Two hotfixes at once. 11.5 went out this morning and this one follows it ❤️ 🧊 Freezes Fixed three separate causes of the game freezing. The beach, sunflower farm and forest stuttered every time you walked in. Fixed. 🃏 Cards A card earned with a full card book is no longer lost.
Two hotfixes at once. 11.5 went out this morning and this one follows it ❤️
🧊 Freezes
Fixed three separate causes of the game freezing.
The beach, sunflower farm and forest stuttered every time you walked in. Fixed.
🃏 Cards
A card earned with a full card book is no longer lost.
Escape before scratching returns the card to your book. Thank you fireboon269.
🎰 Arcade
B and escape now exit the slot machine and prize wheel. Thank you SaintRat.
Leaving a bonus round banks your tickets instead of dropping them.
🌙 Night
The night sky is dark again instead of daytime blue. Thank you PrinzPersia.
🎮 Steam Deck
The trackpad moves the cursor again, including in Cave Rescue. Thank you SaintRat and Chal.
🐛 Bug Fixes
Quitting to the title screen now saves your progress.
The intro skip listens to X only, like the prompt says. Thank you MikazukiChu.
Candles, sinks and lamps in houses no longer error.
Bombs no longer error when you use your last one.
The shipping bin and fridge hotkeys no longer error on an empty slot.
You can no longer get stuck behind the festival Cave Rescue cabinet. Thank you Chal.
🐞 Fixes Starting a new game on Steam Deck could mess up the game. One nudge of the stick during the opening truck ride walked you off the back of the truck, and the truck then drove off forever with no way to continue. Thank you Mikey Mo for testing it twice. The slime boss can
🐞 Fixes
Starting a new game on Steam Deck could mess up the game. One nudge of the stick during the opening truck ride walked you off the back of the truck, and the truck then drove off forever with no way to continue. Thank you Mikey Mo for testing it twice.
The slime boss can move again. It would aggro you and attack you, but never take a single step. Thank you Shawn.
You can no longer fill your watering can from a lava lake. Also fixed for the fishing rod, and on controller as well as mouse. Thank you Shawn.
The game eats less memory when you change areas. If you hop between rooms a lot on a smaller machine, it was filling up and your loading times were getting worse and worse. Thank you Ryofu Housen.
18 sounds were not playing at all. Every locked boss door, the arcade free-play buttons, the settings and title screen clicks, prickly damage, and the loading riff were all completely silent. Nobody reported these - they turned up in a sweep.
The skip button now accepts the button it tells you to press.
And some other fixes.
thanks as always to everyone posting in the discord ea-bug-report channel and on the steam discussions; everything in this list came from one of you.
🗄️ Storage - Your storage tabs are back on your upgraded storage cellar. They were being drawn just above the top of the screen, so you could not see them or click them, and you were stuck on tab 1. All 6 tabs work again. - The tabs are smaller and sit neatly along the top of th
🗄️ Storage - Your storage tabs are back on your upgraded storage cellar. They were being drawn just above the top of the screen, so you could not see them or click them, and you were stuck on tab 1. All 6 tabs work again. - The tabs are smaller and sit neatly along the top of the storage window, so they no longer cover your items. - Fixed a grey square that could appear over the storage window when you switched tabs.
🎣 Fishing - Your bobber lands in the water again. Fishing at the beach below your farm used to throw it high up into the sky.
💣 Mines - Exploding barrels explode again. They made the fuse sound and then did nothing. - Your pet no longer gets stuck running on the spot in the mines. Before, you had to walk far away to unstick it.
💕 Dating - Dates now happen in order. Your first date could play a scene written for your fifth one, where they talk about all the dates you had not been on yet. - Characters actually show up in their own scenes.
🖱️ Buttons And Menus - Esc now closes both windows at once. - Buttons light up again when you hover in the two window view. - Scratch cards: AUTO finishes the job.
This update is a big one for inventory management, and I built it alongside progressing the next few updates. Steam Deck and controller players kept telling me the same thing: moving items around felt blind and fiddly, and they wished they could see their backpack and the storage
This update is a big one for inventory management, and I built it alongside progressing the next few updates. Steam Deck and controller players kept telling me the same thing: moving items around felt blind and fiddly, and they wished they could see their backpack and the storage they were using at the same time. Honestly, I did not know how to fit both of them on screen with a fully upgraded backpack, and it took me a while, but I finally figured it out.
On top of that, one of the most requested features is finally here: placeable chests, in three tiers you can put anywhere on your farm. Wood, Iron and Diamond. The d-pad now snaps from slot to slot as well, including menu navigation, instead of you being forced to nudge the left stick around :) And I fixed a big pile of bugs you reported on Discord and in the Steam discussions, so thank you for that.
Craft a chest, place it like any piece of furniture, then fill it. Three tiers, and every one of them comes in 12 colours.
Chest
Slots
Craft with
Unlock
Wood
55
20x Log
Craftable from day one
Iron
154
20x Lumber, 5x Iron Ingot
Mining level 5
Diamond
308
20x Lumber, 3x Diamond
Mining level 9
Give it a colour so you can tell your chests apart at a glance, and give it a name so you know what is inside without opening it. Put a red chest called "Seeds" by the field and a blue one called "Ore" by the mine, and walking up to either one names it for you.
Colour your chests, so a wall of them is not a wall of identical boxes
Name a chest and the hint uses that name
Quick-stack drops items straight into matching stacks
Take-all, sort and a trash slot, built in
Naming works on a controller, with the on-screen keyboard opening and closing properly
The name field is not pre-selected, so you cannot wipe a name by accident
A chest holding items cannot be picked up by mistake, and no explosion can destroy it
🎮 Dual Pane Inventories!
Open any storage window and your backpack now sits underneath it. No more transferring blind.
How it works: open the shed, fridge, shipping bin or a chest, and your backpack appears below. The d-pad walks every slot on both sides. X moves the item you are pointing at to the other side. Y jumps between the two panes.
Dual-pane storage for the storage cellar, fridge, shipping bin and chests
On Controller, X Button moves items both ways, in and back out
Y switches panes from either side, even on an empty slot
LT+Y transfers every item of that type at once
LB/RB switch storage tabs, right stick scrolls
The d-pad navigates cleanly. It used to scroll the list at the same time
The cursor only jumps to slots you can actually see
The first button press on a storage item does what it says
Withdrawing with a full backpack tells you, instead of quietly putting it back
Scroll hints show the right stick, which is what actually scrolls
The button hints tell the truth now. Several named the wrong button
All three sort buttons are back: type, value, A to Z
Sorting squashes part-filled stacks into as few slots as possible
Every inventory icon explains itself on hover
The button guide shows what actually works, in the same corner every time
A classic toggle, if you preferred the old single-pane version
Chests (Dual Pane View)
Shipping Bin (Dual Pane View)
Storage Cellar (Dual Pane View)
Fridge (Dual Pane View)
🖥️ Item Hover Info no longer blocks view
Item cards hop out of the way. They used to sit right on top of what you were hovering
The card's corner position fits every screen shape exactly
Long item descriptions wrap. They used to run off the panel
World tooltips only show for the thing you are closest to
Button tooltips near the top flip below instead of getting cut off
Loading tips sit where they should on the Deck
Transfer messages stop covering the inventory you are working in
🧩 Bug Fixes
Saving and loading
Fixed scrambled saves, and saves that froze on the save screen
Quitting to the title mid-save cannot duplicate your world
Mashing Continue will not stack multiple loads
The loading screen stops sticking if you alt-tab as a load finishes
Same-day reloads do not re-deliver your mail
Fixed a few rare save-load hangs
Settings stick between sessions: tutorial popups, hold-to-run, text effects, art style
Inventory and storage
Items no longer disappear when moved between your bag and storage
The fridge cannot delete a stack when it is full
Item quality cannot be laundered by stacking
The item on your cursor draws on top, not behind the window
Warping with a storage window open leaves it behind properly now
The shipping bin stops quoting a price for things it will not take
Quests, cards and machines
Strawberry Gemstone quest stops getting stuck. The bomb was landing on the wrong tile
Card quests count correctly. Minigame, fishing, action and pet-brushing quests were finishing in a fraction of the intended play
Roger stops asking you to find Brianna after you have rescued her
Pick-a-shell cards finish and pay out in one auto-scratch press
Recipe machines stop accepting the wrong ingredients. The mayo maker no longer eats eggplants.
World and pets
Esc works again after certain menus
Fixed villagers, animals and enemies staying frozen after a menu or transition
The spider boss cannot be hit at its old spot after climbing the wall
Pets stop getting stuck on slopes, and stop losing track of you
Pets that follow you stop vanishing from the animals menu after you sleep
Pets stop looking tired on every expedition
The rooster shows up in the pets menu
Auto-tool now grabs the watering can for Munger's bowl and the well
Invisible flowers you could still pick, gone
Pointing at a fireplace while holding an earth crystal stops teleporting you
Holding the mouse on a boss door, auction bid or crafting bench fires once, not over and over
Festival crowds only include characters who actually showed up
Translation
The chest is not named after a body part in ten languages
The shipping bin's price line is translated
Plus a long list of smaller fixes under the hood.
💬 Join the Community
Vote on what we build next, get sneak peeks, and hang out with other farmers on the Cornucopia Discord.
🧡 Thanks for your love and support!
