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Latest Taiji updates
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- Taiji
Update Notes for Build 10.06.2025
-Patched vulnerability in UnityPlayer.dll (Also patched on mono-moddable branch, though the version number is not changed there)
Security2 changesGameplay - Taiji
In-Depth Video Essay on Taiji's Music
Grzegorz Bednorz (the composer for Taiji) just released an in-depth video essay covering much of what we did for the soundtrack in Taiji, as well as similar musical techniques in other games. This was originally suppose…
Announcement - Taiji
Taiji 3rd Anniversary Podcast
Hey, it's Matthew, the creator of Taiji, It’s hard to believe that it’s already been three whole years since Taiji originally released. I feel infinitely old just thinking about it. But in order to celebrate this doomed…
Announcement1 changeUI/audio - Taiji
Update Notes for Build 8.27.2025.5
-Fixed issue where music layers were desynced at startup by the length of the loading screen -Fixed a small culling bug near Mine area
Announcement1 changeFix - Taiji
Update Notes for Build 5.29.2025.2
-Changed the stick tutorial icons (unified with Switch) -Slowed tutorial animations to prevent the idea of hammering on the buttons -Fixed the fading behavior of a lantern in the Mine -Added some missing music layers in…
Announcement1 changeFix - Taiji
Update Notes for Build 01.06.2025
-Optimizations to marking particles, floor puzzles now use a simpler marking particle system (since it is easy to have many of them in that case) -Fixed marking particles on floor puzzles sometimes being rendered even t…
Announcement1 changeFixMaps - Taiji
Update Notes for Build 12.19.2024.1
-Fixed zoom mode being broken on easternmost Mill area puzzle (which used panel.id #0, which we were erroneously treating as no panel) -Fixed fog particles sometimes being scaled down or missing when camera zooms in ver…
Announcement1 changeFix - Taiji
Update Notes for Build 12.18.2024
-Zoom mode now triggers for unpowered floor puzzles, as this seems better than previous behavior -Fixed a null reference that could happen if the player toggled zoom while in the grace zone around a floor puzzle -Fixed…
Announcement1 changeFix - Taiji
Update Notes for Build 12.10.2024.6
-Fixed bug that would skip the first map unlock animation in each play session -Fixed spark particles in Ruins permanently disabling when the area is culled -Fixed smoke particles in Mine permanently disabling when the…
Announcement1 changeFixMaps - Taiji
Update Notes for Build 12.09.2024.3
-Fix some culling and fadegroup issues with the ending cutscene (Apologies for so many builds today, but kind of an important bugfix)
Announcement - Taiji
Update Notes for Build 12.09.2024.1
-Remove some debug log spam
Announcement - Taiji
Update Notes for Build 12.09.2024
-Finalized Korean language translation (including storefront page and achievements) -Added a grace zone around pressure plates where zoom stays enabled to reduce weird camera movement between puzzles -Fix some small vis…
Announcement1 changeGameplay - Taiji
Update Notes for Build 12.06.2024.4
-Machine Translated Korean language support (Proper translation is still WIP, didn't want to ship yet, but many other bugs needed fixing and it's easier to just ship it than cut it out) -Moving platform puzzles were _st…
Announcement1 changeFix - Taiji
Update Notes for Build 12.04.2024.9
-Fixed race conditions sometimes causing areas (notably Shrine) to fail to decull in ending cutscene -Some optimizations to culling behavior in the ending cutscene -Fixed 60 fps limit from the loading screen persisting…
Announcement2 changesFixPerformance - Taiji
Update Notes for Build 12.03.2024.3
-Updated from Unity 2021.3.8 to Unity 2021.3.39 (most recent version that didn't run into a stuttering bug with the loading screen) Shouldn't have any particular effect, but was needed for Switch development -Optimizati…
Announcement1 changeFix - Taiji
Update Notes for Build 11.19.2024.11
-Fixed issue where gamepad auto-aim was broken for endgame puzzles (sorry I missed this one since the puzzle panel optimizations in June T_T) -Fixed bug where some endgame effects were framerate dependent and would brea…
Announcement1 changeFix



