New Features
Fairies
Fairies now appear in the main adventure and spawn amongst the potential locations during world generation.
The player needs to rescue a minimum number of fairies from each world in order to progress. The total amount rescued is tracked in each adventure.
Fairies with dialogue can also be rescued and will leave a ghost behind for the player to access the dialogue again.
Some fairies start hidden and reveal themselves when the player is close enough.
Fairies now generate a sprite when they spawn instead of using a default sprite.
Weak Aether Crystals
One entity has replaced with three new entities, each with their own dedicated mechanic instead of one tile with multiple mechanics:
Launch crystal: points in a direction, and will boost the player in that direction. Resets even when the combo is failed part-way through.
Complete Launch crystal: doesn't point in any direction. Has 4 resonance points which all need to be blinked to in order to boost in the final direction.
Brittle crystal: has 4 resonance points but only one (randomly chosen) is active at each time. The player must complete the combo to break the crystal. Drops aether, and does not boost the player.
Other
Islands now feature decorative assets, most notably, trees.
When a world timer is active, added sound effects and visible flash at 50%, 10% and the last 10 seconds of the world.
Added audio feedback when the player attempts to dash without enough stamina.
Added a corpse to coins, to help the player notice any breadcrumb trail, if they missed it by collecting the coins first.
Changed Features
Adventure
Many chests found in the adventure have been replaced by the brittle crystal.
Various other island changes to improve playability.
A handful of new islands have been added to the existing upgrades.
Prologue
Minor tweaks to prologue to improve the flow of the level and provide clearer teaching moments.
Updated dialogue in the prologue to reflect the "rescue the fairies" narrative.
Other
Knowledge fragments are now collected by proximity instead of by touch.
February's wall grab no longer requires pixel-perfect precision.
The loading screen image has been replaced with a more accurate depiction of the shattered meadow.
Bugfixes
Fixed a bug where knowledge fragments would collide with the player pushing them back.
Fixed a visual bug where the player's blink range was drawn underneath certain tiles.
Fixed a bug where launch crystals can still be grabbed while they are not visible before respawning.
Fixed a bug where the tooltip would sometimes hang off the right side of the screen when selecting a reward.
Fixed a bug where checkpoints would sometimes respawn the player below the checkpoint, resulting in the player falling through a platform immediately on respawning.
Known Issues
Gameplay issue: the player is able to softlock themselves in specific scenarios that require stamina while outside the world boundary.
Gameplay bug: in some worlds, the player is killed before they've reached the bottom of the world (re-observed).
Stability bug: the game becomes unresponsive in the loading screen while world generation runs. The loading screen is not updated.
Visual bug: HUD doesn't resize correctly when the resolution changes and is bigger than 1920x1080px, resulting in text that is too small.
Visual bug: Values on the world summary screen are visible by default the second time the player is shown the screen without exiting to the menu. This happens only when the player has mashed "A" through the summary screen the first time.
Visual bug: The character model jerks in certain animation cycles and some animations don't respect the hitboxes of tiles in the world.
Misc bug: Keyboard keybinds are activated on the Steamdeck when the touchscreen is used.
Misc bug: Neighbouring buttons in the shop aren't always in the intuitive direction using a joystick or arrow keys.
