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Steam News11 June 202624d ago

v0.1.1 Update: BUG, Improvements, and Balance Changes

I spent the whole day fixing bugs and I'm exhausted. Hopefully I didn't create new ones. BUG Fixed heavy battle-end stutter. In one measured case, relic observation flushing could block for about 5.

Full notes

Full 碎镜 Shardmirror update

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What changed

2 fixes2 additions2 changes0 removals
  • Gameplay
  • Store
  • UI and audio
  • Balance
addedI spent the whole day fixing bugs and I'm exhausted. Hopefully I didn't create new ones.
fixedFixed heavy battle-end stutter. In one measured case, relic observation flushing could block for about 5.4 seconds by writing events one by one and recomputing the run state hash repeatedly. The same 34-event flush is now batched and runs at roughly 7ms. - Optimized the underlying hash / snapshot path. On a real save, `compute_run_state_hash` went from about 169.7ms to 7.6ms; `serialize_relic_state` went from about 155ms to 0.28ms; checkpoint capture went from about 166ms to 22.7ms. - Fixed Penguin dance animation loading hitches by prewarming the 90-frame dance sequence before it is needed. - Fixed several Penguin-adjacent battle stability issues, including async continuation after battle scene teardown and post-tween access to freed ghost nodes. - Fixed a race that could happen when Penguin relic damage killed the final enemy during animation cleanup. - Fixed potion UI refresh paths after gaining or using potions, including stale shop purchase gating and delayed battle HUD refresh. - Fixed a battle buff bar issue where buffs could apply correctly but not appear in the UI. - Fixed replay/bootstrap restoration for card fields including `base_cost_delta`, `penguin_fishing_use_count`, and `penguin_caught_use_count`. - Fixed latent relic runtime-state cleanup gaps for Penguin Pecking Badge, Penguin Rhythm Badge, Insight, and related counters. - Fixed `future_prophecy` tooltip output when reward text is missing. - Removed unused `cold_wedding_candle_relic_behavior` dead code.
changedImprovements
addedBattle end should now feel much smoother: settlement, replay command, checkpoint capture, and relic observation flushing are reduced from roughly 160ms-class stalls to around one frame or less in measured paths. - Scene-entry checkpoint writes are deferred to the first idle frame after transition, reducing blocking during battle, event, shop, treasure, and reward entry. - The relic bar now preserves acquisition order; newly gained relics are appended to the end. - The relic detail name area is 100px wider on each side, expanding from 404px to 604px. - Numeric badges now appear for tracker relics such as Penguin Luck, Penguin Random Number Dice, Insight, and Tide Cup. - Threshold and streak counter relics now show progress badges, including Three-Knock Copper Fish, Sunlit Paper Lot, Echo Incense Ash, Broken Line Abacus, Penguin Pecking Badge, Penguin Rhythm Badge, White Banner Lantern, and Broken Flag. - `future_prophecy` now shows its recorded condition and met/missed reward state in tooltip and detail views. - Added keyword support for Haoyi (`haoyi`) and Luck (`penguin_luck`) and wired related card text into keyword tooltips. - Added a main-menu enemy image debug list to help verify enemy names and images. - Wired additional card illustration and buff icon references, including Coffin Nail Mark, Paper Ash Cough, and Borrowed Life Talisman.
changedBalance Changes
fixedPenguin normal/elite battle card rewards: shared battle reward odds → now fixed at 50% common, 30% uncommon, and 20% rare - Penguin Pecking Badge: play 1 card to deal 1 damage to a random enemy → deal 2 damage, and end your turn every 100 cards played - Added Penguin Rhythm Badge: every 10 cards played, gain 1 Spirit and draw 1 card - Mirror Stomach burn-card intent: burn card → only burns if total cards in draw pile, hand, and discard pile is > 5; otherwise deals 10 damage and gains 4 Strength