Cornucopia is my dream, and it keeps going because people play it and tell me what is wrong with it. This update came almost entirely from players saying "this is how I'd like it" about the controller and storage, and being specific enough that I could go and fix it. thank you for that, genuinely. thanks also to RedArmX, whose art keeps making this world feel like somewhere worth living in.
Lots of love,
David ❤️
⭐ Reviews
Please consider leaving or updating your Steam review. It is the best way to support an independent developer, and it is why this game still gets updates.
🐛 Found a bug?
With this much changed, there will be some. Report them on the Discord or in the Steam discussions and we will get them into the next patch.
🐛 Bug Fixes - Fixed freezes after loading a save - Fixed frozen villagers, pets and monsters - Fixed pets running in place - Fixed freezes when entering monster areas - Fixed barren world after autosave reload - Fixed empty house on new farms - Damaged saves now repair themselve
🐛 Bug Fixes
- Fixed freezes after loading a save
- Fixed frozen villagers, pets and monsters
- Fixed pets running in place
- Fixed freezes when entering monster areas
- Fixed barren world after autosave reload
- Fixed empty house on new farms
- Damaged saves now repair themselves automatically
- Saves can no longer overwrite good data
- Fixed super tall trees on new games
- Overgrown forests recover on their own
- Fixed story getting stuck at the library
- Cutscenes can no longer get stuck
- Fixed duplicate fishing rod from Mr. Fuji
- Fixed machines slowly growing bigger over time
- Controller: hotbar item info now shows
- Controller: furniture placement follows your cursor
Last night was number of silent hotfixes trying to solve persistent bugs with pets and villagers movement, hopefully its fixed now. If you still have any bugs let me know asap :) Thanks for your patience and being an amazing community that lets me know the bugs right away and is
Last night was number of silent hotfixes trying to solve persistent bugs with pets and villagers movement, hopefully its fixed now. If you still have any bugs let me know asap :) Thanks for your patience and being an amazing community that lets me know the bugs right away and is kind about it. I'm doing my best to make the game amazing, it's a long term project for me, and I care deeply and want to make y'all super happy, so thank you. 💞
tried to make a lot of controller backend system redesigns in this update to prevent any bugs, and also improve everything. also if you want to use the right joystick to hover over ui when using controller, it won't automatically disappear until you walk again now. tried to addre
tried to make a lot of controller backend system redesigns in this update to prevent any bugs, and also improve everything. also if you want to use the right joystick to hover over ui when using controller, it won't automatically disappear until you walk again now.
tried to address npcs and pets being stuck and frozen, let me know if this fixed the issues you were having.
controller and cursor
- rebuilt the mouse-vs-controller brain from scratch. no more mode flips
- put the mouse down, flick the stick, snapping's instantly back
- the cursor only steps aside when you walk
- snapping can't jump to off-screen buttons anymore
- 270 buttons across 17 menus now snap with the stick
- the stuck gift and can't-buy hands are gone
- fishing can't leave the windows cursor stuck on screen
- the doubled controller cursor was made into one cursor
- b in the load and delete menus steps back properly
- closing a menu with b can't make you jump anymore
- shoulder cycling treats the tool slot as one stop again
- lists auto-scroll when you snap toward hidden items
- hold a direction and the cursor keeps stepping, speeding up
- the d-pad scrolls every menu at a readable pace now
- L3 near your pet commands the pet, never toggles running
- the auto tool now works on the intro roadblock
- the movement helper shows again on new games
- d-pad direction icons repainted so you can read them
- boss door, brianna rescue, barn dance, auction, stuck achievements fixed
translations
- japanese, chinese and korean dialog translation improvements
- chinese got custom scratch card artwork translations
pets
- frozen teleporting pets hopefully fixed for real. thanks Vivaldi and Allie
- the follow toggle can't silently die anymore. escorts rescued too
- tried to fix pets getting stuck running in place
everything else
- intro new games get the frying pan and starter seeds
- new fridges start with eggs and corn for cooking
- old saves can't duplicate your cabinets anymore
- rapid veggie growth and fruitful growth actually work now
- refining queues hold 999 and make a nicer pop sound
- new players stuck in rivers get told to jump out
- two outdated tutorials retired. the list closed the gap
- esc closes the calendar and the journal properly
- missing furniture errors on new games fixed
- lost tools come home from storage with a note
- the stuck cooking tutorial completes now and heals old saves
If you experience any bugs, let me know so I can fix them asap. tyvm -david 🧊 Softlocks & Freezes - talking to your dog during a tutorial popup could lock your controls. fixed. - some zone changes left the screen black while the game kept running. fixed. - a few chats could
If you experience any bugs, let me know so I can fix them asap. tyvm
-david
🧊 Softlocks & Freezes
- talking to your dog during a tutorial popup could lock your controls. fixed.
- some zone changes left the screen black while the game kept running. fixed.
- a few chats could strand you unable to move. fixed.
- quitting mid pet-race could freeze your controls for good. fixed.
- brushing a villager during a festival dance could freeze them solid. fixed.
- steam deck sleep could confuse the game. fixed.
- anything frozen for 30 seconds while you play now wakes back up on its own.
💾 Your Stuff Is Safer Now
- crafting can't eat your materials if the game closes at the wrong moment.
- story gemstones can't be lost to a glitched cutscene anymore.
- the fig gemstone won't sneak back into the arcade after you bought it.
- a missing gemstone or golden straw at the ogre door comes back on load.
- quest hand-ins can't double-charge you when your items sit in two stacks.
- a save can't drop the items that didn't fit your backpack on load.
- saves poisoned by a bad cutscene heal themselves now.
- the save button won't fire at the two moments it could corrupt a slot.
🎮 Controller
- the d-pad won't eat your food while you're mining anymore.
- quick-eat now shows a popup of exactly what you ate.
- the run button won't make your animals follow you by accident.
- hold run next to an animal when you actually want them tagging along.
✨ Quality of Life
- fixed the washed-out colors in the middle of the day.
- quick start farms now open the old mines on their own by day 6.
- escape now closes your journal like it should.
- the arcade lava coin pusher won't jam mid-eruption anymore.
- your free starter frying pan sells for 1 gold now, not 800.
- your 3 free starter seeds sell for 1 gold too.
- click the title logo to pump it up until it bursts into fireworks.
- click the title trees to shake their leaves loose.
- leaves drift on their own now so the menu feels alive.
- the title menu buttons don't crowd each other anymore.
🌍 Translations
- big cleanup across korean, chinese, russian, ukrainian, bulgarian, greek and thai.
- over a thousand spots where names got mangled into the text are fixed.
- the tutorial cards that were still english in chinese are translated now.
- japanese and chinese punctuation cleaned up game-wide.
hey everyone. quick hotfix on top of 10.5, straight from your reports yesterday. you caught these fast, thank you. ## 🔧 Fixes - **frozen villagers and pets - fixed.** the settings menu (where Change View lives) could leave some villagers or pets switched off after you closed it.
hey everyone. quick hotfix on top of 10.5, straight from your reports yesterday. you caught these fast, thank you.
## 🔧 Fixes
- **frozen villagers and pets - fixed.** the settings menu (where Change View lives) could leave some villagers or pets switched off after you closed it. they wake back up on their own now. thanks Mesverin.
- **pets running in place - fixed.** a pet could play its run animation but not actually move, and toggling follow or sleeping didn't help. same root as the freeze above, and the game un-sticks them automatically now. thanks Mizu.
- **auto-tool not switching - fixed.** loading a save with a totally full backpack could dump your tools into storage so the auto-tool slot never armed. it re-arms on load now. thanks Mikey Mo. (if auto-tool ever seems off, right-click the tool slot to flip it back on.)
- **the apple gemstone auction wouldn't come back - fixed.** miss that auction house cutscene once and it was gone for good, which blocked the whole quest. saves repair themselves on load now, so the event returns and you can finish it. thanks MikazukiChu.
- **smoother startup.** cleaned up an error that fired quietly while the game was booting.
- And more :)
thank you,
David
please let me know if you find any bugs on discord, ty
## 🌱 A Living Loading Screen - **new loading screen.** a crop grows from seed to harvest while the bar fills. different crop almost every boot, 75 of them. - **booting is faster too** - borrowed a loading trick from the switch version. ## 🍳 Cooking, Finally On The Menu - **new
## 🌱 A Living Loading Screen
- **new loading screen.** a crop grows from seed to harvest while the bar fills. different crop almost every boot, 75 of them.
- **booting is faster too** - borrowed a loading trick from the switch version.
## 🍳 Cooking, Finally On The Menu
- **new games start with a frying pan in the stove.** the only pot in the game was locked behind a mid-game cutscene.
- **a short cooking quest chain** - cook one dish, then three, get a recipe scratch card and card packs. the fishing version of this doubled fishing overnight, so cooking gets one too.
- **the cookbook shows what you can cook right now** - white if you have the ingredients (fridge counts), dim if not.
- **click the dish picture and every ingredient jumps in the pot.** click again for another batch.
- **cooked meals show their haste boost in the tooltip.**
## ⚰️ Dying Doesn't Erase Your Run
- **die in a dungeon and you wake at that dungeon's entrance, same day.** before, you woke at the clinic across the map, next morning. you still lose some money - death should sting, not delete your afternoon.
## 🌲 Young Forests
- **new farms get a young forest** - trees 5 to 40 days old instead of day-one giants. big old trees now only exist on farms that earned them.
- intro road trees as well.
