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Steam News22 May 20261mo ago

Bug fixes and QoL update

Greetings, adventurers! Clarissa, lead dev here. The response to the demo has been overwhelming in the best way! Thank you so much to everybody who's played -- and is still playing -- Enigma Heart 's demo so far.

Full notes

Full Enigma Heart update

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

Repeated intro

Greetings, adventurers!

What changed

1 fix5 additions3 changes0 removals
  • Gameplay
  • Fixes
  • Events
  • UI and audio
  • Maps
  • Performance
addedWe've been collecting feedback and doing more playtesting ourselves ahead of Next Fest, and we've got a bit of an update that's available right now. Here's a rundown what's new and changed:
fixedSteam featuresFixed an oversight in the Monsters, Ink. achievement where an enemy was left out of consideration for the achievement. The required-enemies list is now accurate to the demo
addedSteam featuresAdded a new hidden achievement, Grind Your Way to Success , which rewards being able to destroy the enemy Paro-ita , which can only be destroyed with a skill learnable after achieving level 15. Someone actually did this, which blew my mind -- I didn't think anybody would grind the demo that much! 😅 That kind of dedication deserves its own achievement!
addedGame-specific stuffAdded a prompt (pictured above) that appears when selecting New Game , that allows you to set your playstyle at the beginning of your adventure. The three individual difficulty settings that this selection controls (damage output, incoming damage, and overworld encounter rate) can always been changed from the Options menu, even during play, but they were a bit too hidden and players weren't aware they were there, so they've been put front and center.
addedGame-specific stuffAdded a button icon set for 8BitDo controllers in both Xbox and Nintendo styles, under Options -> Rebind controls .
changedGame-specific stuffOn a new/fresh config, the game window now starts one zoom level smaller than it did previously, because at certain screen resolutions, the window was bigger than the user's screen.

Clarissa, lead dev here. The response to the demo has been overwhelming in the best way! Thank you so much to everybody who's played -- and is still playing -- Enigma Heart's demo so far. Remember to wishlist Enigma Heart if you haven't already, and spread the word!

We've been collecting feedback and doing more playtesting ourselves ahead of Next Fest, and we've got a bit of an update that's available right now. Here's a rundown what's new and changed:

Steam features

  • Fixed an oversight in the Monsters, Ink. achievement where an enemy was left out of consideration for the achievement. The required-enemies list is now accurate to the demo

  • Added a new hidden achievement, Grind Your Way to Success, which rewards being able to destroy the enemy Paro-ita, which can only be destroyed with a skill learnable after achieving level 15. Someone actually did this, which blew my mind -- I didn't think anybody would grind the demo that much! 😅 That kind of dedication deserves its own achievement!

Game-specific stuff

  • Added a prompt (pictured above) that appears when selecting New Game, that allows you to set your playstyle at the beginning of your adventure. The three individual difficulty settings that this selection controls (damage output, incoming damage, and overworld encounter rate) can always been changed from the Options menu, even during play, but they were a bit too hidden and players weren't aware they were there, so they've been put front and center.

  • When opening the Load Game or Save Game screens, the most recently saved file slot is automatically highlighted.

  • Added a button icon set for 8BitDo controllers in both Xbox and Nintendo styles, under Options -> Rebind controls.

  • On a new/fresh config, the game window now starts one zoom level smaller than it did previously, because at certain screen resolutions, the window was bigger than the user's screen.

  • When in windowed mode, the game window is now resizable, including maximize/restore.

  • Made Wait for vertical sync default to ON for a fresh config.

  • [Ongoing] Small tweaks to overworld encounters:

    • Monster variety is a little better, with the game choosing between two different monster formations when entering a side-scrolling battle scene. This has been done for the grass, tall, grass, foothills, beach, and desert biomes. Forest, snow, snow forest, and swamp will receive the same treatment in a future update.

    • Those encounter maps have been narrowed by a few tiles, to make traversing them just a little bit faster. Probably nothing that'll be noticed moment to moment, but subtly helps flow.

Planned for next update

  • As mentioned above, finish adjustments to encounter combat screens

  • Add a way to review skills. Currently the only way to review skills -- both learned and unlearned -- is by waiting until your next level up. Skill icons show on the Status screen, but that's it. Skill review will have its own dedicated item on the main menu.

  • Various performance improvements

Again, thank you so much for the wonderful response to the demo so far, and keep adventuring!

Steam post image ~Clarissa

Source

Steam News / 22 May 2026

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