HomeGamesUpdatesPricingMethodology
Steam News26 December 20256mo ago

Spud Customs 1.2.1 - Hotfix Update

Thank you to everyone who has provided feedback since the 1.2.0 release! This hotfix addresses critical performance issues that were causing freezes on some systems, along with several bug fixes reported by the communit

In this update9

Full notes

Full Spud Customs update

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

What changed

9 fixes2 additions6 changes1 removal
  • Performance
  • Compatibility
  • Fixes
  • Gameplay
fixedThank you to everyone who has provided feedback since the 1.2.0 release! This hotfix addresses critical performance issues that were causing freezes on some systems, along with several bug fixes reported by the community.
addedMajor OptimizationsSave System Caching : Added game state caching to prevent repeated disk reads. This eliminates 60-300ms freezes that were occurring on slower storage devices during high score checks.
changedMajor OptimizationsObject Pooling : Implemented pooling for explosion sprites (15 pre-allocated) and footprint sprites (50 pre-allocated). Previously, the game was creating 600-1200+ objects per shift - now these are recycled efficiently.
changedMajor OptimizationsReduced Particle Count : Explosion VFX particles reduced from 400 to 100, significantly reducing draw calls during border runner sequences.
changedMajor OptimizationsResource Preloading : CharacterGenerator, gib textures, and explosion spritesheets are now preloaded at startup instead of blocking during gameplay.
removedMajor OptimizationsFrame-level Optimizations : Vehicle spawner no longer calls get_children() every frame. Viewport calculations cached per frame instead of per missile.
Particle Count : Explosion VFX particles400100Particle Count : Explosion VFX particles decreased, nerfredundant Steam API calls42redundant Steam API calls decreased, nerf

Spud Customs changes

fixedThank you to everyone who has provided feedback since the 1.2.0 release! This hotfix addresses critical performance issues that were causing freezes on some systems, along with several bug fixes reported by the community.
addedSave System Caching : Added game state caching to prevent repeated disk reads. This eliminates 60-300ms freezes that were occurring on slower storage devices during high score checks.
changedObject Pooling : Implemented pooling for explosion sprites (15 pre-allocated) and footprint sprites (50 pre-allocated). Previously, the game was creating 600-1200+ objects per shift - now these are recycled efficiently.
changedReduced Particle Count : Explosion VFX particles reduced from 400 to 100, significantly reducing draw calls during border runner sequences.
changedResource Preloading : CharacterGenerator, gib textures, and explosion spritesheets are now preloaded at startup instead of blocking during gameplay.

Thank you to everyone who has provided feedback since the 1.2.0 release! This hotfix addresses critical performance issues that were causing freezes on some systems, along with several bug fixes reported by the community.

PERFORMANCE IMPROVEMENTS

Major Optimizations

  • Save System CachingAdded game state caching to prevent repeated disk reads. This eliminates 60-300ms freezes that were occurring on slower storage devices during high score checks.
  • Object Pooling: Implemented pooling for explosion sprites (15 pre-allocated) and footprint sprites (50 pre-allocated). Previously, the game was creating 600-1200+ objects per shift - now these are recycled efficiently.

  • Reduced Particle CountExplosion VFX particles reduced from 400 to 100, significantly reducing draw calls during border runner sequences.
  • Resource Preloading: CharacterGenerator, gib textures, and explosion spritesheets are now preloaded at startup instead of blocking during gameplay.

  • Frame-level Optimizations: Vehicle spawner no longer calls get_children() every frame. Viewport calculations cached per frame instead of per missile.

BUG FIXES

Save Compatibility

  • Fixed save file errors for players upgrading from v1.1.x. The game now properly handles save files that referenced the old game_state.gd location, with automatic backup and recovery for corrupted saves.

Tutorial Fixes

  • Fixed stamp tutorial marker being visible when it shouldn't be (now hidden by default, only shown via debug command)

  • Fixed "Skip All Tutorials" option not properly marking all tutorials as completed, which was causing tutorials to replay when transitioning from tutorial to Shift 1

  • Fixed stamp position update affecting the wrong node

Visual Fixes

  • Fixed type mismatch errors that could occur during perfect stamp celebrations

  • Fixed potential nil access during celebration particle animations

Stats and Achievements

  • Fixed duplicate achievement/stats calls at shift completion (was incrementing total_shifts_completed twice)

  • Reduced redundant Steam API calls from 4 to 2 per shift completion

OTHER CHANGES

  • Updated game icon

  • Added new screenshot

  • Updated cutscene visuals

TECHNICAL NOTES

This update includes a comprehensive performance audit that identified and addressed critical issues causing app hangs, particularly on laptop hardware. If you were experiencing freezes or stuttering in v1.2.0, this update should significantly improve your experience. As always, thank you for your feedback and support! - Lost Rabbit Digital Development Team

Source

Steam News / 26 December 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.