## 🌙 The Big Ones
- **tools vanishing from the tool slot on load - fixed.** full backpack + reload = tools dumped into storage. they load straight into the slot now. thanks RadioRose for calling the exact cause.
- **munger vanishing after conversations - fixed.** heart cutscenes hid nearby villagers and forgot to unhide them.
- **frozen villagers and pets - fixed.**
- **alt-tab breaking walk animations - fixed.**
- **the moon is fixed.**
- **shipping bin tooltip quoted 25% more than it pays.**
- **controller shop mis-buys - fixed.** the pad cursor auto-hiding could silently switch what "buy" pointed at. you buy what you hover
- **steam deck scratch card trap - fixed.** stuck auto-scratch ate the B button and hid the close button. B cancels and exits clean now.
## 🛠️ The New Tool System, Finished Properly
- **tools go straight into the tool slot** during the intro instead of sitting in your backpack first.
- **new "The Tool Slot" popup** the first time the slot arms - one screen
- **the old tools tutorial stopped teaching the old hotbar system with description (old gif still exists).**
## 🎈 Just For Fun
- **click the title logo.** four pumps. the fifth is worth it. (it sits perfectly still until you touch it - no more drifting.)
- **little bubbles rise when your watering can fills from the water.**
## 🔧 Fixes
- **summer plants standing in the snow lost their season-changer and stayed summer-green forever, and about sixty hand-placed border trees were drawn from art sheets that simply had no winter versions. the spawned plants swap properly now, and all 17 of those tree species got matching snowy art - they wear snow in winter and change back clean in spring.
- **wrong item pictures on store shelves** - a failed icon lookup kept the previous item's icon. fixed.
- **shipping bin quest** - saves repair themselves on load, and the hint tells you the real next step.
- **the tumbler turned raw steak into copper ore.** it refuses meat now, and anything without a recipe comes back unchanged.
- **bombing a loaded tumbler blew the queue all over the ground** - fixed. picking it up still returns everything.
- **stalled tumblers restart** on sleep or re-entry.
- **auction achievements that never popped unlock on next load.** the progress was always in your save.
- **tool power banked past full** and fired specials back to back. capped.
- **pickaxe minigame damage** back to intended values.
- **pets sleeping outside now respect thunder, blizzards, tornadoes and snow** - not just rain.
- **moon lagging a day after late festivals** - fixed. festival ending at 3 AM can't snap you into bed either.
- **elder trees only drop bonus wood if they actually grew.**
- **bosses hit like bosses.** a regular ogre out-punched the ogre boss. tuned by depth - first spider stays gentle, deep ones will make you respect them. bring food.
- **energy actually runs out.** a hidden cushion, free swings and a slow constant refill had made stamina basically infinite - lots of you noticed. tightened gently. first day still forgiving.
- And more :)
thank you,
David
Please let me know if you find any bugs on discord, ty
Trees now never stop growing, lol. 🔧 Fixes Tool specials now hit the thing you aimed at, with full power. Previously, your target only took one normal hit while the shockwave did the real work. The Pickaxe special is now a powerful slam followed by two aftershocks. The Axe speci
Trees now never stop growing, lol.
🔧 Fixes
Tool specials now hit the thing you aimed at, with full power. Previously, your target only took one normal hit while the shockwave did the real work. The Pickaxe special is now a powerful slam followed by two aftershocks. The Axe special lands 10 hits during its spin with a chop sound for each hit, and special damage now varies slightly per strike.
Stanley's lost package quest can't loop forever anymore. Failed cutscenes now retry when you re-enter the area, and saves that were already stuck are repaired automatically when loaded.
Fixed the day-one softlock caused by talking to the dog while another message was open.
The world can't silently freeze anymore. Villagers, animals, and pets could stop moving after an area change (mostly on Deck). The pathfinding map now rebuilds itself if it fails, and stuck cutscene actors snap to their destination instead of freezing the scene.
Cutscene characters face each other properly now, including walk-in conversations and the chicken coop pile-up.
Hotbar rows cycle with Q and Z. Scroll-up lost its default key when the tool dial claimed Tab in 10.3. Both directions are back, and custom bindings are unaffected.
The Controls menu now shows every action, even unbound ones. You can bind any action to any key. The P key works again, and Slash, Insert, Home, End, Page Up, and Page Down are now bindable.
Hotbar scrolling no longer stutter-steps your movement while using keyboard controls.
The Auto Tool learned the Brush, the Milker, and Munger's Water Bowl.
Tool vibration is back, with its own Settings toggle (enabled by default) under the main rumble option.
The title screen's "What's New" now shows the last five updates, with hotfixes displayed in smaller print.
Inventory icons no longer grow as you click and move items around.
The Fishing Catcher can no longer show an empty "Caught!" slot that gives nothing.
Tool and weapon specials now hit the target you charged at, not wherever your mouse drifted.
Pets stopped bolting across rooms indoors.
Screen Shake and Softer Colors toggles in Settings. Turn off all camera shake or tone down color saturation for anyone sensitive to motion or bright colors.
🗡️ Balance
Bosses have real health pools now. The Squid Boss was dying too fast for brand-new players. Health has been tuned for each boss, while the first Spider remains the most forgiving. Deep Mine enemies also hit harder the deeper you go.
Cooking: The General Store always stocks a Cooking Pot until you own one. Three starter recipes are now unlocked by default (including existing saves). Cooked meals grant a Haste buff when eaten. Fried Eggs no longer sell for less than raw eggs, and cooked dish prices have been reduced from a hidden 7× ingredient value to 2.5×.
Fishing: The introductory fishing questline (bait, rod, and first catch) is now enabled. Mr. Fuji gives you 15 worms instead of 3. Fish bites pulse the controller, setting the hook has a stronger kick, and successful catches now get a satisfying pop and chime.
Slime now works in the Compost Bin as a source of potassium.
🌍 Translations
Corrected lines across Korean, Traditional Chinese, Russian, Ukrainian, Bulgarian, Greek, Thai, Swedish, Indonesian, and Spanish. This includes mangled words, incorrect item names, and proper full-width punctuation for Traditional Chinese. The key rebinding menu is now fully translated in all 30 languages.
Howdy! So what started as fixing bugs for a hotfix turned into 16+ hour days and a serious update, lol. You'll find a dramatically new system that changes your tool automatically (which frees up your hotbar slots so they're not crammed with the main tools, and which I hope to imp
Howdy!
So what started as fixing bugs for a hotfix turned into 16+ hour days and a serious update, lol. You'll find a dramatically new system that changes your tool automatically (which frees up your hotbar slots so they're not crammed with the main tools, and which I hope to improve further with your feedback). There's also a new radial dial for selecting a specific tool (hold Tab or hold 1 on your keyboard, or dpad up on your controller). But hopefully the auto-tool alone works best for most of you. The procedural dungeons go deeper now, each one 5 levels deeper than the last, so... 10, 15, 20, 25, 30 levels deep to get to the bosses. Also adjusted the bosses, and juiced up a bunch of the gameplay, like opening chests and the new tool special visuals. Your watering can never runs out anymore, but filling it gives a charge bonus so the water lasts longer. Spiced up the title screen a little bit with an interactable Pickle the cat and Munger the dog. Pick them up and throw them around, lol. I noticed many new players were dropping out before figuring out how to plant seeds, so now you can plant directly into the soil, with just a slight hidden penalty versus tilling the ground first. It's visually distinct with a smaller soil patch, so it won't be confusing. And a ton of other bug fixes and changes. Lots of balancing on the economy and drop rates too. It was too easy to get money. Still getting feedback on all that, and it will improve even more in the future. I don't even remember off the top of my head what else was changed. If you're curious, just take a look below!
There are a lot of bug fixes, but also a lot of CHANGES. So please let me know if you find any bugs asap! (I'll be posting hotfixes as we discover any bugs from all these changes asap) <3 ty
Thank you,
- David ❤️
⭐ The Big Stuff
The dungeons go deeper. Every boss used to sit on floor 10. Now the Spider cave is still 10, but the Beach caves go down 15 floors, the Slime caves 20, the Lava caves 25, and the Frozen caves 30. The boss waits at the bottom of each. Drop bonuses scale all the way down, and the ladder menu has a checkpoint every 5 floors so you don't have to redo the whole climb.
The Smart Tool Slot + tool wheel. Your tools live in one slot now instead of taking up half your hotbar. Tap it to open the tool wheel and pick one, or leave it on Auto and it equips the right tool for whatever you're pointing at. Soil gets the hoe, dry crops get the watering can, enemies get your weapon. Hover anything on the wheel and it tells you what it does. The number row changed with it: 1 is your tool slot, 2 through = are your item slots, and it's all rebindable (your custom bindings carry over untouched).
Every tool has a special move now. Charge it up and each tool does its own thing: the scythe does three fast spins that clear the grass around you, the pickaxe jumps and slams down with a shockwave that breaks the rocks around you, the axe does a big spinning cleave, and the hoe leaps and tills the soil in a ripple. And if a special gets interrupted before it lands, it refunds its TP now.
The watering can never runs out. An empty can waters at normal strength forever, so the refill chore is gone. Filling it up gives you charged water instead: while you have some, each pour keeps the soil wet for two days. Bigger tanks hold more charged water.
A free starting weapon in your storage shed.
A "What's New?" section on the title screen so you can see what changed without leaving the game.
Plant seeds without tilling. You can plant straight into untilled farm soil now. It grows normally, just with a small yield penalty versus properly hoed ground. It looks different too (a smaller soil patch) so you always know which is which. New players also start with 3 seeds matched to the current season, so the first goal is obvious.
