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Steam News19 February 20264mo ago

Patch 1.0.9

Overall, I was already happy with how the movement felt, but there’s always room for improvement.

In this update3

Full notes

Full The Pale Piper update

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

What changed

4 fixes2 additions12 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
changedOverall, I was already happy with how the movement felt, but there’s always room for improvement. Since movement is a core pillar of any precision platformer, I revisited and refined several aspects of input handling and responsiveness to further enhance the overall game feel. Many of these adjustments were made directly in response to player feedback.
changedInput & MovementSlightly increased input buffer time and improved input buffer calculations overall.
changedInput & MovementAdjusted the input buffer for the hit mechanic. Hits should now feel more consistent with the rest of the moveset, making gameplay smoother.
changedInput & MovementAdjusted the input handling for the charge-to-roll-jump mechanic. This should improve control, especially when charging upward from directly below.
changedInput & MovementRefined input buffering during the dash-to-charge transition to create a more responsive gameplay feel.
addedInput & MovementPolished bounce pad behavior when hitting them at a 90-degree angle. Players can now control the bounce off direction more reliably, increasing agency.

The Pale Piper changes

changedOverall, I was already happy with how the movement felt, but there’s always room for improvement. Since movement is a core pillar of any precision platformer, I revisited and refined several aspects of input handling and responsiveness to further enhance the overall game feel. Many of these adjustments were made directly in response to player feedback.
changedSlightly increased input buffer time and improved input buffer calculations overall.
changedAdjusted the input buffer for the hit mechanic. Hits should now feel more consistent with the rest of the moveset, making gameplay smoother.
changedAdjusted the input handling for the charge-to-roll-jump mechanic. This should improve control, especially when charging upward from directly below.
changedRefined input buffering during the dash-to-charge transition to create a more responsive gameplay feel.

Overall, I was already happy with how the movement felt, but there’s always room for improvement. Since movement is a core pillar of any precision platformer, I revisited and refined several aspects of input handling and responsiveness to further enhance the overall game feel. Many of these adjustments were made directly in response to player feedback.

Input & Movement

  • Slightly increased input buffer time and improved input buffer calculations overall.

  • Adjusted the input buffer for the hit mechanic. Hits should now feel more consistent with the rest of the moveset, making gameplay smoother.

  • Adjusted the input handling for the charge-to-roll-jump mechanic. This should improve control, especially when charging upward from directly below.

  • Refined input buffering during the dash-to-charge transition to create a more responsive gameplay feel.

  • Polished bounce pad behavior when hitting them at a 90-degree angle. Players can now control the bounce off direction more reliably, increasing agency.

  • Improved targeting visualization for charging so it now displays consistently.

  • Reduced the delay before regaining control after transitions. This was most noticeable at the start of boss fights, where input could feel slightly delayed and therefore unresponsive.

Juice & Feedback

  • Adjusted controller rumble across the game.

  • Tweaked camera shakes across the game.

  • Improved the hit animation and added a follow-through animation when no input is given or queued afterward.

  • Slightly refined player animations.

  • Updated and tweaked several sound effects for better consistency.

  • Slightly adjusted dialog box layout and spacing for better readability.

  • Forest Boss bomb spawns now have a clearer telegraph before appearing, reducing luck-based decision-making.

  • The final boss has received additional visual and feedback polish to make the fight feel more visceral.

Fixes

  • Fixed a bug where the archer in the Rat’s Castle trial area would stop firing arrows.

  • Fixed an issue where the reset settings action could be triggered while the settings window was not open.

Do you feel the difference? I’d love to hear your feedback.

As always, if you encounter any issues or notice something behaving incorrectly, please report it via the Community Hub or Discord. And thank you to everyone who has left a Steam review, it really helps ♥️.

Source

Steam News / 19 February 2026

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