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Steam News16 April 20262mo ago

Update - Improved Controls, Visual Tweaks, Bug Fixes, and More!

Heya, Thanks to everyone for getting the game on launch, leaving us reviews, and reporting bugs!

Full notes

Full Cleaning Up! update

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

What changed

4 fixes5 additions9 changes0 removals
  • Gameplay
  • UI and audio
  • Events
  • Fixes
changedImproved ControlsWe added an alternate "Simple Controls" mode. By default, the game has a a Twin-Stick movement (i.e. movement and looking are handled separately). The new simplified controls will now make the character look in the direction of movement automatically, meaning you don't need to worry about looking around at all. This should feel a lot smoother for players who want a cozier experience!
addedImproved ControlsWe also added an option to invert the Look and Move vertical axes.
changedBetter Wide-Screen SupportWhile the initial version didn't have any game-breaking problems, things didn't always stretch out properly in wide screen and looked a bit janky. This should now be improved.
changedOther Bugfixes and TweaksThere are also a few other tweaks and QOL changes, like improving some slight pixel artefacts around UI elements, the Streets level being hard to complete in NG+, hiding the cursor when playing with a controller, and having the game now launch at 50% volume by default so it doesn't destroy your ear drums.
addedFuture Updates?I'll be still checking reviews and forum posts to add more improvements as we go along.
addedFuture Updates?I'm also considering adding bit more content post-launch, as we see some folks felt the game came a bit short of their expectations. So a question for you - what would you be most interested in seeing added? A "Challenge Mode" for levels that adds extra obstacles (fragile vases, jumping cats, spike traps, etc.) to make completing them in NG+ more challenging and interesting? An infinite mode (not even sure how that'd work lol, a fountain of trash)? Just a couple extra levels in similar format we already have? Or maybe a big "omega-level" that's like 5x bigger than current ones, so you can really sink some time into it (although... would that be too tedious?)

Heya,

Thanks to everyone for getting the game on launch, leaving us reviews, and reporting bugs! We see that we have fallen short in some areas, so we're trying to put in the effort to improve things as quickly as possible.

I just pushed a patch with bunch of requested changes.

Improved Controls

We added an alternate "Simple Controls" mode. By default, the game has a a Twin-Stick movement (i.e. movement and looking are handled separately). The new simplified controls will now make the character look in the direction of movement automatically, meaning you don't need to worry about looking around at all. This should feel a lot smoother for players who want a cozier experience!

We also added an option to invert the Look and Move vertical axes.

Better Wide-Screen Support

While the initial version didn't have any game-breaking problems, things didn't always stretch out properly in wide screen and looked a bit janky. This should now be improved.

(if you spot any other problem areas, let us know!)

Other Bugfixes and Tweaks

There are also a few other tweaks and QOL changes, like improving some slight pixel artefacts around UI elements, the Streets level being hard to complete in NG+, hiding the cursor when playing with a controller, and having the game now launch at 50% volume by default so it doesn't destroy your ear drums.

Future Updates?

I'll be still checking reviews and forum posts to add more improvements as we go along.

I'm also considering adding bit more content post-launch, as we see some folks felt the game came a bit short of their expectations. So a question for you - what would you be most interested in seeing added? A "Challenge Mode" for levels that adds extra obstacles (fragile vases, jumping cats, spike traps, etc.) to make completing them in NG+ more challenging and interesting? An infinite mode (not even sure how that'd work lol, a fountain of trash)? Just a couple extra levels in similar format we already have? Or maybe a big "omega-level" that's like 5x bigger than current ones, so you can really sink some time into it (although... would that be too tedious?)

I don't want to make any hard promises just yet, but would love to hear feedback from everyone on what you'd like to see.

I'll drop the full change-log below, but once again, big thanks to everyone for playing and talking with us!

Cheers,

Jakub

(on behalf of the Unbound Creations team)

Full Changelog

v33

  • Added support for Simple Controls

  • Added option to Invert Y axis for Movement and Looking

  • Streetsfixed one sprayable building not showing properly and added other sprayable objects
  • Apartmentfixed one plant not being waterable
  • Fixed Vacuum getting stuck sometimes when using "Toggle" mode

  • Fixed Main Menu settings not saving if you change them and immediately quit

  • Adjustments to Main Menu, App Screen and HUD to better fit/stretch on widescreen

  • Volume will now default to 50% on start

  • The game should now hide cursor if Controller is being used

  • Changed "Use Tool" to work with both Shifts and "Eject" to work with both Controls

  • Updated button prompt icons for Mouse and Keyboard to show additional potential control

  • Vibrations should not work if controller is not being actively used

  • Updated some HUD elements to fix some slight pixel corruption

  • Updated Tutorial to inform player about Simple Controls

Source

Steam News / 16 April 2026

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