Music crossfades now. Songs blend into each other instead of hard-cutting, everywhere: zone changes, cutscenes, festivals, sleeping. Fixed a bunch of wrong-song-stuck-playing bugs too, and all 13 festivals actually keep their festival music now (only 5 did before). Plus a new title screen song: A Little Older, A Little Wiser.
Doors are way faster. Re-entering an area you've already visited went from 3.37s to 0.67s in our tests. You can start walking while the area is still fading in, the fades are actually smooth now instead of snapping, and you don't stand frozen for a second after arriving.
A bunch of small feel improvements. Picking up items quickly raises the pitch with each grab, rare finds get a chime and a little rumble, inventory icons pop when you hover them, villagers bob a little as they walk, and the emoji reactions above characters' heads queue up instead of cutting each other off.
✨ Quality of Life
Shops show you the stats before you buy. Hover any weapon or hat on a shelf and you see exactly which stats it grants, plus a +? Random Bonus Stat for the extra roll you get at purchase. The info panel sits cleanly above your hotbar now too, instead of poking off the corner of the screen or hiding behind your items.
Materials stack to 999. Ore, stone, wood, coal, clay, fibre, raw gems and the like used to cap at 99 and bury you in half-full stacks. Works fine on your existing save.
Machines celebrate a little when they finish. Furnaces, sanders and juicers give a small punch, sparkle and chime when an item pops out. Only when the machine is actually on your screen, so no mystery dings from across the map.
Food that heals you shows it. A soft sparkle lifts off your character when food restores health or energy.
The backdrop follows the seasons. The hills and pine forest behind your farm actually look like summer in summer and turn golden in fall, instead of staying spring-colored until winter.
Cutting grass stops flooding your bag. One cut gives at most one bonus item now, and the seed you find matches the current season so you can always plant it right away. The rare finds are exactly as rare as before.
The TV forecast is accurate now. It used to say sunny all winter and right before every blizzard. It forecasts the real weather now, and Spring day 1 gets real weather too (it was locked to sunny every single year).
Sleeping after midnight still sells your shipping bin. Items loaded late no longer sit there until the next night.
Rumble calmed down. Everyday tool work (tilling, watering, mining) doesn't buzz the controller anymore. Combat, bosses, fishing and the big reward moments still do.
💾 Saves & Progression
The item on your cursor can't be lost to a save anymore. It gets tucked back into your bag before the save writes.
Quitting mid-save can't hurt your file. The menus wait out the save, and the save writes its files in a crash-safe order.
Spending money no longer drags your achievements backwards. Every fee you paid (land, houses, arcade games) was quietly subtracting from your lifetime earnings, so the earn-10k/100k/1M achievements kept sliding back. One Mountain Home purchase erased 150k of tracked earnings. Fixed.
Walking out the door mid-save can't scramble your file. The after-sleep save runs for a couple of seconds while you can still move, and stepping through a door right then could load you into the wrong place. The door waits for the save now.
A confused save can't drop you in the void. Loading checks where you're standing against the zone you're in, and puts you back on solid ground if they disagree.
A new farm is actually new. Starting a new game no longer inherits the last farm's romances, kill counters, festival records or boss loot locks.
Upgraded from the demo? The full game knows it now. Some demo-born saves still thought they were the demo, with locked festivals, quests and zones.
A pile of achievements now unlock on older saves the moment you load, if you already earned them: Angler, the boss achievements, I Like To Play, Slam the Glass, BOOM, Mastered, Home Decorator and a few more.
Sweet potato plants stay sweet potatoes on older saves. They were turning back into regular potatoes at harvest.
Shops keep their stock when you reload. The shelves don't reshuffle, and sold-out limited items stay sold out.
Loading with a full backpack is safe now. No discarded items, no blanked watering can, and the first recovered item goes into the right container.
🌍 World & Villagers
One stuck villager no longer freezes everyone else.
The clock pauses during loading screens. Game minutes were quietly passing behind the black screen.
Rain and snow fall in every outdoor area now. A bunch of places (the lake, the plains, the park and more) played the rain sound with no actual rain.
No more skipped calendar days. Sleeping right at the midnight rollover could skip a whole day, along with any birthday or festival on it.
The lava heat shimmer stays in the lava caves. It used to follow you home and stay stuck on your whole screen.
Roofs and trees go solid again after you warp out from under them.
Guma's bedroom door drops you by the shipping bin now, not in the river.
Auctions end when you walk out. And the auction can't destroy your listed item, or your pet, if you leave mid-bidding. Everything comes back to you.
Talking to a villager during a scene counts toward your "talk to X" card quests.
Cave bosses keep their boss music instead of switching to cheerful farm tunes.
Declined a date or a proposal? You get back the exact chocolate or ring you offered, not a random cheap one.
Slimes actually breed now. The pairing was ignoring gender, so a lot of pairs would cuddle forever and never have babies.
A stalled letter comes back instead of vanishing with its blueprint attached, and the Old Mines letter can't be permanently missed anymore.
🌱 Farming
Crops can't secretly grow double overnight. Being out in the fields past midnight could credit the same night's growth twice.
Scarecrows behave. No more ever-growing lists, no more one scarecrow blocking spawns across a whole map row, no more one bad roll killing a night's regrowth.
You can plant on tilled + watered holes again. Removing water was secretly marking the tile as occupied, so whole watered fields refused seeds.
Watered dirt shows wet right away from sprinklers and rain, not just after a reload.
Sprinkler spray looks right. It was rendering as corrupt blue squares in the shipped game.
"Chance At Larger Vegetable Harvesting" actually works. The card announced the upgrade and then changed nothing.
🎣 Fishing
The minigame bonus you see is the bonus you get. The bonus you built up was being thrown away at reward time. The penalty bumper was even making your fish BIGGER.
The fishing festival can be won. First place was mathematically impossible some years. Your entry survives a save and reload now too.
Rare fish got their size back. A Whale Shark could never out-weigh a common Large Trout, because rare fish rolled their size from the medium band. They roll from their own top band now.
Esc respects your catch. Cancelling at the wrong moment used to eat the fish you'd caught, or quietly break fishing until you restarted the game.
Fishing charged you energy twice per catch. It's once now, and the Conserve Energy card is a real 25% chance instead of secretly always-on.
💰 Items & Shops
Two infinite-money exploits are dead (auction appraisals and a bulk-buy refund card), and the cooking pot no longer turns cheap ingredients into full-price dishes.
Your money can't wrap around into negative at 2.1 billion. If you were anywhere near this, respect.
Key items can't be destroyed in the shipping bin. All three ways of putting items in now respect "this can't be sold".
A full shipping bin tells you it's full. It used to play the "sent!" sound while the overflow quietly landed at your feet.
Birthday Money pays its top tier. The $500-1000 gift was unreachable. A name mix-up always paid the smaller one.
Split stacks stay where you meant. Splitting a backpack stack with a chest or the bin open used to send the remainder into it. Worst case, it got sold.
Hand-picked dishes keep their value. Taking a cooked dish off the counter by hand used to drop its entire cooked-value bonus.
Drops rebalanced. Bats and magic skeletons were flooding you with their special drops (Honey, Magic Dust, Silk Rope). Those are back to being special. Nothing was removed, just rare again.
Stores show the right item pictures the moment you walk in after loading, and shop stock actually rolls differently per season now.
The tumbler polishes everything. Garnet, topaz, zircon, amethyst, peridot, amber, opal, spinel and turquoise come out cut and polished now, same as emeralds and rubies always did.
An empty tool belt no longer errors when you pick something up.
The crossbow restocks visibly in the carpenter's shop.
"Catch 150 Fish" waits for 150 (it was popping at 50).
Corrupt item stacks are blocked. A negative item count can't slip into your bag and scramble a save down the line.
The crypto rig's jackpots exist now. The two big payout tiers were unreachable, and a failed night showed the failure message but paid full coins anyway.
⚔️ Combat, Tools & Pets
Critical hits actually hit critically. Crit gear, crit cards and the birthday crit buff were all showing big damage numbers while dealing normal damage underneath. The number you see is the damage you deal now.
Auto mode fights smarter. It remembers the weapon you last used instead of grabbing the highest-TP one, holds your weapon through a fight even if your cursor slips off a moving monster, never equips a ranged weapon to burn your ammo, and never picks a weaker copy of a tool you've upgraded.
The pickaxe plays both of its swing animations. It only ever showed one of them unless you'd also swung a sword.
Riding a pet made everything else invincible. While mounted, enemies quietly couldn't hurt any other creature. Fixed.
No more permanent slow-walk. Getting slowed or chilled and then sleeping used to leave you slow for the rest of the session.
Bombs behave on laggy frames. One blast per bomb, no more double drops, and the infinite-rare-ore trick is closed.
Passing out only costs you once. Collapsing could occasionally charge the day-skip penalty twice.
Baby horses wait to grow up before you can ride them.
Disgusting food actually applies its debuff.
Your last arrow counts. The final arrow or bolt used to land with no type bonus, no status effect and no TP gain.
Milking is fair on a controller. The same cow was giving Gold Milk to mouse players and Small Milk to pad players, and slimes couldn't be milked on pad at all.
The Lost Pet Whistle only gets used up when it actually calls a pet, and the pet skill tree's Milkable perk does something now (it was a dead point).
