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Steam News12 January 20265mo ago

Update v0.0.6 – Smarter Movement, Solid Walls

Hello everyone! This update brings a big step forward in how your animals move and interact with the world.

Full notes

Full Tiny Paws update

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Repeated intro

Hello everyone!

What changed

2 fixes2 additions6 changes0 removals
  • Gameplay
  • Performance
fixedThis update brings a big step forward in how your animals move and interact with the world. We’ve fixed movement issues around walls and added a new, smarter, decision‑based walking system that makes behavior feel more natural and reliable.
fixed🛠️ Fixes & ImprovementsMovement & Walls – Resolved: Animals no longer clip through walls or get stuck on corners. Collision checks and navigation around obstacles have been tightened up for consistent movement.
added🛠️ Fixes & ImprovementsNew Decision‑Based Movement System: Auto movement now uses pathfinding and a layered decision model to choose the best route. Interaction movement (e.g., when you direct an animal to a bowl or object) remains responsive and unchanged—still prioritizing your command.
changed🧠 How the new movement system works (detailed)Auto Movement (smarter navigation): Obstacle awareness: Animals detect walls and blocked tiles, then compute a valid path around them instead of pushing forward or getting stuck. Route selection: They evaluate multiple candidate paths and pick the shortest viable route, with fallback logic if the first attempt fails. Micro‑adjustments: If a path becomes blocked mid‑movement (another animal, temporary object), they recalculate locally rather than restarting the whole route. Stability first: Movement speed and turn rates are tuned to avoid jittering or zig‑zagging around tight spaces.
changed🧠 How the new movement system works (detailed)Interaction Movement (no change, but more reliable): Direct commands respected: When you send an animal to interact (like a bowl), it prioritizes that target. Collision‑safe: Even though interaction movement stays the same, it now benefits from the improved collision checks—no more slipping through walls.
changed🧠 How the new movement system works (detailed)Behavior tweaks: Context‑aware decisions: Animals pause or re‑route if the target becomes temporarily unavailable, rather than forcing a bad path. Smoother starts/stops: Acceleration and deceleration are tuned to feel natural, reducing abrupt turns or stops.

This update brings a big step forward in how your animals move and interact with the world. We’ve fixed movement issues around walls and added a new, smarter, decision‑based walking system that makes behavior feel more natural and reliable.

🛠️ Fixes & Improvements

  • Movement & Walls – Resolved: Animals no longer clip through walls or get stuck on corners. Collision checks and navigation around obstacles have been tightened up for consistent movement.

  • New Decision‑Based Movement System: Auto movement now uses pathfinding and a layered decision model to choose the best route. Interaction movement (e.g., when you direct an animal to a bowl or object) remains responsive and unchanged—still prioritizing your command.

🧠 How the new movement system works (detailed)

  • Auto Movement (smarter navigation):

    • Obstacle awareness: Animals detect walls and blocked tiles, then compute a valid path around them instead of pushing forward or getting stuck.

    • Route selection: They evaluate multiple candidate paths and pick the shortest viable route, with fallback logic if the first attempt fails.

    • Micro‑adjustments: If a path becomes blocked mid‑movement (another animal, temporary object), they recalculate locally rather than restarting the whole route.

    • Stability first: Movement speed and turn rates are tuned to avoid jittering or zig‑zagging around tight spaces.

  • Interaction Movement (no change, but more reliable):

    • Direct commands respected: When you send an animal to interact (like a bowl), it prioritizes that target.

    • Collision‑safeEven though interaction movement stays the same, it now benefits from the improved collision checks—no more slipping through walls.
  • Behavior tweaks:

    • Context‑aware decisions: Animals pause or re‑route if the target becomes temporarily unavailable, rather than forcing a bad path.

    • Smoother starts/stops: Acceleration and deceleration are tuned to feel natural, reducing abrupt turns or stops.

👀 Village Progress

Work on the Village continues at full speed. You’ll see more visual polish and layout improvements as we build toward a cozy, lively hub.

📌 Next steps

  • Satisfaction feedbackWe’ll collect a “movement satisfaction” rating to measure how the new system feels in real play. Your feedback will directly guide tuning.
  • Customization systems: Exploring pet customization options (visuals, small traits, and flair) and preparing concept art.

  • Village development: Ongoing improvements to paths, points of interest, and ambient life.

💌 Requests & Thanks

Your bug reports and suggestions are incredibly valuable—especially around movement edge cases and Village navigation. If you notice odd behavior (stuck paths, strange turns, or collision hiccups), please share a quick note. Screenshots or short clips help a ton.

Thank you for your support and for helping shape Tiny Paws into a cozier, smarter world. Enjoy the update and have fun with your little companions! 🐕🐈✨

Source

Steam News / 12 January 2026

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