Crabmeat
Steam News 10 March 20262mo ago

Demo Patch v0.3.19

Hey Everyone, This is just another small patch, focused on recently polish work and bringng the demo build into alignment with the full game. Speaking of the full game release is very soon, check the store page to see t…

Update log

Full Crabmeat update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey Everyone, This is just another small patch, focused on recently polish work and bringng the demo build into alignment with the full game. Speaking of the full game release is very soon, check the store page to see the time in your timezone.

Extracted changes

4 fixes0 additions4 changes1 removal
  • Store
  • Gameplay
  • Maps
  • Fixes
  • UI and audio
  • Performance
changedHey Everyone, This is just another small patch, focused on recently polish work and bringng the demo build into alignment with the full game. Speaking of the full game release is very soon, check the store page to see the time in your timezone.
changedUpdated inventory icons to better match games style, and more accurately reflect the 3d model
changedMade map boundaries blend into the actual level geo and applied a gradient style so it's not dead flat, design goal is to increase ambiguity and improve aesthetic appearance
fixedFixed issues with nav around bulkhead doors
fixedFixed an AI pathing bug if they started a path on top of a nav link joint ie. bottom or top of the ladder
removedReduced player X axis tilt inherited from camera from 50% to 25%, this greatly improves the camera clipping through walls issue since the player will no longer lean as far forward (this doesn't affect actual camera rotation, just the procedural animation on the player body)
Reduced player X axis tilt inherited from camera50% to 25%

Improvements

  • Updated inventory icons to better match games style, and more accurately reflect the 3d model

  • Some art polish around the ship

  • Made map boundaries blend into the actual level geo and applied a gradient style so it's not dead flat, design goal is to increase ambiguity and improve aesthetic appearance

  • Move marker now scales it's clipping so it's more visible on far glancing angles

Fixes

  • Pause is now blocked by the Fader, this does introduce a little clunkyness as it's fading out/in but also prevents the pause screen from being visibly full black.

  • More optimised culling zone detector 30% reduction in traces required on average

  • Fixed issues with nav around bulkhead doors

  • Fixed an AI pathing bug if they started a path on top of a nav link joint ie. bottom or top of the ladder

  • Reduced player X axis tilt inherited from camera from 50% to 25%, this greatly improves the camera clipping through walls issue since the player will no longer lean as far forward (this doesn't affect actual camera rotation, just the procedural animation on the player body)

  • Fixed the position of some audio occlusion nodes in the bridge that were inside the walls (might have caused some subtle bugs on the few sounds that use the occlusion system)

  • Fixed cursed UI mouse over text appearing without a BG bug (very subtle but you would have seen the text appear 1 frame before the bg)

  • Made limbs or joints (crabs included) that get triggered by the toss gate increase mass significantly so they pull their attached bits down with them more easily, this should further prevent things getting stuck after triggering on hopper toss gate

  • Some minor physics and rendering performance optimisations

Happy Crabbing

Source

Steam News / 10 March 2026

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