HomeGamesUpdatesPricingMethodology
Steam News31 December 20256mo ago

A Slightly Bigger World: Three islands.

Big changes first. The island has multiplied. There are now three islands. The wandering chickens are back. They are once again doing what they do best: wandering everywhere.

Full notes

Full Bunny Eureka update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes6 additions4 changes0 removals
  • Gameplay
  • Fixes
  • Performance
addedAdding bunnies has been moved to the debug settings in the top-right corner. For now, it’s still simple—just drag and add bunnies freely.
changedWhen placing items, the game now shows whether the placement area is fully on the island.
fixedAnd many other small bugs were fixed. They were important, but not very interesting, so I’ll skip the details.
changedThere used to be a bug where the game only checked whether your mouse was on the island, not whether the entire building was. This allowed buildings to float partially off the island.
fixedThe bug is fixed now, and I can finally relax.
addedSome bugs still had no clear solution, so I added more visual effects and data visualization to help debug them. The debug page now has more and more VFX ⊂((・x・))⊃

Bunny Eureka changes

addedAdding bunnies has been moved to the debug settings in the top-right corner. For now, it’s still simple—just drag and add bunnies freely.
changedWhen placing items, the game now shows whether the placement area is fully on the island.
fixedAnd many other small bugs were fixed. They were important, but not very interesting, so I’ll skip the details.
changedThere used to be a bug where the game only checked whether your mouse was on the island, not whether the entire building was. This allowed buildings to float partially off the island.
fixedThe bug is fixed now, and I can finally relax.

Big changes first.

The island has multiplied.

There are now three islands.

The wandering chickens are back. They are once again doing what they do best: wandering everywhere.

Adding bunnies has been moved to the debug settings in the top-right corner. For now, it’s still simple—just drag and add bunnies freely.

Small Fixes

  • When placing items, the game now shows whether the placement area is fully on the island.

  • Bunny driving is back. Yes, they can drive again.

  • And many other small bugs were fixed. They were important, but not very interesting, so I’ll skip the details.

There used to be a bug where the game only checked whether your mouse was on the island, not whether the entire building was. This allowed buildings to float partially off the island.

I worried about this for a long time. I was afraid players would intentionally build floating doors over water, making it impossible for bunnies to reach their destinations.

But it turns out players mostly just… played normally.

Player behavior is part of game design too. That realization was strangely comforting.

The bug is fixed now, and I can finally relax.

Some bugs still had no clear solution, so I added more visual effects and data visualization to help debug them. The debug page now has more and more VFX ⊂((・x・))⊃

But thanks to patient fixing, repeated thinking, and your encouraging comments, my coding skills seem to be improving—slowly, but surely.

When the game first launched, someone asked if there would ever be more islands. I said no.

Back then, adding more bunnies would severely hurt performance.

Now, that’s changed.

I can finally add more islands and more bunnies.

Even with three islands and around 200 bunnies active at once, performance is still stable. On my machine, it’s about 150 FPS.

I had honestly run out of ideas for big features—but with hundreds of characters, new interactions suddenly feel possible again.

That’s about it.

Somehow, it’s already the end of 2025.

2026 is about to begin.

Time really moves fast.

Thank you for being my player.

Happy New Year.

Source

Steam News / 31 December 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.