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Steam News28 June 20268d ago

Major Demo Update: Community Feedback Pass - June 28, 2026

Built From Feedback This update was created directly in response to community feedback after players spent time with the demo.

In this update8

Full notes

Full The Totemist update

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

What changed

2 fixes8 additions16 changes0 removals
  • Gameplay
  • UI and audio
  • Workshop
  • Fixes
addedBuilt From FeedbackThis patch is less about adding flashy new systems and more about making the existing experience feel smoother, clearer, and more intentional.
changedTutorial ImprovementsReduced abrupt pop-ins, awkward overlaps, and jarring visual transitions.
changedTutorial ImprovementsImproved visibility during important guided interactions.
addedTutorial ImprovementsAdded extra safeguards to keep tutorial-specific moments from breaking flow.
addedCrafting And Imbuing Quality Of LifeAdded batch crafting so multiple copies of the same recipe can be made at once.
addedCrafting And Imbuing Quality Of LifeAdded batch ritual imbuing for eligible crafted items.

The Totemist changes

addedThis patch is less about adding flashy new systems and more about making the existing experience feel smoother, clearer, and more intentional.
changedReduced abrupt pop-ins, awkward overlaps, and jarring visual transitions.
changedImproved visibility during important guided interactions.
addedAdded extra safeguards to keep tutorial-specific moments from breaking flow.
addedAdded batch crafting so multiple copies of the same recipe can be made at once.

Built From Feedback

  • This update was created directly in response to community feedback after players spent time with the demo.

  • A lot of the focus this round was on clarity, flow, comfort, and reducing small frustrations.

  • I’ll continue shaping both the demo and the final game around player impressions and suggestions.

This patch is less about adding flashy new systems and more about making the existing experience feel smoother, clearer, and more intentional.

Tutorial Improvements

  • Smoothed out several tutorial steps so dialogue appears at better times.

  • Reduced abrupt pop-ins, awkward overlaps, and jarring visual transitions.

  • Improved visibility during important guided interactions.

  • Added extra safeguards to keep tutorial-specific moments from breaking flow.

  • Cleaned up a few tutorial pacing issues so players have more time to read what is happening.

The goal here was to make the opening hours feel more natural and less fragile, while still preserving the tone and structure of the tutorial.

Crafting And Imbuing Quality Of Life

  • Added batch crafting so multiple copies of the same recipe can be made at once.

  • Added batch ritual imbuing for eligible crafted items.

  • Refined the quantity UI for readability and ease of use.

  • Improved feedback when inventory space limits how many items can be crafted or imbued.

These changes should make the workshop feel faster, cleaner, and much less repetitive during normal play.

Journal And Guidance Improvements

  • Improved journal stability in the storefront.

  • Cleaned up menu behavior around opening and using the journal.

  • Improved material guidance so it is easier to see what gathered resources can become.

  • Added clearer naming and readability around recipe/material reference behavior.

This part of the update is about making information easier to access when players need it, without the UI fighting them.

Haggling And Customer Clarity

  • Reworked haggle feedback so it reads more clearly and feels less system-coded.

  • Improved the presentation of haggle-related information.

  • Adjusted Tully’s assist timing for issue customers so it feels more natural.

  • Smoothed out a few storefront interaction moments tied to customer flow.

These changes are meant to make customer interactions feel easier to understand at a glance, while preserving the mystery and personality of the system.

Storefront And Catalog Polish

  • Made the phone catalog feel less cramped and more comfortable to browse.

  • Increased spacing between catalog entries.

  • Greyed out full unaffordable item lines instead of only dimming the gold cost.

  • Improved storefront readability in a few tutorial-specific moments.

This was a small but important comfort pass to make browsing, buying, and reading feel less like resource management and more like part of the game’s atmosphere.

Narrative And Presentation Touch-Ups

  • Cleaned up some dialogue perspective inconsistencies.

  • Improved a few presentation details in early story/tutorial moments.

  • Fixed small visual contradictions and rough edges in the opening flow.

  • Smoothed out several transitions between instruction, interaction, and narrative.

These are subtle changes, but they help the game feel more cohesive and polished overall.

Small Fixes And Flow Smoothing

  • Added a short buffer before some tutorial follow-up prompts appear.

  • Improved how certain guided UI moments transition in and out.

  • Fixed a music playlist issue that could leave the game quiet after a track ended.

  • Added several little polish fixes across menus, timing, and interaction flow.

A lot of these are the kind of small fixes players feel more than notice, but they add up quickly.

Looking Ahead

  • I’ll keep updating the demo based on player feedback.

  • Community reactions are actively helping shape the final game.

  • If something felt confusing, awkward, too slow, too unclear, or just off, I want to hear it.

Thank you to everyone who tried the demo and shared feedback. It genuinely helps, and this update is a direct result of that. If you want to join in on shaping the course of the full game and the demo you can join the discord here: https://discord.gg/pfZFWpkq9b

Source

Steam News / 28 June 2026

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