碎镜 Shardmirror changes

addedI spent the whole day fixing bugs and I'm exhausted. Hopefully I didn't create new ones.
fixedFixed heavy battle-end stutter. In one measured case, relic observation flushing could block for about 5.4 seconds by writing events one by one and recomputing the run state hash repeatedly. The same 34-event flush is now batched and runs at roughly 7ms. - Optimized the underlying hash / snapshot path. On a real save, `compute_run_state_hash` went from about 169.7ms to 7.6ms; `serialize_relic_state` went from about 155ms to 0.28ms; checkpoint capture went from about 166ms to 22.7ms. - Fixed Penguin dance animation loading hitches by prewarming the 90-frame dance sequence before it is needed. - Fixed several Penguin-adjacent battle stability issues, including async continuation after battle scene teardown and post-tween access to freed ghost nodes. - Fixed a race that could happen when Penguin relic damage killed the final enemy during animation cleanup. - Fixed potion UI refresh paths after gaining or using potions, including stale shop purchase gating and delayed battle HUD refresh. - Fixed a battle buff bar issue where buffs could apply correctly but not appear in the UI. - Fixed replay/bootstrap restoration for card fields including `base_cost_delta`, `penguin_fishing_use_count`, and `penguin_caught_use_count`. - Fixed latent relic runtime-state cleanup gaps for Penguin Pecking Badge, Penguin Rhythm Badge, Insight, and related counters. - Fixed `future_prophecy` tooltip output when reward text is missing. - Removed unused `cold_wedding_candle_relic_behavior` dead code.
changedImprovements
addedBattle end should now feel much smoother: settlement, replay command, checkpoint capture, and relic observation flushing are reduced from roughly 160ms-class stalls to around one frame or less in measured paths. - Scene-entry checkpoint writes are deferred to the first idle frame after transition, reducing blocking during battle, event, shop, treasure, and reward entry. - The relic bar now preserves acquisition order; newly gained relics are appended to the end. - The relic detail name area is 100px wider on each side, expanding from 404px to 604px. - Numeric badges now appear for tracker relics such as Penguin Luck, Penguin Random Number Dice, Insight, and Tide Cup. - Threshold and streak counter relics now show progress badges, including Three-Knock Copper Fish, Sunlit Paper Lot, Echo Incense Ash, Broken Line Abacus, Penguin Pecking Badge, Penguin Rhythm Badge, White Banner Lantern, and Broken Flag. - `future_prophecy` now shows its recorded condition and met/missed reward state in tooltip and detail views. - Added keyword support for Haoyi (`haoyi`) and Luck (`penguin_luck`) and wired related card text into keyword tooltips. - Added a main-menu enemy image debug list to help verify enemy names and images. - Wired additional card illustration and buff icon references, including Coffin Nail Mark, Paper Ash Cough, and Borrowed Life Talisman.
changedBalance Changes

I spent the whole day fixing bugs and I'm exhausted. Hopefully I didn't create new ones.

BUG

  • Fixed heavy battle-end stutter. In one measured case, relic observation flushing could block for about 5.4 seconds by writing events one by one and recomputing the run state hash repeatedly. The same 34-event flush is now batched and runs at roughly 7ms. - Optimized the underlying hash / snapshot path. On a real save, `compute_run_state_hash` went from about 169.7ms to 7.6ms; `serialize_relic_state` went from about 155ms to 0.28ms; checkpoint capture went from about 166ms to 22.7ms. - Fixed Penguin dance animation loading hitches by prewarming the 90-frame dance sequence before it is needed. - Fixed several Penguin-adjacent battle stability issues, including async continuation after battle scene teardown and post-tween access to freed ghost nodes. - Fixed a race that could happen when Penguin relic damage killed the final enemy during animation cleanup. - Fixed potion UI refresh paths after gaining or using potions, including stale shop purchase gating and delayed battle HUD refresh. - Fixed a battle buff bar issue where buffs could apply correctly but not appear in the UI. - Fixed replay/bootstrap restoration for card fields including `base_cost_delta`, `penguin_fishing_use_count`, and `penguin_caught_use_count`. - Fixed latent relic runtime-state cleanup gaps for Penguin Pecking Badge, Penguin Rhythm Badge, Insight, and related counters. - Fixed `future_prophecy` tooltip output when reward text is missing. - Removed unused `cold_wedding_candle_relic_behavior` dead code.

Improvements

  • Battle end should now feel much smoothersettlement, replay command, checkpoint capture, and relic observation flushing are reduced from roughly 160ms-class stalls to around one frame or less in measured paths. - Scene-entry checkpoint writes are deferred to the first idle frame after transition, reducing blocking during battle, event, shop, treasure, and reward entry. - The relic bar now preserves acquisition order; newly gained relics are appended to the end. - The relic detail name area is 100px wider on each side, expanding from 404px to 604px. - Numeric badges now appear for tracker relics such as Penguin Luck, Penguin Random Number Dice, Insight, and Tide Cup. - Threshold and streak counter relics now show progress badges, including Three-Knock Copper Fish, Sunlit Paper Lot, Echo Incense Ash, Broken Line Abacus, Penguin Pecking Badge, Penguin Rhythm Badge, White Banner Lantern, and Broken Flag. - `future_prophecy` now shows its recorded condition and met/missed reward state in tooltip and detail views. - Added keyword support for Haoyi (`haoyi`) and Luck (`penguin_luck`) and wired related card text into keyword tooltips. - Added a main-menu enemy image debug list to help verify enemy names and images. - Wired additional card illustration and buff icon references, including Coffin Nail Mark, Paper Ash Cough, and Borrowed Life Talisman.

Balance Changes

  • Penguin normal/elite battle card rewardsshared battle reward odds → now fixed at 50% common, 30% uncommon, and 20% rare - Penguin Pecking Badge: play 1 card to deal 1 damage to a random enemy → deal 2 damage, and end your turn every 100 cards played - Added Penguin Rhythm Badge: every 10 cards played, gain 1 Spirit and draw 1 card - Mirror Stomach burn-card intent: burn card → only burns if total cards in draw pile, hand, and discard pile is > 5; otherwise deals 10 damage and gains 4 Strength

Source

Steam News / 11 June 2026

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