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Steam News20 May 20215y ago

PATCH V1.0.1 is now available!

The train door is now open. Our first of many patches is here! This should address major game-breaking bugs, as well as address some of the feedback we've gotten since launch.

Full notes

Full UNBEATABLE [white label] update

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

What changed

9 fixes3 additions9 changes1 removal
  • Gameplay
  • UI and audio
  • Balance
  • Performance
  • Fixes
changedThe train door is now open.
addedNote: We're trying a new method here for organizing patch notes, categorizing them by various types:
changed(EPISODE CHANGES) - Specific changes/additions made to a [white label] episode. (RHYTHM) - Adjustments / Fixes made to the rhythm combat. (EXPLORATION) - Adjustments / Fixes made to either exploration gameplay or the exploration segments found in [white label]. (BEATMAPS) - Adjustments / Fixes made to the game's rhythm beatmaps/songs. (MENU) - Changes made to the game's main menu / options. (QOL) - Additional polish / features that help smooth out gameplay. (MISC.) - Other things unrelated to the above.
fixedHere are the fixes!(SIDE A TRACK 1) The Train will soon be departing. Please be careful when boarding.
changedHere are the fixes!(SIDE A TRACK 1) Dialogue decisions at the start of the "Familiar" segment will now alter the difficulty you play at the start.
addedHere are the fixes!(SIDE A TRACK 1) A new credits opening now plays during the "Familiar" segment.

UNBEATABLE [white label] changes

  • Trainmap
changedThe train door is now open.
addedNote: We're trying a new method here for organizing patch notes, categorizing them by various types:
changed(EPISODE CHANGES) - Specific changes/additions made to a [white label] episode. (RHYTHM) - Adjustments / Fixes made to the rhythm combat. (EXPLORATION) - Adjustments / Fixes made to either exploration gameplay or the exploration segments found in [white label]. (BEATMAPS) - Adjustments / Fixes made to the game's rhythm beatmaps/songs. (MENU) - Changes made to the game's main menu / options. (QOL) - Additional polish / features that help smooth out gameplay. (MISC.) - Other things unrelated to the above.
fixed(SIDE A TRACK 1) The Train will soon be departing. Please be careful when boarding.
changed(SIDE A TRACK 1) Dialogue decisions at the start of the "Familiar" segment will now alter the difficulty you play at the start.

The train door is now open.

Our first of many patches is here! This should address major game-breaking bugs, as well as address some of the feedback we've gotten since launch. We've been reading through everything and working on issues best we can - so keep the feedback coming!

Note: We're trying a new method here for organizing patch notes, categorizing them by various types:

(EPISODE CHANGES) - Specific changes/additions made to a [white label] episode. (RHYTHM) - Adjustments / Fixes made to the rhythm combat. (EXPLORATION) - Adjustments / Fixes made to either exploration gameplay or the exploration segments found in [white label]. (BEATMAPS) - Adjustments / Fixes made to the game's rhythm beatmaps/songs. (MENU) - Changes made to the game's main menu / options. (QOL) - Additional polish / features that help smooth out gameplay. (MISC.) - Other things unrelated to the above.

This should help you find issues you may be having, and better organize our changes going forward. If this is somehow a unreadable mess though, feel free to yell at us about it in the discussions for this post.

Without further ado...

Here are the fixes!

  • (SIDE A TRACK 1) The Train will soon be departing. Please be careful when boarding.

  • (SIDE A TRACK 1) Dialogue decisions at the start of the "Familiar" segment will now alter the difficulty you play at the start.

  • (SIDE A TRACK 1) A new credits opening now plays during the "Familiar" segment.

  • (SIDE A TRACK 1) If you ask Quaver to go real easy on you (taking you to the tutorial beatmap), every note will now deliver a tutorial prompt before you miss.

  • (SIDE A TRACK 1) The position of the text explaining exploration controls has been adjusted so Beat isn't blocking it upon startup.

  • (RHYTHM) Double (Blue) Notes have received a visual rework - try out our revision of them and see what you think! The change may not be immediately noticeable, but should help when it comes to properly sight reading the exact timing of a note (especially useful for double notes that take awhile to finish off). We'll be assessing feedback on this and may revert back if y'all don't dig it - so please understand that the change is not final!

  • (RHYTHM) The game no longer eats inputs during rhythm combat. MUST DIE! just got nerfed.

  • (RHYTHM) You can now restart songs from the results screen of a finished song!

  • (RHYTHM) Your accuracy is now tracked with your high score (shown on the cassettes).

  • (EXPLORATION) You will not be able to enter the garage room if you're currently in a dialogue conversation, which prevents potential dialogue crashes.

  • (EXPLORATION) Dialogue UI now includes button prompts when choices show up. This is a good heads up that, yes, there are dialogue choices in our game!

  • (EXPLORATION) Timed dialogue UI has been adjusted

  • (EXPLORATION) Adjusted height of speech bubble icons

  • (EXPLORATION) Collision issues fixed in both the Train Station / Practice Room

  • (BEATMAPS) Waiting's mix has been updated to match the version found in UNBEATABLE: DEMO TAPES.

  • (BEATMAPS) The opening start of Waiting has been adjusted so the camera flip happens earlier [Beginner/Easy/Normal only]

  • (BEATMAPS) Replaced the double note at the end of Proper Rhythm with a hold note [UNBEATABLE only]

  • (BEATMAPS) Fixed an issue where Forever Now - DOG NOISE REMIX wasn't playable on any difficulty other than UNBEATABLE (it is now available on Beginner/Easy/Normal/Hard as well)

  • (BEATMAPS) Swapped the beatmaps for

Source

Steam News / 20 May 2021

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