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Full Frozen Friday Night: The Eve update
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Repeated intro
Hello, this is AJ, the creator and developer of the FFN Universe.
What changed
- Gameplay
- Performance
- Fixes
- Balance
- Events
- UI and audio
Frozen Friday Night: The Eve changes
When we announced the roadmap two months ago, we mentioned that updates would resume around June. Well, we ended up making some quick but major improvements to the combat experience way ahead of schedule. We briefly considered holding these back for the June update, but we just couldn't wait to share them with you all, so we decided to push this build out early.
Overhauled the overall movement logic (Walking, Running, and Dashing):
Rose will no longer slide around like she's running on an ice rink.
Rose can now dash while walking.
Survivors can now toggle "Always Run" on or off by pressing the Caps Lock key. (While implementing this, we also improved performance while running.)
Fixed the "Ninja Crocodile" bug.
We found the root cause of the issue where a crocodile would instantly lunge and bite you again right after you managed to escape. This should now be resolved in 99.8% of cases. There's still a tiny 0.2% chance it might happen, so if you run into it again, please let us know!
Tweaked some stats for the Saltwater Crocodile:
HP: 200 → 170
Damage_Bite: 15 → 10
Critical Hit: 95% → 45%
Critical Damage: 200% → 100%
You can now escape a crocodile's bite without having to read "The Fearsome British Man's Kind Tutorial: The Easiest Way to Hunt Crocodiles for Dinner" first.
Adjusted the Santa Mask Suit's reaction time:
The Santa Mask Suit now has a brief delay before attacking if it spots Rose right after respawning. It will now pause for 0.452 seconds before swinging the axe in the Opening Scene, and 0.245 seconds in Nightmare Scenes.
Refined hitboxes for all enemy attack animations.
Improved hitbox accuracy for all of Rose's weapon attacks.
Changed "Dopamine" to "Serotonin" in all bonfire-related text.
Bonfire Adjustments:
Reduced the health regeneration interval from 7 seconds to 4 seconds.
Reduced the time it takes to receive the bonfire buff from 7 seconds to 4 seconds.
Changed the red section of the First Aid Kit to green. (This is to keep the symbol from being mistaken for the Swiss flag.)
Tweaked some of Mr. Brandon's stats in the Moonlight Serenade Raid (Easy Difficulty):
HP: 24125 → 17421
Damage_MassiveExtermination: 152 → 112
Damage_BigandBigLog: 214 → 125
Critical Hit: 89% → 74%
Increased the Blue Moonstone reward for clearing the Moonlight Serenade Raid on Lunatic Difficulty from 2 to 4.
Replaced Permadeath with New Difficulty Settings:
While we haven't encountered any fatal bugs with Permadeath so far, the risk of critical issues will only grow as we add more content. So we've permanently removed Permadeath.
You can now toggle between two new difficulty options in the Settings menu:
Rookie: Standard difficulty.
Agony: Extremely brutal difficulty. Enemies have 10x health and deal 10x damage.
Note: If you were playing on Permadeath before this update, your difficulty has been set to Agony by default. Feel free to switch to Rookie in Settings if you'd prefer.
Added foreground parallax scrolling to certain large objects. You'll now feel a much stronger sense of depth when moving through specific areas.
What's Next?
The next update will likely drop around June or July, as planned. From then on, we're moving to a seasonal format and officially kicking off Season 1.
Here's a sneak peek:
Bathing system
Christmas Elf Village
YK's Lit Wardrobe (Clothing Store)
Ice Cream Truck
Giant Snowman
A Church and a Nun
New Side Quests
and much more!
Q&A
Q: Has FFN: EVE been abandoned?
A: Not at all. Development was only paused temporarily due to personal reasons. We actually finished writing the entire script back in 2024, and as long as I'm alive, we'll keep updating until the very end. We want to give Rose and Pandu's journey a proper conclusion.
Right now we're about a quarter of the way through the story. There are still so many ecosystems in Lumainaho we haven't shown you, and the latter half of the story moves to a city in a completely different state (and no, it's not Sea Sprinkle, Las Melodias, New Eve City, or Magic Water City).
Above all, we have a deep attachment to the FFN Universe and want to keep telling these stories no matter what. So please don't worry.
That said, to be fully transparent: FFN: EVE's initial launch didn't perform as well as we hoped, and we're still dealing with some financial challenges. Because of that, for the next 2 to 4 years the update pace might be a bit slower than before while we focus on new titles to stay afloat. But we truly believe that if we keep updating steadily, the game will find its audience!
Q: How far along is FFN: EVE?
A: Story-wise, we're around 35% complete. When you include all planned content, we're closer to 20%. Once we add the Whispering Sunrise Forest world map later, you'll be able to see the progress more clearly.
To all the Survivors who continue to love and support the FFN Universe, thank you from the bottom of our hearts.
With gratitude,
AJ
FFN Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
