Kuzo
Steam News 20 May 20251y ago

Development update #1

We've been listening intently to your responses to the demo, quietly making small adjustments and fixing bugs that come to our attention. Thank you to those of you who have reported on your play experience! We’re excite…

Update log

Full Kuzo update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix2 additions5 changes0 removals
  • Gameplay
  • Events
  • Workshop
  • Fixes
  • Maps
changedSMALL QUALITY OF LIFE IMPROVEMENTS- Things like being able to hold a directional input during a scene transition and resume movement in the next scene, some light signposting that should have been there before. Also, small visual improvements throughout the bathhouse.
changedDIFFICULTY ADJUSTMENT- Our mom couldn’t beat the first platforming challenge. So we tweaked it a bit because we wanted her to be able to. Consider that the last time we go easy on ya! (But really, we love to and expected to tune the difficulty, and there were some valid concerns raised about the first few challenges in the demo by well-intentioned friends and strangers)
addedON PUZZLES- In brief: We added an extra beat to Pirx’s interaction to help with one particular mechanical discovery.
changedMore on this: we don’t really want to tell you directly what to do in the game. While it is a puzzle game, it is less so in the sense of discrete puzzles you encounter, and more so in the sense that you often must figure out what you are capable of at any given moment, and how you can use that set of tools to achieve the goal, which you also need to figure out. So since the game itself is a puzzle, the less we say the better. We promise.
addedThat being said, there is a point in the demo where enough people have gotten stumped that we decided to add an extra beat to the scene with Pirx to help with one particular mechanical discovery.
fixedBUGS WE FIXED- Dialogue bug - For some players, the dialogue did not display when it should have after playing the game for a time. This was fixed. Room entrance bug - A few rooms had a bug where a small percentage of the time, after entering, you would immediately exit again. This should be fixed now as well.

We've been listening intently to your responses to the demo, quietly making small adjustments and fixing bugs that come to our attention. Thank you to those of you who have reported on your play experience! We’re excited to connect with players so don’t hesitate to reach out. Read on for some updates from this week!

-SMALL QUALITY OF LIFE IMPROVEMENTS- Things like being able to hold a directional input during a scene transition and resume movement in the next scene, some light signposting that should have been there before. Also, small visual improvements throughout the bathhouse.

-DIFFICULTY ADJUSTMENT- Our mom couldn’t beat the first platforming challenge. So we tweaked it a bit because we wanted her to be able to. Consider that the last time we go easy on ya! (But really, we love to and expected to tune the difficulty, and there were some valid concerns raised about the first few challenges in the demo by well-intentioned friends and strangers)

-ON PUZZLES- In brief: We added an extra beat to Pirx’s interaction to help with one particular mechanical discovery.

More on this: we don’t really want to tell you directly what to do in the game. While it is a puzzle game, it is less so in the sense of discrete puzzles you encounter, and more so in the sense that you often must figure out what you are capable of at any given moment, and how you can use that set of tools to achieve the goal, which you also need to figure out. So since the game itself is a puzzle, the less we say the better. We promise.

That being said, there is a point in the demo where enough people have gotten stumped that we decided to add an extra beat to the scene with Pirx to help with one particular mechanical discovery.

-BUGS WE FIXED- Dialogue bug - For some players, the dialogue did not display when it should have after playing the game for a time. This was fixed. Room entrance bug - A few rooms had a bug where a small percentage of the time, after entering, you would immediately exit again. This should be fixed now as well.

-MAP DEVLOG- We released a devlog on YouTube where Sean goes in-depth on our map system and provides some helpful tips for anyone developing a Metroidvania-style map. To our delight, people seem to be enjoying it! We’ll keep making stuff that shows our process.

The entire map you see in this video is accessible WITHIN the demo. Yes, the demo is quite large. We hope it keeps you entertained for hours.

-THE FIRST 10,000 MINUTES- Speaking of which, players have collectively spent over 10,000 minutes exploring the world of Kuzo! This milestone is heartwarming for us, thank you!

Source

Steam News / 20 May 2025

Open original