Birthday buffs are real now. Faster Skillups only ticked by coincidence and Animal Happiness Boost did literally nothing.
🎮 Controller & Steam Deck
The scratch-card trap is fixed (Steam Deck). The close button always shows now, so no more restarting the game to escape a card. Thanks to the player who reported it.
The controller cursor behaves. It hides during normal play and comes back for menus, or the moment you touch the real mouse.
Pressing Start during a door won't freeze you. Hitting Start while an area was still loading could open the backpack and lock the arriving zone half-built.
Gift-giving on pad is safe. It could error out next to an NPC with an empty slot, and could even gift away a TOOL. It checks and gives the same item now, matching mouse.
Buying in bulk on pad matches mouse. It used to skip the closed-day checks and never credited your Shop quest card.
Vending machines can't eat your money on a controller anymore, and the vending achievement fires like it should.
Volume sliders stopped hammering your disk. Every tick of a drag was writing settings to disk and silencing every playing sound.
The version label fits on the Steam Deck screen. It was sliding off the left edge of the title.
Plus a batch of behind-the-scenes crash guards for controller and Steam Deck players.
🗣️ Language Polish
Korean players: your text is fixed. An old find-and-replace had broken Korean words that happened to contain a certain syllable, so Christmas, crystal, checklist and more showed a chunk of English in the middle of the word. 178 of those across 18 characters' dialogue are repaired. Sorry about that one.
A real German cleanup pass. We sat down with native German reviewers and rewrote 85 lines across 36 characters, so everyone talks like a real German who fits their age and personality.
Cards read right in German. Timers and bounty rewards were showing the wrong text.
🎒 Inventory Sorting
Sort actually sorts everything now. Upgraded tools group with your other tools, sort-by-name uses your language's names, sort-by-value uses the real sale price, and 100+ odd items (blueprints, duck eggs, jelly milks) got slotted into their proper categories.
🐶 Dialogue
Munger's early line makes sense now. He used to greet you on day one praising the farm work you hadn't done yet. He talks about your potential instead, lol.
🔧 More Fixes
Arachnophobia mode restores the spider-bridge label properly when you switch it back off.
Mouse rebinds show the right hints. Binding an action to a mouse button was showing the swapped LEFT / RIGHT click hint.
Pet bonding counts every brush. Brushing an animal that wasn't following you was erroring out and swallowing the bond reward.
Small title screen touches. A soft warm glow behind buttons when you hover or select them, and the "What's New" list scrolls one line per notch again (the mouse wheel was teleporting it to the top or bottom).
Nothing blinks out of view before the screen goes dark. Grass, water reflections and emote bubbles used to pop out halfway through a fade.
A pile of rare bugs is gone. Your pet's race winnings can't evaporate if you fast-travel right after a race, harvest sparkles can't freeze in the air, underwater light-shafts can't linger after you leave the water, and the false "you look stuck" hint stopped popping at players who were doing just fine.
Skill points spend one at a time. Holding the mouse on a skill node was draining points while held.
The journal now tells the truth about romance. Couples showed as "Married" while only dating, and heart levels could climb past 10.
White-blossom trees shed white leaves when you hit them, not green ones.
A pile of hidden log spam is gone. Every hoe click was writing debug logs behind the scenes, which was a real cost on Steam Deck.
⭐ Loving the game? a Steam review helps more than you'd think, and we read every one. 🐛 Found a bug? drop it in our Discord bug channel or a Steam discussion and I'll get on it asap.
💬 Join the community: come hang out and report anything weird in our Discord.
a batch of fixes and polish since the last hot fix update. a lot of this came straight from your discussion feedback, responses, and discord, so thank you for that. - the artist added unique falling leaves when you hit trees and when they collapse (here's some of them, theres lik
a batch of fixes and polish since the last hot fix update. a lot of this came straight from your discussion feedback, responses, and discord, so thank you for that.
- the artist added unique falling leaves when you hit trees and when they collapse (here's some of them, theres like over 70 types or so, 1 per each tree type)
- the thump when a tree hits the ground is back, and the whole collapse scales with the tree now, a little one taps down and a big one lands heavy. wood chips, leaves, logs and fruit all scatter along where the trunk actually fell instead of piling in one spot. and a falling tree can crush what it lands on.
- the watering can that could "run dry" and stay broken even after restarting the game is fixed. it repairs itself on load, so water works again for both filling the can and fishing. if your save got hit by this, it heals the moment you load it.
- closed a couple of progress blockers: the spider not dropping the race gun, and the slime boss's tractor oil vanishing if your bag was full. both drop on the ground now so they can't be lost.
- the unstuck button no longer drops you right back into the hole you were stuck in.
- fixed a racing softlock (you could get stuck if you ended up outside the race room mid race).
- the triple refining yield card actually triples now, it was only doubling.
- tried to fix achievements again (let me know if its still broken)
- fixed chickens and roosters cloning themselves when you loaded an autosave.
- the pet info box stopped vanishing after you go in and out of buildings.
- cooking festival: your dish finally counts. a pile of real dishes (blueberry pie, cherry pie, cheesecake, tempura, gyoza and about 30 more) weren't in any theme list, so they scored nothing no matter what you cooked. fixed, plus a cozy 1st/2nd/3rd placement.
- the lava pusher stopped erupting after you played it a bunch. fixed, it can erupt again.
- fixed a few games leaving your controller button or mouse cursor stuck after you closed them.
- scratch cards are smoother, and the lucky clover card finally gives a real shot at a cornucopia fragment.
- more feel across the arcade: baskets pop the net, target shooting makes a sound on every shot even a miss, and a bunch of games buzz your controller on a good hit or a miss so you actually feel it.
- tilling, watering and fishing level up about twice as fast now, so they keep pace with mining and combat instead of lagging way behind.
- trimmed the plain stone flood from mining and the plant-fibre flood from weeds and flowers, so your bags stop filling up with stuff you'd never use.
- new games now start you with a random cheap weapon in your storage shed, plus a card pack and a scratch pack to open if you're not in progression mode
- rocks crack, dirt mounds crumble, and bushes snap when you break them, your actions have their sound back. and sound effects fire instantly now with no hitching.
- topped up translation lines across 29 languages that were quietly showing english (menus, tips, festival chatter, villager small talk). Improved chinese translations
- the game now opens in your language automatically the first time, if your steam or pc is set to one of our 30 languages. it only guesses once, and it never overrides a language you picked yourself.
- a big cleanup on the japanese version too (names and numbers filling in, colours and effects showing, and some garbled or wrong-language lines fixed).
thank you
david
When changing things and fixing bugs, it can sometimes cause more bugs lol
So please report them asap, so I can fix them. Also I'm working on other systems at the same time and have to turn them off for the update, so that could also cause bugs. So thanks for being understanding, but I did my best :)
Fixed some bad item pricing bugs (vegetables were selling for 8000, etc) Achievements Auction Related If you spot any bugs, lemme know asap <3 ty david
Fixed some bad item pricing bugs (vegetables were selling for 8000, etc)
Major Update 10.0 - Farm Remake + Private Beach! Big shout out to our artist for making all these beautiful assets / artwork, updated logos, trailer short, etc. Very grateful to him <3 Since last year, this is the one we've been building toward. Update 10.0 has been in the wor
Major Update 10.0 - Farm Remake + Private Beach!
Big shout out to our artist for making all these beautiful assets / artwork, updated logos, trailer short, etc. Very grateful to him <3
Since last year, this is the one we've been building toward.
Update 10.0 has been in the works since last year, and it's one of the biggest updates we've ever taken on. I won't pretend I'm calm about it. It's been tested, but a change this size always makes you hold your breath a little on release day. If something slips through, tell me and I'll be on it fast.
What I'm genuinely excited about is letting you play the brand new farm. The terrain has been completely re-created from the ground up: new farm land, an expanded waterfall, and a private beach and ocean reef attached to your farm that you can walk straight onto with no loading screen.
I'll be honest with you. When Early Access launched, I stayed awake three days straight on zero sleep. It's the only time in my life I've ever done that, and I still don't know how I pulled it off. People say they go days without sleep and then quietly take naps. I didn't. I cared too much about that release. Three days before launch our 3D modeler quit from burnout, so I was left in Blender throwing together the vineyard, the mountain area, the racetrack and more, just to make the game fully playable. It worked, but it was never the world I pictured. I was also under pressure from a 100+ million dollar crypto company trying to take the name from me, endless stress in those days.
Terrain has always been this game's biggest weakness. The modeler who helped build our world years ago was brilliant at buildings and interiors (but bedrooms are still not at the standard we want), but terrain wasn't their thing, and you could feel it. Update 10.0 is us finally attacking that head on, systematically. And to be frank, we've known about it for a long time, but had no options. This is the first step in remaking the entire world to the standard it was always meant to have, and it's been a long time in the making.
Writing these notes is always a chore, because so much has changed that a good chunk of it is honestly forgotten or completely left off the list.
Here's the short version:
Entire farm zone rebuilt with all-new hand-painted art and reshaped land
A whole new beach and ocean you can walk to, no loading screen
Living world, plants, bushes and grass that fill the map and sway in the wind
New autosave system, so a crash never costs you a day again (hopefully, lol)
Big performance pass for smooth play on lower-end PCs, laptops and consoles (Switch coming soon)
One of the longest bug-fix lists in the game's history (most of it too small to name, but it adds up)
This is a serious update, and a prelude to what's coming. Remaking all the terrain, and even a lot of the buildings, is already well underway behind the scenes. (We've included some previews, further in the notes.)
