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Steam News21 November 20257mo ago

The Longest Tale | Patch 18

Here is where the Tale took the team last week... Keith: Finish polishing pre-rendered and in-game cutscenes Chi: Add bow pickup locations and integrate bow tutorial into primary game flow Fix various combat edges cases

Full notes

Full The Longest Tale update

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What changed

0 fixes2 additions3 changes0 removals
  • Balance
  • UI and audio
  • Performance
  • Gameplay
addedChi: Add bow pickup locations and integrate bow tutorial into primary game flow Fix various combat edges cases: specific skill refinement, glitches with new attack indicator, enemy detection Fix various puzzle issues: better interaction points, consistent enter/exit states FreeClimb: Do not consume stamina unless player is moving Combat balancing
changedCan: Surreality: Compose level music Fixes to various audio related edge cases
changedRockley: Infiltration: Improve grass and water visuals, optimizations for performance Stealth tutorial: Lighting, light probes, light bake, occlusion bake
changedDiego: Implement "hold input to sprint" instead of pressing it once to toggle it on/off (configurable) Fixes to various subscene reloaders to ensure player always starts at right place (on dying, restarting app, etc) UI and camera fixes Dev tool to fast travel in levels
addedJonathan: Formal QE verification of game as a new player, file various issues

The Longest Tale changes

addedChi: Add bow pickup locations and integrate bow tutorial into primary game flow Fix various combat edges cases: specific skill refinement, glitches with new attack indicator, enemy detection Fix various puzzle issues: better interaction points, consistent enter/exit states FreeClimb: Do not consume stamina unless player is moving Combat balancing
changedCan: Surreality: Compose level music Fixes to various audio related edge cases
changedRockley: Infiltration: Improve grass and water visuals, optimizations for performance Stealth tutorial: Lighting, light probes, light bake, occlusion bake
changedDiego: Implement "hold input to sprint" instead of pressing it once to toggle it on/off (configurable) Fixes to various subscene reloaders to ensure player always starts at right place (on dying, restarting app, etc) UI and camera fixes Dev tool to fast travel in levels
addedJonathan: Formal QE verification of game as a new player, file various issues

Here is where the Tale took the team last week...

  • Keith:

    • Finish polishing pre-rendered and in-game cutscenes

  • Chi:

    • Add bow pickup locations and integrate bow tutorial into primary game flow

    • Fix various combat edges casesspecific skill refinement, glitches with new attack indicator, enemy detection
    • Fix various puzzle issues: better interaction points, consistent enter/exit states

    • FreeClimb: Do not consume stamina unless player is moving

    • Combat balancing

  • Can:

    • Surreality: Compose level music

    • Fixes to various audio related edge cases

  • Rockley:

    • Infiltration: Improve grass and water visuals, optimizations for performance

    • Stealth tutorial: Lighting, light probes, light bake, occlusion bake

  • Sara:

    • Various promotional and planning work

    • Socials management

  • Diego:

    • Implement "hold input to sprint" instead of pressing it once to toggle it on/off (configurable)

    • Fixes to various subscene reloaders to ensure player always starts at right place (on dying, restarting app, etc)

    • UI and camera fixes

    • Dev tool to fast travel in levels

  • Ugurcan:

    • Video capturing and editing for various promo shots

  • Jonathan:

    • Formal QE verification of game as a new player, file various issues

Source

Steam News / 21 November 2025

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