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Steam News23 December 20256mo ago

Devlog: Autosaves, variability and micro-hats

Save System & Autosave The save system is now fully implemented — and we made sure it’s as pleasant to use as it is reliable.

Full notes

Full Dancing Bones update

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

What changed

0 fixes8 additions5 changes0 removals
  • Gameplay
  • UI and audio
  • Performance
changedManual saves are yours to manage: rename them, load earlier moments, or clear slots.
changedTo make things clear, there’s now a dedicated autosave icon in the interface. It shows up with a smooth, unobtrusive animation in the corner when saving, so you’re always in the know.
addedA new loading system is here, with fluid animations, visual transitions, and an entire library of useful hints and world facts. No more boredom while waiting.
changedVisuals and Optimization
changedWe've done some heavy lifting: a full overhaul of background skeleton sprites and a switch in their animation format. We moved from Live2D to native Unity animation, which gave us a solid boost in performance and stability.
changedScenes have become lighter on the engine: all character sprites are now packed into atlas maps. This optimization significantly cuts down loading times.

Save System & Autosave

The save system is now fully implemented — and we made sure it’s as pleasant to use as it is reliable.

  • Autosave kicks in at important story beats and lives in its own protected slot, so you’ll never lose key progress.

  • Manual saves are yours to manage: rename them, load earlier moments, or clear slots.

  • To make things clear, there’s now a dedicated autosave icon in the interface. It shows up with a smooth, unobtrusive animation in the corner when saving, so you’re always in the know.

  • We cared about the visual aspect too — because every element should help you sink deeper into the story of the Dancing Bones.

Loading Between Scenes – Now with Lore and Tips

A new loading system is here, with fluid animations, visual transitions, and an entire library of useful hints and world facts. No more boredom while waiting.

Visuals and Optimization

We've done some heavy lifting: a full overhaul of background skeleton sprites and a switch in their animation format. We moved from Live2D to native Unity animation, which gave us a solid boost in performance and stability.

Scenes have become lighter on the engine: all character sprites are now packed into atlas maps. This optimization significantly cuts down loading times.

Cutscenes and Player Control

We've given players more control

you can now speed up the codice cutscenes by pressing the spacebar.

And here's a sneak peek

we've added a new scene with Cole in Torquemada.

Act III — Torquemada

Act III’s areas have been seriously upgraded

the composition has become more compact, dense, and detailed, with a noticeable increase in visual and interactive points of interest.

The world continues to come alive

we’ve added new interactions with the environment — barrels, chests, and other little touches worth exploring. We've also refreshed the textures of Torquemada’s houses for a more unified art style.

A new location has appeared — the castle prison (yes, Hare is there. And yes, he’s right where he should be).

Final Codices

We're on the final stretch for the last codices! Codices 6 and 7 are now fully greyboxed and modeled. They're the concluding chapters that the player will unlock on the way to the story's grand finale.

Content, Choices, and Variability

Work on adding more variability is in full swing, and here's what's already done:

  • Your choices matterWe've added around 30 new decision points to the game that react to your episode-specific stats (Secret Listener, Mediator, and others). Every choice you make now has an even more noticeable impact. All decisions will have consequences.
  • New collectibles have been illustrated for Act III. You'll have plenty to search for!

  • Unique hand sprites have been created for quests from Mackenzie's and Hare's perspectives — making their stories even more distinct.

  • The design for "Predetermined Poker" is being actively developed — the first concepts are already on our desk.

Side Quest: Micro-Hats

Saving the best for last: our personal favorite new addition.

All aboard the Express for a peculiar side quest — a hunt for miniature hats. The quest-giver is none other than Froggy, but as for the hats... let's just say they're very well hidden. You'll really have to look. We're not giving any hints!

But here's a secret: they're already textured and absolutely adorable. Good luck with the search!

Source

Steam News / 23 December 2025

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