And the one I've been dying to say: I've been integrating multiplayer, and it's going very well!!! It's well under development. :)
This update has a lot of changes and additions, and I really hope you enjoy it. Sorry in advance if the notes are a bit chaotic and long. Thank you for being here for it. Please report all bugs to Discord or to the steam forum asap so I can fix them.
Cornucopia is also 30% off in the Steam Summer Sale until July 14. If you have a friend who has been waiting to start a farm, now is a great time.
🌾 The Farm, Completely Remade
Your existing farm is safe. The build grid was rebuilt and expanded so you can place and plant across much more of the world, and your old farm, soil and crops all carry over onto the new grid. There is a new hand-pixeled parallax background behind the farm now, with 5 to 6 layers running from far-off snow-capped mountains all the way to a dense pine forest up close. Look closely and you will find a few hidden surprises in the rocks.
🌊 Your Own Private Beach, Waterfall & Ocean
How It Works Follow the water down past the waterfall and walk right onto the sand. No loading screen from the farm to this new area!
Once you are down there you can build the same way you do on the farm. Place furnaces, saws, sprinklers, scarecrows and tumblers, and plant trees, bushes and crops across a much bigger area. You can fish in the new ocean, and you can dive down and explore the ocean floor with a breath meter. Something big lives down in the deep. We will let you find it yourself.
Custom water shaders now allow the waterfall to blend smoothly into the river instead of ending in a hard line, and new warp zones with glowing markers link the farm, beach, town and junction so the world feels connected. Hint: Enter the Cave beneath the waterfall, to warp back to your farm.
🌿 GPU Instancing, or How 2,583 Plants Became 3 Draw Calls
Walking on my treadmill while writing this. I have ADHD so if exercise isn't the first thing I do in the morning, it's just not likely to happen, lol. I bought a cheap treadmill off Amazon and set up the hydraulic table I already use for my mouse pad when I'm sitting, raised it up to about belly button height in front of my PC with my mouse and keyboard on it. Monitors tilt up a bit so I can see them while standing. Something in the house is better for me than the gym or yoga which I tend to stop going to in a couple months after signing up, as is generally the case. I was walking 2-3 hours per day for about a week before flying to Boston to show the game at PAX East, but now I'm back at it after a couple days recovery.
I showed a little bit of the new farm terrain in the last post. But here's an interesting problem and solutions to the new terrain I've never mentioned before.
So my 3D modeler first started sending me terrain model tests back in November 2025 or earlier. He was actually a fan of the game originally. Redesigned the Cornucopia logo on his own almost two years ago just because he wanted to, after reaching out to me. Over time he's become pretty much the only active person working alongside me on the game. He has been working as a contractor for about the past 2 years on the game, and is now the most important person helping on the game. A player who loved what I was building and ended up helping build it. That kind of thing doesn't happen often.
In March 2026 just prior to PAX East he sent over a complete farm terrain redevelopment after we planned and brainstormed it for many months. The terrain is WAY WAY more detailed and interesting than before and includes a new connected oceanic zone. And every day he keeps sending more fixes and improvements as we work together. Flowers, bushes, ground cover, coral for the oceanic zones, little plants growing between rocks. He kept asking me in the past, "How much can I add?", and really kept trying to push the scope larger and more detailed than I thought was possible for performance.
And I kept looking at the designs thinking about the GPU, FPS, and performance on lower-end machines.
The Problem
Every separate object in a game is a request to the graphics card. Every flower, every bush, every little ground cover plant. "Draw this." "Ok now draw this." "Now this one." 2,583++ of them.
On a decent gaming PC, fine. But we want it running well on lower end PCs, laptops and consoles. Those systems care a lot about how many separate draw requests you throw at them. The bottleneck isn't the triangle count on screen. It's how many separate things you're asking the GPU to handle at once. And I'm looking at this beautiful scene that finally has the environmental detail the game was always missing, and I'm thinking... do I have to tell him to cut it back? Because the game can't handle it? I really didn't want to.
The Breakthrough
My first attempt was standard GPU instancing, where you tell the GPU "here's one mesh, draw it 500 times at different positions." Efficient. But it requires identical geometry and these plants are all unique shapes. Didn't compress enough.
Then I realized something. These plants are all stuff the player can't interact with. You can't pick them up, walk into them, nothing. They're purely visual. And they share the same texture atlas. If nobody interacts with them and they share the same texture... why are they separate objects? What if I just take all the nearby ones and literally merge their meshes into one big mesh? The GPU just sees one object. That was the moment everything changed.
The Process
The first problem was trees. Your character bumps into tree trunks, so trunks need collision. But the leafy canopy on top? Nobody needs to walk up there. So canopies can be combined, trunks can't. I wrote a tool in Unity that separates every tree into its two parts in one click.
Then I made the vegetation baker, the tool that does the combining. You select a parent object with all the plants underneath it, click one button, and it handles everything. It splits the world into a grid where each cell is 20 units across, roughly one screen width, so the GPU can skip entire cells that are offscreen. Within each cell it merges plant meshes together up to 60,000 vertices.
We ran actual density tests too, with a test file literally called GrassDensityCapacityTest, to see how much we could push before the frame rate died. Turns out the system handles way more than we expected. That was a really good moment.
The Wind
This is the part I'm most happy about. When every plant was its own object, each one swayed in the wind on its own. Easy. But once you combine thousands of them into a few big meshes, how do you make individual plants inside one combined mesh still move independently?
Before combining, I go through each plant and "paint" its vertices with a sway weight. The bottom of the plant gets painted with 0: don't move, you're anchored. The top gets 1: full sway. So the stems barely move and the tips of the leaves and petals move the most, just like a real plant in the wind.
Then I wrote a shader that reads those painted values and pushes the vertices around, using two overlapping sine waves at slightly different frequencies. That layering is what makes it feel gusty and organic. Some plants lean left while the one right next to it leans right.
And I thought carefully about what should and shouldn't sway. Coral sitting on rocks? Stays still. Ground cover flat against terrain? Static. The tree canopies got a different feel from ground plants too, more of a slow, subtle breathing kind of movement. Different vegetation, different personality.
The Result
I ran the baker and watched the draw call counter go from 2,583 to 3. A 99.88% reduction. This was pretty surprising, and I was very happy seeing this work properly.
The farm used to be just the interactive props sitting on kind of a bare surface. Now there are flowers growing between every rock, bushes along every path, ground cover everywhere. And when you're walking through it all and everything is swaying around you in the wind, each plant moving a little differently... that's a handful of draw calls doing the work of thousands. You'd never know.
And the most important thing: my modeler can add as much environmental vegetation as he wants now. I don't have to be the person saying "cut it back" when it looks this good. A fan of the game who ended up being the person making it beautiful. That's a good feeling.
There's a reason I needed all of this working before anything else. Can the new area connect to the farm without a loading screen? I didn't think it was possible before this. The modeler was really insistent that we have the lower new area connected straight onto the farm, and his dream of having so many details did appear to come true.
The Beach is Now Part of Your Farm Area
So I'm back for the second dev log! The first dev log on the environmental decorating optimizations did surprisingly well. I'm very happy about that :)
The big gameplay thing is you can now place refining fixtures, your furnaces, saws, etc, in the new oceanic area connected to the farm. I was originally not going to allow it because the ocean zone is just so large and I thought it was beyond the scope of having such a huge area with all placeable terrain. But I decided to do it anyways due to breakthroughs with performance, and figuring out the game can handle more than I thought. Originally this area was planned as being purely decorative, and we only hoped that maybe somehow it could all be placeable. Happy to see that we pulled it off!
Making the grid system so much larger, and making sure it was still compatible with people's old save files, there was a lot of coding involved, and careful adjustments. I also built an entirely new tool for painting the terrain, marking off the tiles where you can't place stuff because there's environmental things in the way. Rocks, flowers, cliffs, water, that kind of thing.
The New Background
The artist sent over the final version of the new farm zone background and it's pretty sweet. The old background was basically just a flat image back there, not much going on. This new one has a bunch of hand-painted layers stacked at different depths instead. You've got distant snow-capped mountains way in the back, then green mountains with cliff faces in front of those, then a treeline of oaks, and then a dense pine forest up in the foreground. Everything is pixel art and hand-painted by him. It even has personality, like dog faces built into the mountain rocks and other details.
There's 5 or 6 depth bands in total. The farthest mountains are this pale minty color because they're supposed to be so far away, and then each layer gets a bit darker and more detailed as you come forward. Here's what each of the layers looks like on its own, going from the back of the scene to the front:
Getting it to work properly with the camera was a bit challenging honestly, because the perspective shifts around a lot as you zoom in and out. What I did was angle the tree line downward and extend it way further. So when you're zoomed more top-down, you're mostly seeing trees. When the camera tilts more side-on, the mountain line shows through behind them.
Waterfall Blending
I also improved the blending where the waterfall meets the river at the top. It used to have kind of a hard seam right where the waterfall mesh started and the flat river water ended. Now there's a custom material on the waterfall that fades into the river surface instead.
Rebuilding the Placement Grid
The game already lets you place refining fixtures out in the open on your farm, anywhere you want. Furnaces, saws, sprinklers, scarecrows, tumblers, that kind of stuff, plus planting fruit trees, berry bushes and more. With the new ocean zone connecting to the farm, I wanted the same thing to be true down there too. Drop your furnace on the beach if you want, same as up top.
