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Full FROGGY HATES SNOW update
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What changed
- Gameplay
- Balance
- UI and audio
- Events
FROGGY HATES SNOW changes
Hi everyone, this is Serge.
It’s been quite a while since the previous demo launched and, with a new public demo coming very soon, I wanted to share what has changed during this time.
Characters
At release, the game will feature ten playable frog characters, each with a unique specialization, main attack, and starting skillset - ranging from tongue attacks and spits, to a snow minigun, an electric staff, and a hockey stick.
Before each run, you can choose a character’s starting skills, and by completing runs you earn experience, level up that character, and unlock new, stronger starting skills.
Locations
Based on feedback from the previous demo, locations were expanded with more visual detail and points of interest.
These include strange or mystical objects - such as a crashed satellite or UFO, a school bus stuck in the snow, or a phone booth - as well as theme-specific structures for forest, East Asia-inspired, and desert locations.
Areas of pure white snow are intentionally preserved, while points of interest offer a higher chance of finding valuable treasures, making them meaningful both visually and from a gameplay perspective.
Meta-progression
Meta-progression has been reworked.
New locations, skills, and characters are now unlocked through quests and by collecting meta-currency found in locations (blue gems).
You can choose what to unlock and in what order, prioritizing what interests you most.
Music and sound
More than fifty new sound effects were added, along with an original soundtrack that strongly sets the game’s atmosphere and mood.
The music shifts between a more meditative tone during digging and a slightly strange, experimental tempo during combat.
Onboarding and tutorial
Basic tutorials and an event system were added to help with players' first experience and understanding of the game’s core goals and mechanics.
They highlight important findings and events, offering light guidance when needed, while covering only the essentials - leaving room for players to discover and learn the game’s systems on their own, which is often one of the most enjoyable parts of the experience.
What’s next
I’m currently finishing and polishing the demo, and I’ll be looking forward to your feedback very soon. Stay tuned!
Serge
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