In this update4
Full notes
Full Twilight Ferry update
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What changed
- Gameplay
- UI and audio
- Maps
- Fixes
Twilight Ferry changes
Additions
- Expanded Florist quest contentinterior/exterior interactions, new Yarn nodes, and prefabs.
Added prologue memories and Yarn content. Extra lore oooh!
- New environmental assetsglowing mushroom bunch, updated interiors, birch trees, fences, mushroom huts, rivers, waterfalls.
Added Tiny Tytti sprites and animations for updated skillchecks! She’s adorbs 😍
New audio events: Tytti VA, deer sounds, ambient layers, river/waterfall SFX, wildfire, meditation and menu sounds.
Added updated cinematic ending and a controller which manages playback
Implemented a pause menu with some settings!
The cliffside view has now been implemented 👀
Integrated UGS Analytics
Changes
- Mood & expression systemrefined #no-mood handling, prevented unwanted mood progression, improved ExpressionSelection/View behavior, UI color/gradient tweaks.
Emotion skillchecks have an improved visual style now! Bye (most) placeholders 👋
Midnight & Twilight scene polish: Lots of tweaks to lighting volumes, decor, scene bounds colliders, and midnight parallax.
Bluebell Grove: terrain sculpting, texture updates, materials, path lighting, and barriers.
Full UI (scaling) rework! We have escaped the FullHD jail :D
Audio & VFX: looping, attenuation, layering adjustments, fire vfx improvements, scene music handling improvements
Bridge traversal, building interior–exterior transitions tweaks
Cursor is now hidden and locked
Removals
Deprecated/removed old test scenes and obsolete scripts.
Cleared unused assets and debug objects for cleaner project hierarchy.
Fixes
Corrected specter follower behavior which had some old Alpha logic still in place
Fixed some collider and bounds issues.
Resolved some teleport / traversal bugs.
Minor typo, visual, and audio bug fixes throughout.
Source
Changelog.gg summarizes and formats this update. How we read updates.
