Full notes
Full MATCHO update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Maps
- Gameplay
- UI and audio
- Security
- Fixes
First of all: thank you.
Thank you for playing, reporting issues, posting clips, and being brutally honest with your feedback.
We’ve seen the comments about optimization and balance. You’re right to call it out. That’s exactly why we launched the demo early: to collect real hardware data before Steam Next Fest starts, then improve quickly.
The demo shares the same codebase as the full game, so every fix here also directly improves the full release too.
A quick note on demo pacing & combat
Some players say combat feels slower in the demo, which is a fair point. This mission is intentionally an early-game slice focused on core readability: Tag → Chain → Execute.
Max unlocks many more tools later in the full game (up to 20 abilities).
The demo map is designed to be close to a tutorial structure.
The full game includes more enemy variety, greater pressure, and more frenetic combat setups.
We chose clarity over overload in a 30–60 min demo session.
Difficulty is also something we’re actively tuning. Since MATCHO is built around one main difficulty curve, your feedback is extremely valuable for balancing the full game.
Patch Notes (Live Now)
[NEW FEATURES]
FOV slider added to Settings. (Your eyeballs asked politely. We listened.)
Motion Blur slider added to Settings. (Now you can decide how cinematic your nausea should be.)
[FIXES]
Fixed language initialization issues. Game now defaults to English while we investigate edge cases involving system language.
Fixed an exploit allowing the Pillar Puzzle to be skipped through an invisible wall. (Speedrunners: 1, us: 0. For now.)
The splash screen now accepts more keyboard/mouse input.
Fixed a checkpoint issue that could skip one arena fight and corrupt save progress.
Fixed missing localization in the DLSS settings menu.
Fixed a duplicated Evil Bug in the final running sequence. (One bug removed. The alien kind, not just the code kind.)
[GAMEPLAY / LEVEL]
Added collision/invisible blockers in under-map escape areas.
Fixed various glitching meshes and misplacements.
Jetsen no longer awkwardly pops behind doors in the tutorial lab.
Reduced tutorial light wait timing (faster progression).
Known Issues (we’re on it)
Ray Reconstruction currently causes problems in some setups. Please keep it OFF for now.
Rare crashes can occur during combat in specific situations (under investigation).
On a clean boot, some video settings may initialize incorrectly (0% resolution bug).
Changing graphics settings during active gameplay can temporarily degrade visual quality until the whole game is restarted.
On some machines, we see weird stutter and texture popping, as well as extreme FPS drops. We are investigating this, gathering more data, and already preparing optimizations for some over the weekend.
Subtitle preview widget in Settings.
32:9 UI centering option (safe center region for 21:9 / 16:9 framing).
Fix for rare cases where leftover enemies fail to spawn correctly.
UI icon clarity improvements based on player feedback.
Keyboard dialog navigation improvements (W/S + E flow).
We know optimization is a big topic. We’re not ignoring it or waiting; we’re actively shipping improvements. For some problems, we need more time, but we are confident that we find a solution to everything, thanks to your feedback.
Keep sending feedback:
Discord: https://discord.gg/mZaejnW
Feedback form: https://forms.gle/vFg6icLSAmiTLKR66
Thanks again for helping us make MATCHO better.
On behalf of the whole FiolaSoft Studio team,
— Filip Kraucher, Producer
Source
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