Full notes
Full Bunny Hope update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
Bunny Hope changes
Hi dreamers!
Today’s patch focuses on polish and clarity in the demo—plus a peek at what’s coming next.
TL;DR
New: enemy “Next Attack” bubble to preview intent.
UI: significant cleanup for clarity and readability.
- Audioadded new sound effects across the demo.
- Localizationfixed missing/incorrect strings (EN/PL/IT) and tutorial text.
Performance: smoother after multiple restarts.
In development: we started work on additional nightmares for the full game— more soon!
What’s New
Enemy intent bubble — a small bubble below the nightmare shows the next action (damage, block, effects) to help you plan.
Improvements
UI cleanup — tightened layouts, spacing, and icon legibility so key info is easier to read at a glance.
New sounds — fresh SFX for actions/feedback to make turns feel more responsive.
- Localization pipeline (EN/PL/IT)more reliable string lookups and safer fallbacks; corrected tutorial lines for Weak and Eggs .
Idle polish — occasional break-idle animations to keep enemies from feeling static.
Bug Fixes
Fixed a case where projectiles could fail to spawn due to a missing reference.
Reduced performance drops after repeated runs by cleaning up lingering coroutines/listeners.
Adjusted muzzle anchor so beam effects line up with their firing point.
Improved card drag/hover responsiveness and cursor/overlay states after combats.
Known Issues
Balancing is ongoing; some status values may change.
What’s next
We’ve started building new nightmares for the full game. More will be added soon!
Thanks for playing Bunny Hope and helping us make sweeter dreams. 🐇✨
Source
Changelog.gg summarizes and formats this update. How we read updates.
