Discord in the coming weeks for any bug reports that we can fix rapidly, and of course, if you have any other feedback we're all ears and will track + discuss.
Thank you for enjoying our game! (And don't forget to check out our first title Tangledeep!)
Screenshake slider now displays current value properly Fixed NullRef that occurred in specific cases when collecting treasures Tanglefig boss progress fix... again Fixed issues with Storam Abrewin' quest - charts were not appearing! Fixed Sihd & Christine's quest requirement
Hotfix for issue where progression jumped ahead.
Hotfix for issue where progression jumped ahead.
Hopefully fixed more softlock scenarios with Demolitionist TNT! Stupid frog! Fixed Purple Power Potion issue where it could sometimes be used infinitely Updated cutscene assets & SFX for some late-game visual issues Fixed the Cheese flask mix-in not working in certain scenari
Snell (and others') Power Up can no longer be used infinitely Fixed issue where Fulminating Forest and Eden Lake shared a Ruins puzzle reference, causing them both to be completed if you did either one Adjusted balance substantially for Snell fight Grammy Ferret demo quest should
Fixed major issue on Mac version of the game where many monster powers simply did not load/work at all, which made the Crimm fight impossible Fix for loading in impassable area if the game crashed in Pioneer's Isle Fixed incorrect progression % for Star-Crossed Isle Fixed issue w
From Impact Gameworks who made the excellent Tangledeep, their next game Flowstone Saga is officially out now with Linux support. Read the full article here:
From Impact Gameworks who made the excellent Tangledeep, their next game Flowstone Saga is officially out now with Linux support.
Read the full article here: https://www.gamingonlinux.com/2024/10/jrpg-inspired-adventure-flowstone-saga-with-a-puzzle-battle-system-is-out-now
Fixed issue where post-credits, input was locked on the world map Removed Save options from the Settings tab, added new "Save Game" button in the main nav Save & Quit option (now part of the new button) has a confirmation before doing so Perk upgrade UI when leveling up shoul
Removed 'Immune' popup text in battle Increased the input lockout time when entering mining. (Fixes being able to open the pause menu while the screen is fading out) Added Scroll Arrows to Equipment & Inventory UI Screens Fixed 'Now Loading' flashing on screen after battles F
The game will no longer autosave between certain cutscenes, and will no longer resume a cutscene if you quit and load the save. This was leading to some bad edge cases Restored missing area labels for Gon's House, Amara's House, and Star-Crossed Isle Fixed issue where if you chan
Note: Starting with this patch, we're using a more streamlined build system, so please let us know if you encounter any visual oddities (such as materials, particles, or sprites replaced with a pink texture.)
The control mapper now allows multiple actions to be bound to the same physical control Fixed behavior of the 'Auto-Skip' checkbox (it was inverted before) Fixed several interior cutscenes having wrong camera bounds Fixed some visual object issues in Blue Cove Adjusted the Harbin
Steam connectivity (achievements, stats) correctly functioning again Fixed missing sprite in a lategame cutscene Fixed progress-blocking typo in final dungeon Lengthened fish escape times in the fishing minigame Picking up certain treasure objects like sand will no longer make th