The problem is the old placement system wasn't really built for an area this big, and it wasn't built for handling old save files either, since players already have their whole farm laid out on the old terrain shape, with all their saved soil values and plant positions. So I had to redo the whole thing from scratch to handle the changes as well as old save compatibility.
I also built a new editor tool for marking off the spots where the player shouldn't be able to place stuff. It's like a painter tool where I paint red tiles directly on the terrain. All the decorative rocks, flowerbeds, stonework, water, cliff edges get painted red on a per-tile basis. I ended up hand-painting the blocked spots across the entire new terrain.
Another thing I had to fix was the blue grid line visual itself. When you're placing a fixture, the game draws blue grid lines on the ground so you can see which tiles are available and which are occupied in red. On the old mostly flat terrain that worked fine. But on the new terrain with all the cliffs and waterfalls, the grid was drawing on everything, including cliff faces.
The fix: the shader now figures out the actual slope on its own by looking at how the world position changes from pixel to pixel across the screen. Anything steeper than about 30 degrees from horizontal gets cut off, with a smooth fade near the cutoff so the grid doesn't hard-clip at the edge.
Warp Zones
I set up a bunch of warp zones connecting the new terrain to the other zones around it. Bottom cave up to the top cave, farm down to the beach, into town, the junction area. Makes the whole map feel way more connected. Sparkly indicators included so you know where they are.
The funny part is how I was measuring where the player should spawn on the other side of each warp. I needed a reference body roughly the size of the player, so I ended up just using Rufus the farmer's sprite, literally placing Rufus at the landing spot in each zone so I could eyeball whether the size and position and angle all felt right. He's the perfect size for it.
Farm Animal Pathfinding
All your farm animals, your cows, chickens, horses, use pathfinding to keep up with you. The problem is the old pathfinding graph only covered the old farm area. So when I extended the world down into the ocean zone, the animals would follow you right to the edge of the farm and then just stop. Sit there and watch you walk off into the ocean without them, which was kind of sad.
So I rescanned the pathfinding graph across the whole new terrain. Farm, junction, ocean zone, all of it. Big decorative props like cliff rocks and tree clusters now carve out non-walkable zones too, so the animals route around everything the way they should, and they can follow you anywhere in the new terrain without getting stuck. Much happier about how they behave now :)
🐛 The Complete Bug-Fix List
Every bug we fixed in 10.0, in plain words. Many came straight from your Discord reports. Thank you!
Your saves and progress
Old save files work fully on the rebuilt, expanded placement grid. Farm layout, soil values and crop positions all carry over.
Fixed old saves showing soil errors and missing tilling decals after loading.
Fixtures or trees stranded on now-unusable tiles by the new terrain turn back into inventory items instead of getting lost.
Fixed old saves showing dark soil patches on grass where the farm shape changed. They heal themselves on load.
Animal happiness now saves properly. It was resetting on every load and secretly downgrading your product quality.
"Fed today" status now saves. You could re-claim the daily feeding bonus just by reloading.
The cooking stove now remembers each ingredient's own cook timer, burnt state and durability. It used to copy the first item's state onto everything.
Machines and fixtures no longer heal to full HP when you load. No more free repairs by reloading.
Fireplace fuel no longer resets to empty on every load.
NPC hat colors no longer reset to white.
Dropped weapons and ammo keep their stat bonuses after a reload.
Perennial plants no longer revert to destroy-on-harvest after a reload.
The special-ability tutorial no longer replays every time you load.
Fixed corrupted saves that made the whole world look underwater, caused by an interrupted zone change.
Perfectly-watered tiles keep their wet look after reloading.
Play time is tracked accurately now. Late-game saves could count up to double real time, which also mis-timed an item-drop bonus.
Every save keeps a rolling backup and repairs itself from that backup if a save file ever gets corrupted or the game closes mid-save.
Fixed a crash when deleting a save, caused by leftover backup files.
The world, terrain and placement
Blue placement grid lines and red blocked tiles no longer climb up cliffs and waterfalls.
Fixed empty tiles wrongly showing as occupied.
Fixed generated cave and mine layouts spawning objects and walkable paths in the wrong spots.
Fixed a hill terrain patch that was using the wrong shader, so the terrain lights evenly now.
Fixed the beach base texture sometimes glitching to white.
Fixed crops AND livestock silently freezing their growth when a season or year rolled over while you were in another zone.
Fixed a hidden calendar-corruption bug in the festival weather check.
Animals and pathfinding
Rebuilt farm-animal pathfinding across the whole new terrain, so cows, chickens and horses follow you all the way to the beach instead of glitching at the old farm edge.
Fixed indoor pathfinding not adjusting to interior zones.
Fixed animals and enemies spawning and instantly vanishing.
Big decorative props like cliff rocks now correctly block pet pathfinding.
Fixed pets playing their eating animation while walking.
Water and swimming
Fixed a visible diagonal seam in river water.
All farm waters now match: same color, texture and animated flowing surface, and they stay in sync through weather changes.
Swimming overhauled: gentle buoyancy instead of sinking like a rock, snappier sideways control, press Jump to swim up, and a proper swim pose instead of the idle pose.
Fixed being unable to swim up off the ocean floor.
Plants and wind
Reeds and cattails now sway in the wind. They were completely stiff.
Tall plants now sway more than short ones.
The baked greenery now darkens with the day-night cycle along with the ground. It used to glow at full brightness at night.
Starting a new game
Fixed the player falling through the ground when starting a new game.
Fixed the player free-falling or jumping in mid-air during a new game's first seconds. You now stay put until the world finishes loading.
Fixed getting stuck forever on "creating the game".
Fixed a spawn and camera-framing bug at the start.
New farms no longer start with a stray giant log sitting in the field.
Fixed a small visible drop when returning to the title screen.
Lighting and visual effects
Fixed the ground appearing to darken as you walked.
Fixed the night torch lighting up the entire screen. It is a believable torch circle now.
Fixed warp and teleport sparkles being invisible.
Fixed the Enlarge effect leaving a permanent screen blur after it ended.
Controls and combat
Fixed smart-interaction acting on the wrong tile. Your hoe, seeds and watering can now hit exactly the tile the preview shows.
Fixed controller tile-selection acting one row off from the highlighted tile.
Added a cooldown to the hotbar cycle, and the triggers no longer flip your backpack while the card menu is open.
Fixed rapid re-jumping, and you can now jump while pressed against a fence or ledge.
Menus and UI
Fixed ESC stacking menus on top of each other. One ESC now cleanly closes what is open.
Quick-send to storage now goes to the tab you have open.
Fixed white boxes where icons should be on several popups.
The beta build's "Last Updated" date now shows correctly on Steam.
Stability
Fixed the game freezing for up to a minute when taking a screenshot. The game now runs in borderless fullscreen, which also makes alt-tab instant and stops the old fullscreen crashes.
Fixed sound effects sometimes jumping way too loud when entering a new area or opening the menu.
Fixed the mouse cursor disappearing after leaving an arcade or festival minigame with a controller plugged in.
Fixed the mailbox cutscene getting stuck forever.
Fixed the mailed Throwing Ball endlessly following you when your inventory and shed were full.
Fixed NPCs walking in place or turning invisible during cutscenes.
Fixed a controller crash-spam during loading.
Fixed a spider boss softlock, a chicken-coop cutscene bug, oversized anglerfish, and an invisible collider behind the chicken coop.
Fixed repeating console errors from water and footsteps, a waterfall pond collider conflict, and a batch of build errors.
Footstep sounds now match the surface: water, ground or wood, and go silent while swimming.
Balance and economy
Item drop rates retuned across mining, auctions, mailbox and racing.
Energy and progression pacing improved.
Closed an early-mining overpay exploit and a free-money loop in the rock-paper-scissors minigame.
⚙️ Performance
GPU The new greenery draws in about 3 draw calls instead of 2,583. That is what let us pack the world with this much detail while keeping it smooth on lower-end machines. We also tightened up how far shadows render, which cut the per-frame work roughly in half in testing (16.7ms to 8.4ms) and gives a good bit more headroom on laptops and lower-end machines, with no real change to how the world looks. CPU Faster boot-up and lighter pathfinding. Language files now load only English plus the language you are using instead of all 30 at once, which saves around 242 MB of memory, and switching language is now instant.
💾 Autosave & Save Safety
The game now quietly autosaves in the background into its own AUTOSAVE slot in the Load menu. It saves at the natural moments, when you change areas, when you sleep, and the instant you close the game or alt-tab away, so quitting without sleeping never costs you progress. It waits until you stop moving so it never causes a hitch, it never overwrites your manual saves, and it is saved per farm. Every save also keeps a backup now and will heal itself from that backup if a save ever gets corrupted or the game closes mid-save. If you have any issues with this new system let me know, it is always a big undertaking making everything backwards compatible with your old save files. Your saves now sync to Steam Cloud properly too. Play your farm on another PC or on Steam Deck and your progress comes right along with you. It happens quietly in the background, there is nothing to turn on.
⚖️ Balance
Reworked item drop rates and energy and progression pacing.
Closed several money exploits.
🔜 Coming Next: The Town Remake
The town is next. It is being rebuilt to match the new farm, with a green shop and a second-floor greenhouse, the general store, the bakery, a Japanese cottage, the water-wheel cottage, a new barn, and a wooden rope bridge across the river. This part is not playable yet, it is just an early look at some of what is coming.
