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Steam News25 December 20256mo ago

Merry Christmas! Savage Update

Merry Christmas! It's been quite some time. I'm very sorry for that. A combination of the Venezuelan stuff (everybody lived happily ever after), some ongoing health issues, and work overloaded me for quite a while there

Full notes

Full SAVAGE: The Shard of Gosen update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

30 fixes9 additions11 changes1 removal
  • Balance
  • Gameplay
  • Performance
  • Fixes
  • Maps
  • UI and audio
changedMerry Christmas! It's been quite some time. I'm very sorry for that. A combination of the Venezuelan stuff (everybody lived happily ever after), some ongoing health issues, and work overloaded me for quite a while there.
removedA big one is having to remove support for the 32 bit version , as GameMaker no longer compiles to this. I am very sorry if this has affected anyone.
addedHere's also a list of changes, updates, new stuff in the FORGE system, dialogue and story, room updates, level design, crash fixes, bug fixes, new gear, items, and enemy updates (and general better stuff):
changedHELL'S TEETH location and all of its (insane amounts of) rooms updated to use newer GameMaker tile system
fixedFixed very old problems that resulted in gravity not being applied to player if you are jumping up through one way platforms, especially noticeable if there were many platforms in close vertical proximity
fixedFixed many rooms drawing a background when they shouldn't (i.e. solid red colors)

SAVAGE: The Shard of Gosen changes

changedMerry Christmas! It's been quite some time. I'm very sorry for that. A combination of the Venezuelan stuff (everybody lived happily ever after), some ongoing health issues, and work overloaded me for quite a while there.
removedA big one is having to remove support for the 32 bit version , as GameMaker no longer compiles to this. I am very sorry if this has affected anyone.
addedHere's also a list of changes, updates, new stuff in the FORGE system, dialogue and story, room updates, level design, crash fixes, bug fixes, new gear, items, and enemy updates (and general better stuff):
changedHELL'S TEETH location and all of its (insane amounts of) rooms updated to use newer GameMaker tile system
fixedFixed very old problems that resulted in gravity not being applied to player if you are jumping up through one way platforms, especially noticeable if there were many platforms in close vertical proximity

Merry Christmas! It's been quite some time. I'm very sorry for that. A combination of the Venezuelan stuff (everybody lived happily ever after), some ongoing health issues, and work overloaded me for quite a while there.

I've been chipping away at things, but without a good solid update. I am hoping to get things into a more stable rotation with this game now.

A big one is having to remove support for the 32 bit version, as GameMaker no longer compiles to this. I am very sorry if this has affected anyone.

I've also just about wrapped up work on reformatting all the tilesets and rooms to the GMS2 version (which, if you remember, has been an ongoing thorn in the side this project).

I tried to get this out on Christmas Eve, but it looked like Steam was having some issues -- and I also broke something within the install pipeline early in the evening, so this is going out early Christmas AM.

Here's also a list of changes, updates, new stuff in the FORGE system, dialogue and story, room updates, level design, crash fixes, bug fixes, new gear, items, and enemy updates (and general better stuff):

  • HELL'S TEETH location and all of its (insane amounts of) rooms updated to use newer GameMaker tile system

  • Fixed very old problems that resulted in gravity not being applied to player if you are jumping up through one way platforms, especially noticeable if there were many platforms in close vertical proximity

  • Corpses always have a corpse platform now

  • Fixed many rooms drawing a background when they shouldn't (i.e. solid red colors)

  • Fixed tons of "bad" tile placements, or missing tiles, across many rooms/screens

  • Switched "save" locations around in certain rooms (tuning/level design)

  • Added (mysterious and/or better) treasure to certain locations

  • Fixed hitboxes on several corpse sprites (there are most likely more of these that need fixing)

  • Fixed the game crashing based on when you break out of your chains at the mining prison intro

  • Fixed some waterfalls and streams being invisible in Hells Teeth

  • Fixed corpse platforms not destroying when corpse is destroyed

  • Fixed corpses not updating corpse platform size when a sprite change happens (i.e., sprite being skinned to change to skeletal sprite)

  • Fixed some flame dropper hazards not dropping flames (THEY HAD ONE JOB)

