Update log
Full Bark & Blade update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
What's New
- Send feedback right from the title screena new icon in the bottom-right of the main menu opens an in-game form for bug reports, suggestions, or general thoughts. Pick a category, type your message, tick "Include game log" if you want us to see what your game was doing, and hit Send. Reports are anonymous on your end; we just see the message and your Steam ID so we can follow up if needed and keep spam out.
The edges of the world feel like edges now: large open areas (the island, desert, starting forest) get proper natural boundaries instead of invisible walls. Where you can no longer go, you'll see dense thickets, cliff edges, dunes, fallen logs and rocks, with distant mountains and far islands sitting on the horizon to make the world feel like it keeps going past your reach. Approaching the edge gently fades in fog and a vignette so you feel the limit before you bump into it. Expect all other areas to get updates soon following the first area's boundary update in this patch.
Bug Fixes
First-person view (P) is properly first-person now: the camera locks onto your dog's head bone instead of floating in front of him, so when you bark or shake your head the world moves with you the way it should. XP and Level Up popups that used to land off-screen now appear in front of you, and the stamina icon and text actually show up during sprints, dashes, jumps, and ranged attacks while you're in first-person. Third-person view is unchanged.
Corvus mourns properly: when you fall, your raven companion now drops to the ground beside you and lies still, instead of hovering frozen in mid-air with his wings tucked. He was always meant to do this; he was just pointed at an animation that didn't exist (spelling is difficult).
Wolf no longer hovers and drops at scene start: the spawn-in routine used to set you down a few units above the ground and let gravity catch you up, so every scene began with a brief mid-air fall. The wolf now snaps onto the actual terrain right after physics warms up, so you start the scene already on solid ground.
Screen Shake toggle is finally a master switch: turning off Screen Shake in the pause menu now also calms the wobbling Zoomies banner and the jittering Hunger/Thirst icons. One toggle, full quiet.
Wolf doesn't vibrate when sprinting anymore: the camera was tracking the wolf at a different cadence than the wolf was being rendered, so at high speeds the wolf and the floating Stamina bar above his head looked like they were buzzing. The camera now follows in step with the wolf's actual movement; sprinting is smooth.
Improvements
The first-time experience isn't a billboard mosh pit anymore: on a fresh save, Daily Challenges, lore intros, story whispers, and weather messages used to all stack up while the tutorial was trying to teach you the basics. They now wait politely until you finish the tutorial (or hold Y to skip), then queue up one after another like they should.
In Progress
Adding crafting resources that can be gathered throughout the game.
Creating a kennel crafting area for showcasing rescued pups and for creating your own kennel.
Source
