Full notes
Full Chick Game update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Balance
- UI and audio
Chick Game changes
Chick Game Demo
π Date: September 3rd, 2025
π Build: Demo v1.1
π New Features & Improvements
Added dev toggle for demo/final builds
This just lets me work in a single version of the game
Chicken Jockey
Tweaked a lot of the enemy navigation so their attacks are less frustrating and cheesy
π Bug Fixes
Adjusted "out of bounds" zone
Players could hop the fence and keep enemies locked inside with perma aggro on them Zone now begins right at fence
Changed enemies to drop player aggro if they're up in the air
Players could hide in the tree and the enemies would stare up at them forever instead of swapping to the coop
Fixed enemies getting stuck when fleeing before dawn
Disabled their colliders while they flee so they can freely slip out and off into the distance before dawn arrives
Adjusted enemy navmesh variables
Adjusted enemy coop position target
Adjusted enemy attack range on coop
Changed fence height and chicken AI to prevent them from getting stuck outside at dusk
If the player pushed a chicken out of the fence or they otherwise escaped, they couldn't get back in at dusk
Raised the fence and disabled their hitboxes at dusk so they can run back to the coop
Blocked unintended entries
Players could get stuck in some areas and/or cause the enemy pathfinding to go nuts
Fixed the formula for number of chickens to spawn in the flock each dawn
At 11 HP no chickens would spawn, for example
Now it should always be 10% of the coop HP, rounded up (ex: 10% of 77 HP = 7.7 --> rounds up to 8 chickens)
Adjusted player physics and enemy hitboxes to prevent the player from getting stuck inside of them
β οΈ Known Issues
Enemies can still get hung up on the back side of the coop for some reason
Pretty sure this is related to the deprecated Unity 6 support of the original navmesh tools - I'll have to work on completely rebuilding the navmesh system for enemies and the flock in order to fix this
Foxes and Wolves have some trouble locking into attack mode on the player if some of their buddies start going after the coop
Likely need to completely overhaul their AI
Enemy damage and attack cooldown is based on night and not enemy type
Not a huge deal for the demo but for the full game this must be fixed
Enemies can get flipped on their sides and due weird turtle-physics things
Will be adding a reset to flip them over nice and upright in the future
π’ Developer Notes
Hi to whoever is reading this. This is the first official update to the Chick Game Demo now that it's live on Steam. I'm glad you're reading this and even happier that you're playing the demo. This update fixes a bunch of the bugs that were reported to me and cleans up some core gameplay. I'm planning to focus on more polish next - an improved in-game UI, cleaner menus, and some gameplay VFX/SFX tweaks. Please feel free to leave suggestions, bug reports, or any other comments/feedback in the Discussion page which you find here.
π Next Steps
Planned improvements: in-game UI, menus, VFX, SFX
Upcoming focus: polish, more bug fixes
Demo v1.2 will likely come out next week (2nd week of September)
Thanks for reading, 1CHAAAIN
Source
Changelog.gg summarizes and formats this update. How we read updates.