  • Fixed very bad room transition in Hell's Teeth that sent you outside terrain bounds

  • Fixed an issue where if you are jumping from a one-way platform, your vertical speed would be less, also occurred while in "carrying an object" states

  • Fixed some visual issues in one of the cinematic sequences

  • Fixed some assets in room animating/flashing when they shouldn't

  • Updated some rooms where "pixel perfect" jumps were required (needlessly annoying/difficult)

  • Switched some elements in puzzle locations around

  • Tuned some hazards to be more deadly

  • Made "dust effects" when jumping more dynamic based on player's horizontal speed when jumping

  • Fixed Wallsucker enemy dropping Horror Lash weapon instead of what it's supposed to drop when it's spike is broken

  • Added Shield Bash damage type able to break things that Blunt damage type does (appendages, skeletal corpses, etc)

  • Fixed (pretty sure) skeletal corpses getting stuck in solid objects after normal corpse was skinned

  • Fixed (I think) even FURTHER, rare occurrences of pickups (dropped weapons, treasure, items, etc) dropped by slain enemies getting stuck in walls, ceilings, etc

  • Changed appearance of some enemies based on boss progression

  • Added missing ramp/slope objects to rooms I noticed they were missing in

  • Corrected some enemies' blood colors

  • I also added orange as a blood color (for both enemies and appropriate hazards they collide with) out of a deep deep lizard brain need, because otherwise, this is not a very good video game and it is fake.

  • Fixed Cloud storm layers in foreground should be moved to the background

  • Fixed Cloud (storm) layers should disappear when weather clears in platforming screens

  • Fixed Forge Repair not displaying material quantities properly

  • Not being able to reforge or repair at forge now plays bad noise

  • REPAIR functionality is now in the forge system

  • Dialogue and story updates for the Blacksmith in the Border Village

  • Forge Tongs now obtainable from Blacksmith and necessary to unlock REPAIR functionality via Forge

  • Updated Blacksmith vendor list, switched some things around; certain items only available once certain story progress attained

  • Updated some item flavor text

  • Fixed Twin Fang spitting you out in wrong world location

  • Updated Cliffdevil with proper parried and stun states

  • Updated Cliffdevil with death sprites, decapitation, and head sprites

  • Fixed camera starting position on new room being very far away from Kell

  • Fixed issue where, in some cases, entering a location from the worldmap to a 2D location, Kell's depth is very not what it should be (he would appear in front of virtually all other visuals in the area)

  • Fixed another Kell depth instance when entering randomized encounter locations from the worldmap, much like above

  • Fixed the anchor point for imprisoned player’s chains in dungeon after you are captured, where the anchor point would stop and start spinning in place above player’s head after they break free (this also made it so you could not kill the slaver in the room with you with this chunk of stone)

  • Fixed a very obnoxious and maybe funny issue where when you attacked with a shield (bashed, parried, etc), game would play another set of background music, layering over what is currently playing

  • Updated all Shields with attacking sound fx, and impact sound fx

  • Fixing issue where, when exiting a UI element (using the forge/anvil, save tankard, dialogues, etc) you could accidentally do things like throw knives, if they are mapped to your “cancel” button/key – this could lead to accidentally attacking NPCs

  • Updating Gussek’s Blacksmith dialogue based on what the player has obtained

  • Fixed game crashing when setting down a carried object (like a corpse) with your back right up against a solid

  • Fixed several problems with the Petunia boss room, where certain solids weren’t being destroyed on boss death, so you could not leave or re enter that room after obtaining a certain key item – as well as other objects in the room not being activated/deactivated when they should, causing other traversal problems

  • Fixed up some missing background tiles in Gramlef’s Cavern

  • Updates to some “puzzle rooms”/scenarios, as far as what’s required to complete them

Upcoming:

  • New boss encounters

  • Scenarios spawning in based on previous actions

  • New weapons and armor

  • Locking in the "Perks" you gain from max leveling gear and items

  • Completing the overall FORGE/blacksmith system

  • New towns and NPCs to fill out current areas

  • New enemies

Thank you, and I hope you and yours have a Merry Christmas!

Source

Steam News / 25 December 2025

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