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Steam News10 January 20265mo ago

Update 1.2!

New Automation: I've added two automation tools, an Automatic Egg Seller and an Automatic Quail Seller, both have filters you can customize such as if they should sell mutated eggs/quails, which qualities to sell, if th

In this update3

Full notes

Full Quail Game update

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What changed

0 fixes3 additions8 changes2 removals
  • Gameplay
  • Balance
  • UI and audio
  • Fixes
addedNewI've added two automation tools, an Automatic Egg Seller and an Automatic Quail Seller, both have filters you can customize such as if they should sell mutated eggs/quails, which qualities to sell, if they should sell a quail if it has a custom name, etc. And can be upgraded to automatically sell an unit faster
changedNewEach quail has a 10% has a chance of being a shiny when hatched from an egg, these have an alternative color palette and have a sparkling particle effect, though that will be changed at a later date for more quail specific and relevant particles ( such as sparks on the robot quail )
changedChangedIn turn how this affects mechanics has also been reworked, i.e. higher % egg laying mutation means they lay faster, instead of taking longer as it was before
removedChangedOn hatch if a mutation does occur it chooses a value from -0.3 to +0.3, if a mutation goes under 0.01 it gets removed from the quail
changedChangedUI:
changedChangedThe inventory is now a grid, making it easier to see eggs/quails, and their basic data ( Name, value, etc ) is shown as a tooltip when you mouse over them
On hatch if a mutation does occur it chooses a value-0.3+0.3On hatch if a mutation does occur it chooses a value increased, buff

Quail Game changes

addedI've added two automation tools, an Automatic Egg Seller and an Automatic Quail Seller, both have filters you can customize such as if they should sell mutated eggs/quails, which qualities to sell, if they should sell a quail if it has a custom name, etc. And can be upgraded to automatically sell an unit faster
changedEach quail has a 10% has a chance of being a shiny when hatched from an egg, these have an alternative color palette and have a sparkling particle effect, though that will be changed at a later date for more quail specific and relevant particles ( such as sparks on the robot quail )
changedIn turn how this affects mechanics has also been reworked, i.e. higher % egg laying mutation means they lay faster, instead of taking longer as it was before
removedOn hatch if a mutation does occur it chooses a value from -0.3 to +0.3, if a mutation goes under 0.01 it gets removed from the quail
changedUI:

New

Automation:

I've added two automation tools, an Automatic Egg Seller and an Automatic Quail Seller, both have filters you can customize such as if they should sell mutated eggs/quails, which qualities to sell, if they should sell a quail if it has a custom name, etc. And can be upgraded to automatically sell an unit faster

Automatic Egg Seller: Sells 1 egg every 30 seconds

Automatic Quail Seller: Sells 1 quail every 5 minutes

Shiny Quails!

Each quail has a 10% has a chance of being a shiny when hatched from an egg, these have an alternative color palette and have a sparkling particle effect, though that will be changed at a later date for more quail specific and relevant particles ( such as sparks on the robot quail )

Changed

Mutations:

Mutations now go from 0 to 5 ( used to be uncapped and could be negative ) and is now shown as a % on an Egg/Quail's details ( 5 is 100%, 0 is 0% )

In turn how this affects mechanics has also been reworked, i.e. higher % egg laying mutation means they lay faster, instead of taking longer as it was before

On hatch if a mutation does occur it chooses a value from -0.3 to +0.3, if a mutation goes under 0.01 it gets removed from the quail

Mutation names on quails are now more readable, ie instead of JUMPSPEED it's now Jump Speed

UI:

The inventory is now a grid, making it easier to see eggs/quails, and their basic data ( Name, value, etc ) is shown as a tooltip when you mouse over them

Entries on the inventory now have a little icon if they have mutations

UI elements with effects now reset to their default state and shape when hidden

Floors on the floor shop now show if you already own them instead of showing the price, and the bottom panel is hidden until you select something

Upgrades:

Most upgrades had their cost scaling doubled, as I felt they're too cheap and scale too slowly

Upgrades can now scale linearly or logarithmically, it doesn't matter what this means just know that normal upgrades and automation upgrades have their prices scale differently

Many internal changes to make my life easier, some scripts were unnecessarily complex or spaghetti-coded. This is still an ongoing process and many spaghetti is still left untangled

Fixed

Eggs no longer lose mutations when loading a save

Some minor optimizations to how dropped eggs managed tooltips when moused over

Join The Roasted Quail discord to keep up with annoucements, report bugs or suggest ideas!

Source

Steam News / 10 January 2026

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