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Full FROGGY HATES SNOW update
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Repeated intro
Hello everyone – Serge here!
What changed
- Gameplay
- UI and audio
- Balance
First of all, I want to say a very big thank you.
The launch of Froggy Hates Snow has been incredible, and I'm very grateful for all your support. Seeing so many people play the game, leave reviews, share feedback, and help Froggy reach more players has been really amazing.
Since launch, I've been reading your feedback very carefully.
I'm very happy that many players are enjoying the core idea of the game: the cozy snow-clearing, the chaos, the progression, the strange enemies, and the “one more run” feeling. At the same time, I can see there are some areas where the game can be smoother, clearer, and more comfortable, especially for new players.
I don't want to change what makes Froggy Hates Snow special, but I do want to improve the parts that create unnecessary friction.
First Post-Launch Update
The first update is focused on early-game comfort, readability, progression flow, and giving players more ways to deal with the bullet-hell side of the game.
Here are the main changes:
Better visibility for important options
I added new attention badges to help players find important settings and upgrades more easily.
This includes:
Added “character/artifact upgrade available” attention badges.
Added one-time attention badges for important settings, including Brightness, Night Mode, and UI Scale.
Some players said the snowy environments can become visually tiring during longer sessions, and some players did not realise these comfort options already existed. These new badges should make them easier to find. Just to make sure – if you are having trouble with snow-blindness, give Night Mode a try and let me know what you think!
Boss difficulty
I reduced the speed of most boss projectiles:
- Easy difficultyprojectile speeds reduced by 30%.
- Medium difficultyprojectile speeds reduced by 15%.
Boss fights should still be dangerous, but they should now feel a bit less punishing and give players more time to react.
More tools to deal with projectiles and enemy pressure
I also made several changes to give players more ways to survive difficult situations, especially earlier in the game:
Energy Wave and Destructive Field now destroy all projectiles within their radius.
Playing as Zippy now grants you Invincible Roll as a default skill from the start.
Flashbang and Armor skills are now unlocked from the very beginning.
These changes should help players stun enemies, absorb damage, handle projectiles, and recover from dangerous situations more reliably.
Faster early location progression
The first five locations now only require one successful run to unlock the next location. Previously, this was only true for the first two locations.
From Location 7 onwards, players still need two completed runs, either by defeating the boss or escaping through the door.
This should make the early game feel less repetitive while preserving the longer-term progression structure.
Language and Steam Deck improvements
I also made several quality-of-life improvements:
Added automatic system language detection on first launch.
Changed the default UI scale from 1x to 1.5x.
Changed the default Steam Deck UI scale from 1x to 2x.
Added minor bug fixes.
These changes should make the game a more comfortable experience to start, especially for Steam Deck players and those using supported languages other than English.
What’s Next
I'm already working on the next improvements based on your feedback.
Two areas have been mentioned often:
Suspend-Only Save
I heard clearly that not being able to stop during a run and continue later can feel scary, especially for players who enjoy the cozy side of Froggy Hates Snow or who prefer shorter play sessions.
So I'm now working on a suspend-only save system.
The idea is not to change the roguelite structure of the game, or to allow save abuse, but to let players safely stop during a run and continue later. I think this will make the game easier to play when you do not have time for a full run, while still keeping the intended run-based design.
Wave Pacing
I'm also working on a way to give players more control over the pace of a run.
The current idea is a special enemy totem that can be found in a location. If you feel ready, you will be able to spend regular gems to trigger the next enemy wave sooner.
Each next wave would cost more gems, so it can be balanced properly. The goal is to let players who feel strong enough reach later waves or bosses faster, while players who prefer the normal pace can continue playing as before.
Thank You Again
Thank you again for the amazing launch and for all your support.
I'm very happy that so many players are enjoying Froggy, and I'm also thankful for the constructive feedback. This first update was made in response to what players shared after launch, and the next features are also based on what many of you told me is important.
Thank you for playing, wishlisting, sharing, and supporting the game. If you haven’t already, please consider leaving a review; it really helps.
I'll keep listening, improving the game, and doing my best to make Froggy’s snowy nightmare more fun, more readable, and more comfortable for you to play.
— Serge
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