👥 Multiplayer: We've Started Developing It!?! lol
We have started building co-op multiplayer so you can play the farm together with friends. It is much excitement and largely untested, but we wanted to show you a sneak peak.
🧡 A Note from David
Cornucopia is my dream game, and it exists because of your support, help and feedback. Thank you for playing, and for sticking with hardcore indie devs like us (through thick and thin). And thank you to our artist for making all the 3D models and new artwork in this update, including the art at the top of this post.
David ❤️
With a rebuild this big there may still be a few rough edges. If you run into any bugs, please report them on our Discord or in the Steam discussions.
The Slavic Languages stopped working, so fixing them became a priority update ❤️ Also made some progress on optimizing more for Nintendo Switch, and Achievement Integration for the Epic Store. Bug Fixes: Fixed dual cursor bug where entering the fishing minigame made the Windows s
The Slavic Languages stopped working, so fixing them became a priority update ❤️ Also made some progress on optimizing more for Nintendo Switch, and Achievement Integration for the Epic Store.
Bug Fixes:
Fixed dual cursor bug where entering the fishing minigame made the Windows system cursor visible permanently until restart
Fixed 3D hover text for the Slime Area → Lava Caves elevator
Localization:
🇯🇵 Fixed Japanese font rendering issue where 「」『』and … characters were not displaying (also added font fallbacks for 🇨🇳 Chinese and 🇰🇷 Korean)
Bug Fixes Shipping Quest Card: Fixed an issue where the Shipping Quest card wasn’t tracking progress. Items placed in the shipping bin now correctly count toward the quest. Japanese Language: Fixed an error that caused the Orange Gemstone system message to display incorrectly in
Bug Fixes
Shipping Quest Card: Fixed an issue where the Shipping Quest card wasn’t tracking progress. Items placed in the shipping bin now correctly count toward the quest.
Japanese Language: Fixed an error that caused the Orange Gemstone system message to display incorrectly in Japanese.
Quest Markers and Map Teleport: Fixed an issue where quest marker icons on the map blocked click-to-teleport.
Tilling Exploit: Fixed an exploit where repeatedly tilling and untilling soil could stack nutrients infinitely. Untilling now properly resets nutrient values.
Loam Soil Balance: Loam soil is now easier to achieve when using soil bags.
Minigame Score Text: Fixed the Chopper minigame showing raw text keys instead of streak messages. This fix applies to all 30 languages.
Golden Straw Quest Marker: Fixed the Golden Straw quest marker pointing to the wrong location during certain steps.
Soil Type Matching: Fixed composite soil types like "Sandy Clay Loam" and "Silty Clay Loam" not counting as Loam for plants that prefer loamy soil.
Strawberry Gemstone Quest: Fixed unclear quest text after bombing the Shipping Bin. It now correctly says "Talk to Guma at the Shipping Bin."
Localization Fixes
Kyuri/Quinn Gender Corrections: Fixed about 2,156 translation entries across 15 languages where Kyuri and Quinn’s genders were swapped. Updated verbs, adjectives, pronouns, and sibling terms.
Romanian Translations: Fixed 31 broken or gibberish entries for Quinn and Kyuri in Romanian.
Pronoun Fix (PC_912): Corrected an incorrect pronoun in one of Rose’s dialogue lines across all 23 non-English languages.
Andre Deep Dialogue: Added 212 missing translations for Andre’s deep dialogue (AEE_2001–2015) across 15 languages.
Turkish, German, and Dutch Updates: Added 27 missing translations for Turkish (Kyuri and Andre) and German (Simon).
Marriage/Proposal Dialogue: Added 130 missing proposal and marriage dialogue keys for Kyuri and Quinn in five Slavic languages.
I’ve been listening closely to your feedback on Discord and in the Steam Discussions bug reports, and have been working hard to clean up even more bugs. This hotfix brings major improvements to pets, NPC interactions, and overall game stability. Thank you for helping make Cornuco
I’ve been listening closely to your feedback on Discord and in the Steam Discussions bug reports, and have been working hard to clean up even more bugs. This hotfix brings major improvements to pets, NPC interactions, and overall game stability. Thank you for helping make Cornucopia better!
Pets & Animals
Fixed old pets being unable to level up skills due to corrupted EXP data from a previous bug. Skill progression now uses a fair linear curve instead of an impossible exponential one.
Fixed pet race speed persisting into training mode after completing a race.
Fixed pets stopping EXP gain when the game window loses focus.
Fixed an infinite training glitch that allowed unlimited pet training sessions per day.
Fixed vase hazard bombs incorrectly awarding the player combat EXP.
Stability & Saves
Fixed an item duplication glitch where overflow items sent to the storage shed would multiply by 1-3 extra.
Fixed stacked items on furniture (e.g., toaster on phone) vanishing after save/reload. Now supports unlimited stacking depth.
Fixed store merchandise rerolling every time you saved and reloaded. Shops now stay consistent throughout the day.
NPCs & Dialog
Fixed blank dialog boxes appearing when talking to NPCs, especially when Stanley was the first NPC spoken to on a new game.
Fixed NPCs sometimes repeating the previous NPC's dialog lines.
Fixed cutscene lines from previous events bleeding into the next event during gemstone quests.
Fixed NPC dialog being openable while the pet naming keyboard was active.
Fixed Magnus's performance cutscene ending prematurely before the post-performance dialog could play.
Festivals
Fixed 19 NPCs saying Fishing Festival and Fireworks lines during the Cherry Blossom Festival instead of cherry blossom dialog.
Fixed Cherry Blossom Festival and Spring Planting Festival playing each other's cutscenes.
Fixed Cow Festival cutscene playing the wrong dialog.
Crafting & Fixtures
Fixed Furnace and Saw not showing how many items are queued in their tooltips.
UI & Gameplay
Fixed upgraded tools (Iron, Orichalcum) sorting to the wrong end of inventory.
Fixed resources from mining and chopping sometimes landing out of bounds near map edges.
Fixed auction items that sell for nothing silently destroying the item with no notification. Items are now returned to the player.
Localization
Fixed 776 Steam achievement entries across 8 languages displaying in the wrong language.
Lots of Love,
David ❤️
Important Note: I tried fixing these issues, but they were not comprehensively tested, so some may still persist. If you encounter any bugs, please report them so I can fix them ASAP.
Cornucopia - Hotfix v9.6 General Made it so when you jump to get the hidden chests near the zone exit in the Old Mines, you don't fall out of the zone as easily. Stability & Saves Fixed several crashes that could occur when loading corrupted or interrupted save files. Fixed a
Cornucopia - Hotfix v9.6
General
Made it so when you jump to get the hidden chests near the zone exit in the Old Mines, you don't fall out of the zone as easily.
Stability & Saves
Fixed several crashes that could occur when loading corrupted or interrupted save files.
Fixed a rare crash caused by pets trying to follow NPCs that had left the area.
Save files now write atomically - if the game crashes mid-save, your data is automatically recovered on next launch.
Fixed alt-tabbing sometimes causing the game to freeze or crash. Switched to borderless fullscreen for better stability.
Fixed alt-tabbing not properly pausing/unpausing the game.
Pets & Animals
Fixed the full pet GUI sometimes showing blank data (no name, wrong stats, missing ability icons) when a pet's skill experience exceeded the display bar limit.
Fixed various pet interactions sometimes referencing the wrong pet, causing incorrect data on the pet page, card effects, spa buffs, and combat.
Fixed blue slimes not showing a hit effect when attacked.
Fixed colts and fillies flickering, showing a tombstone icon, or appearing invisible.
NPCs & Dialog
Fixed NPCs sometimes walking in place or causing cutscenes to break. They now recover automatically if stuck.
Fixed Chicken Festival NPCs incorrectly referencing the Fishing Festival.
Fixed Aderly's tutorial dialog not making sense in certain responses.
Crafting & Fixtures
Fixed crafting recipes sometimes completing even when you didn't have the required materials.
Fixed Furnace queue using wrong recipes and missing speed bonuses.
Fixed Saw queue giving lumber at incorrect ratios.
Fixed queued fixture items not appearing until you interacted with the fixture again after sleeping.
Fixed tutorial quests not tracking progress for items processed overnight.
Fixed fixture queues (Saw, Furnace, Seed Extractor, etc.) only processing one item per sleep instead of the full queue.
UI & Display
Fixed Furnace tooltip showing stale text from previous items.
Fixed Shipping Bin UI staying open when switching to the brush tool.
Fixed signs not working correctly in the demo.
Fixed the loading screen animation not playing.
Gameplay
Fixed Naomi's foot-stuck event sometimes causing a permanent black screen.
Fixed Cherry Blossom Festival sometimes freezing permanently.
Fixed Lava Caves floor 10 boss room sometimes soft-locking on door entry.
Performance
Removed debug logging from player builds for cleaner performance.
Lots of Love,
David ❤️
Important Note: I tried fixing these issues, but they were not comprehensively tested, so some may still persist, if you encounter any bugs please report them so I can fix them ASAP.
Fixed an issue where Steam Deck and gamepad controls would stop working. Fixed controller input being permanently lost on Steam Deck Fixed gamepad left stick movement not registering on some setups Controllers now properly reconnect after brief disconnections
Fixed an issue where Steam Deck and gamepad controls would stop working.
Fixed controller input being permanently lost on Steam Deck
Fixed gamepad left stick movement not registering on some setups
Controllers now properly reconnect after brief disconnections