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Steam News2 July 20251y ago

Daily Patch: Minor update. Some minor silliness hiding

Just a few small updates today. I needed to take a small break so only worked half of my normal day. These notes included changes from the hotfix published earlier today.

Full notes

Full Dragon Sprouts update

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

What changed

3 fixes3 additions5 changes1 removal
  • Gameplay
  • Maps
  • UI and audio
  • Fixes
fixedJust a few small updates today. I needed to take a small break so only worked half of my normal day. These notes included changes from the hotfix published earlier today. I'm going to try and reduce patches to no more than once a day from here on out.
addednew animation added to project, not yet used in game
removedRemoved unused nodes from Player Controller
changedreduce spawn rate of clutter
changedRegions now spawn clutter with a slight random variation so that in theory, they will each spawn at slightly different intervals. This is to reduce the amount happening in any given tick
changedChange clutter trace logic to count blocked tiles towards total tick spawn limit (i.e. if 4 could spawn and 3 traces return blocked, and one does not, only one clutter will spawn and traces will terminate) this reduces the overall rate that corruption spawns in a region as the number of player build areas increase and/or the number of clutter object present in the region increases. This also prevents tracing the entire region if no available cells are present.

Dragon Sprouts changes

fixedJust a few small updates today. I needed to take a small break so only worked half of my normal day. These notes included changes from the hotfix published earlier today. I'm going to try and reduce patches to no more than once a day from here on out.
addednew animation added to project, not yet used in game
removedRemoved unused nodes from Player Controller
changedreduce spawn rate of clutter
changedRegions now spawn clutter with a slight random variation so that in theory, they will each spawn at slightly different intervals. This is to reduce the amount happening in any given tick

Just a few small updates today. I needed to take a small break so only worked half of my normal day. These notes included changes from the hotfix published earlier today. I'm going to try and reduce patches to no more than once a day from here on out.

  • new animation added to project, not yet used in game

  • Removed unused nodes from Player Controller

  • reduce spawn rate of clutter

  • Regions now spawn clutter with a slight random variation so that in theory, they will each spawn at slightly different intervals. This is to reduce the amount happening in any given tick

  • Change clutter trace logic to count blocked tiles towards total tick spawn limit (i.e. if 4 could spawn and 3 traces return blocked, and one does not, only one clutter will spawn and traces will terminate) this reduces the overall rate that corruption spawns in a region as the number of player build areas increase and/or the number of clutter object present in the region increases. This also prevents tracing the entire region if no available cells are present.

  • Shrubbery. Ni.

  • Added Game Pausing and player remapping of its input.

  • Add volume control to soundtrack manager's blend new track and play track functions

  • Reduced volume of music played in opening cinematics in Early Access Map 01

  • Adjust default audio volumes, reduced music sound class default volume, increased voice sound class default volume

  • renamed grid snapping to object snapping which is more precise. There is no grid, but some objects snap to a given interval depending on the type of asset. Cleared tutorials are coming, and not all buildable items currently have snapping.

  • Fix for eggs not spawning.

  • Fix: Spawners can receive the remainder of player's magic if total magic is less than amount of magic normally drained in a single tick.

Source

Steam News / 2 July 2025

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