Full notes
Full 醉风酒 Taste of the Wind update
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Repeated intro
Hello everyone! I’m the creator of Taste of the Wind. It’s been a while since our last report. Recently, I’ve been busy optimizing the demo based on your feedback while focusing heavily on the development of the full version!
What changed
- Gameplay
- Balance
- UI and audio
- Events
- Performance
醉风酒 Taste of the Wind changes
First of all, a huge thank you for following Taste of the Wind! As 2025 comes to an end, I’d like to wish you a Happy New Year in advance! I will continue to post regular updates regarding our progress here on Steam. If you have any thoughts after playing the demo, please feel free to leave a comment!
Here is the changelog for the December demo update:
Story Mode is here! You can now experience Story Mode in the demo. The difficulty is significantly lower than Management Mode—as long as you don't go "all-in" recklessly, it's much harder to go bankrupt. (Note: Cheat Mode is still unavailable in the demo).
- Save Slot IncreaseSome players felt 20 slots weren't enough, so I’ve increased the limit to 50.
- Pricing ManagementAdded a "Unified Pricing Strategy" and a panel to manage all dish strategies at once. It’s now much more intuitive to set your monthly menu as your recipe list grows.
Experience Tweaks: Added a reminder if you start work without using up all your Stamina.
Added a "Saved" notification for the auto-save that triggers before starting work.
- Audio OptimizationsAdded click sound effects for the UI and polished other SFX. You can now toggle Click, Hover, and Typing sound effects in the Settings menu.
Text Scaling: To address feedback about font size on different screens, you can now adjust the text size directly in the Graphics settings.
Event Notifications: Some players mentioned missing stat changes during fast-forwarded outings. Now, any changes triggered during an "Outing" will be displayed as a notification on the left side of the screen. (Currently demo-only for outings; the full version will include this for all areas).
- Economy BalancingPrices for expensive items during outings have been adjusted to be more reasonable. For example, buying Sugar Paintings for LingLing has dropped from 50 to 20, and treating everyone to Plum Juice has dropped from 200 to 20.
Logic & Performance: Optimized overall game logic and memory usage to reduce crashes. Several back-end methods have been refactored for better stability.
Bug Fixes: Fixed a rare bug in the customer-attraction mini-game.
Fixed an issue where interactive objects might appear during work events.
Fixed a bug where expansion details might display incorrectly after loading a save.
Fixed a soft-lock caused by clicking characters too quickly during dialogue fast-forward.
Fixed a background persistence bug when returning to Taste of the Wind after an outing.
Fixed disappearing billing history and occasional newspaper bugs.
That’s all for this demo update! To keep the full version fresh, these updates focus on optimization and QoL rather than new content. I’d love for you to try it out and let me know how the difficulty and controls feel!
I am also working on updating the demo on itch.io, which should be live after the New Year.
Development on the full version is pushing forward at full speed! While I can’t share "spoiler" screenshots as easily as the demo, I’ve completed a lot of work: the number of random events has doubled, all character Affection storylines are finished, and 10 new backgrounds and CGs have been drawn. There’s still a long to-do list, but I’m checking them off one by one!
Thank you for your continued support and patience! Wishing you a wonderful and smooth 2026!
Join our Discord to chat with us!
Source
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