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Steam News7 December 20257mo ago

Winter Update: Dash, Bunny Ears & Festive Campaign

Hey Clubies 🎄 Our Winter Update for the demo is live! First off: thank you so much for all your wishlists, feedback, and for sticking with us. Your support keeps this project alive.

In this update9

Full notes

Full The Clubies update

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

Repeated intro

Hey Clubies 🎄

What changed

3 fixes12 additions14 changes1 removal
  • Maps
  • Gameplay
  • Balance
  • Store
  • UI and audio
addedThis is also the last demo update before release on January 14, 2026 — after this, we’re going all-in on launch with lots of new maps, content, and surprises . So let’s make this one count. ✨
addedHere’s what’s new in this build:
addedSeasonal: Christmas vibes in the campaign 🎁Christmas palette for campaign objects Many objects now have festive variants (think glass, clocks, cannons, levers, pressure plates, dancefloors and more) so levels can light up in a warm, wintery glow.
addedSeasonal: Christmas vibes in the campaign 🎁A tiny Christmas Easter egg When you load a campaign level, there’s now a small chance it will appear in full Christmas mode with the new palette. It’s rare on purpose, so if you roll it: enjoy the surprise and happy winter time. ☃️
changedMajor gameplay updates: Dash, Bunny Ears & Cannons 🚀These are the big ones for this update and we’d love your feedback on them:
addedDash – a new burst of movementYour Cluby can now Dash : a short, snappy burst of movement that helps you

The Clubies changes

addedThis is also the last demo update before release on January 14, 2026 — after this, we’re going all-in on launch with lots of new maps, content, and surprises . So let’s make this one count. ✨
addedHere’s what’s new in this build:
addedChristmas palette for campaign objects Many objects now have festive variants (think glass, clocks, cannons, levers, pressure plates, dancefloors and more) so levels can light up in a warm, wintery glow.
addedA tiny Christmas Easter egg When you load a campaign level, there’s now a small chance it will appear in full Christmas mode with the new palette. It’s rare on purpose, so if you roll it: enjoy the surprise and happy winter time. ☃️
changedThese are the big ones for this update and we’d love your feedback on them:

Our Winter Update for the demo is live! First off: thank you so much for all your wishlists, feedback, and for sticking with us. Your support keeps this project alive. 💙

This is also the last demo update before release on January 14, 2026 — after this, we’re going all-in on launch with lots of new maps, content, and surprises. So let’s make this one count. ✨

Here’s what’s new in this build:

Seasonal: Christmas vibes in the campaign 🎁

We’re bringing some cozy winter energy into the game:

  • Christmas palette for campaign objects Many objects now have festive variants (think glass, clocks, cannons, levers, pressure plates, dancefloors and more) so levels can light up in a warm, wintery glow.

  • A tiny Christmas Easter egg When you load a campaign level, there’s now a small chance it will appear in full Christmas mode with the new palette. It’s rare on purpose, so if you roll it: enjoy the surprise and happy winter time. ☃️

Major gameplay updates: Dash, Bunny Ears & Cannons 🚀

These are the big ones for this update and we’d love your feedback on them:

Dash – a new burst of movement

Your Cluby can now Dash: a short, snappy burst of movement that helps you

  • save risky jumps,

  • adjust your position in tight setups, and

  • explore more advanced routes.

It’s a small input with a big impact on how the game feels – perfect for speedrunners and anyone who likes tighter platforming.

Bunny Ears – a new wearable with attitude 🐰

We’ve added Bunny Ears as a proper, equipable item.

  • They come with their own visuals and effects.

  • They’re integrated into level logic (pressure plates, out-of-bounds checks, etc.), so they’re not just cosmetic fluff.

You’ll see them used in level designs and setups – and we’re excited to push them even further for release.

Cannon rework – smoother, clearer, less jank 💣

Cannons got a serious upgrade under the hood:

  • They now behave much more predictably and reliably in gameplay.

  • Camera tracking on active cannons is improved so you better see what’s going on.

  • Edge cases (like being blasted or killed at awkward moments) are handled more robustly.

The goal: cannons should feel like a fun tool, not a bug generator.

World & visual updates 🌈

We’ve done a bunch of work to make the world look better and read more clearly:

  • Speakers

    • New and refined speaker models

    • Improved animations and a jump effect when they hit the floor

    • Extra particles and icons so they pop more in the level

  • Glass readability & variants

    • Broken glass is now easier to read (fewer shards, clearer silhouettes)

    • Dark glass and glass variations got multiple fixes

    • New glass shard variants add more variety without sacrificing clarity

  • Materials, carpets & LEDs

    • New carpet variants

    • Updated materials across different objects

    • LED stripes with proper emission All together, levels feel a bit richer, more polished, and more readable – especially in combination with the Christmas look.

Audio & music 🔊

We’ve also put in time on the sound side so the game sounds closer to release quality:

  • Music

    • Day music got mixing improvements

    • Menu and layer setups are cleaner and more consistent

  • SFX polish

    • New / improved sounds for jumps (including BunnyJump), Dash, coins and more

    • Better audible ranges and volumes for important cues

You should notice the game communicating more clearly through sound: actions feel punchier, and important events stand out better.

Bug fixes & quality-of-life 🛠️

A (non-exhaustive) selection of things that should simply feel “less annoying” now:

  • Game Over & restart flow

    • Cooldown on restarting with Space/Jump so you don’t accidentally mash yourself out of the screen transitions

    • Clearer prompts and handling around skip / Game Over behavior

  • Cluby consistency & edge cases

    • More consistent Cluby colors between saves, editor and play

    • Better handling when Clubies go out of bounds or are temporarily disabled

  • Builder & object logic

    • Adjusted object limits and improved handling for club object max amounts

    • Cleaner block categories and structure for building

  • Stability, fonts & localization

    • Engine / tech upgrades and stability work

    • Font / character fixes and localization improvements in various menus

    • Highscore and menu logic cleaned up in the background

Lots of small things that, together, should make the game feel more stable and less rough around the edges.

What’s next: approaching release 🎬

Again: this is the last update for the demo. From here to January 14, 2026, we’ll focus on:

  • new campaign maps,

  • more content using Dash, Bunny Ears, Speakers & Cannons,

  • and general launch polishing.

If you want to support us:

  • Wishlist the game on Steam (this helps us a lot),

  • Tell a friend about the demo,

  • and share your thoughts on the new movement toys and Christmas surprises.

Thanks for playing, testing, and sending feedback – you’re helping shape the final game. 💙

Frohe Winterzeit & happy dashing, — The Team

Source

Steam News / 7 December 2025

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