We heard you loud and clear. iOS was not stable, connection issues were common, and intense sequences like the shop were crashing the client. That's not the standard of quality we want to provide. Over the past two weeks, we've patched dozens of bugs and issues related to performance and compatibility, as well as general issues that impact all users. And today we're happy to announce that iOS clients are now fully stable on Stardust Frontier.
Thank you so much for your patience, we're really sorry if you gave the game a shot and had a degraded experience due to the previous bugs. We've done extensive testing for the new patch, and haven't been able to replicate any of the previously reported issues, but if you catch anything, please leave us a bug report!
Full Patch-Notes
Added fancier graphics for the COLLECT microgame.
Added some improved graphics to the BALANCE microgame.
Added Low-Graphics toggle in settings, which should help FPS issues on low-end devices by reducing the resolution of some effects.
Added automatic hiding of cursor when not moved for a second.
Added app icon to steam build.
Added Version number to bottom of mobile settings screen.
Fixed potentially lag-inducing memory-growth due to perpetual caching of palettized sprites. Palletization is handled on the fly now.
Fixed a couple of weapons incorrectly doing worse damage than they should.
Fixed starting mech using the wrong palette.
Fixed crashes in shop scene in iOS (may have also affected low-end android devices).
Fixed dozens of minor edge-case crash scenarios.
Fixed shop state desync when buying two parts/weapons of the same type.
Fixed particles sometimes rendering above enemy intents on PC.
Fixed targeting screen moves remaining confirmed when backing out of the moves list with 'Quick Confirm Moves' enabled.
Fixed swapping to a part in the targeting screen not showing the right entity when an attack has already been confirmed.
Fixed boss torso indicator clipping offscreen.
Fixed some Windows 11 devices just showing a gray screen.
Improved performance of the COLLECT microgame.
Improved performance of the BALANCE microgame.
Improved performance of Shop.
Improved performance of the targeting screen.
Improved many minigames' performances by removing unnecessary canvas elements.
Improved Move Button rendering, improving performance in Shop and Targeting screen.
Improved performance of Minigame Interlude (door)
Improved performance of PC combat scene, particularly entity rendering.
