Hi everyone, we launched the demo a few weeks ago and we got to see everyone's joy at the convention, Cleveland Gaming Classic. It was truly a blast watching everyone play the game. We are working as hard as ever to make this experience fun.

Major Updates
- Rebalanced the 240 prefabs in the game for a better combat experience
- Reorganized the 30 market place stalls to balance variety better
- Redid the settings menu from scratch to make it much cleaner
Minor Updates
- Gave Mirai a new illusory trail when she bends space to dash forward
- Adjust the height that many large objects are raised up
- Add ragdoll to enemy clock
- Did a palette swap on the firebird to make it more "fire"
- Update the objective text with a more readable background and new fadeout
- Updated the compass and timer UI to be a little cleaner; new version incoming soon
- Extended DPad controls to now work on UI
- Upscaled some food items for better hitboxes
- Add new audio stinger at combat start
- Added new sfx on pause menu, skill menu, hand weights, and benches
- Redid the wood textures to look nicer
- Changed snail trail color to purple to give it more contrast
- Updated game over text
- Used better compression on storybook panels to reduce used storage space
- Started using better versioning so that player log shows game version
Bugfixes
- Fixed layers on too many level 2 objects to list them
- Fixed missing sound on literally hundreds of rocks
- Patched many of the holes present on mesh bottoms
- Fixed bug where looking up/down slowed down run speed
- Fixed bug where storybook used wrong control scheme
- Fixed collectible to use fixed updates and improve interpolation/attraction logic
- Fixed UV and shader on waterfall
- Fixed bug where controller does not click sfx on UI buttons
- Fix missing pumpkin stem
- Fixed bug where water audio didnt play
- Fixed some missing references on Blazebeak
