Microvania — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Patch 1.1.3731 | 2026-07-31 | Just a quick small patch to fix the bug when you create a save file with an empty name (it doesn't get saved properly, and can't be loaded later).Now, the keyboard screen will not allow Accept to work, and will flash and flicker the text input window to show it needs something. |
| Patch 1.1.3731 - Fixed empty Save File Name | 2026-07-31 | Just a quick small patch to fix the bug when you create a save file with an empty name (it doesn't get saved properly, and can't be loaded later). Now, the keyboard screen will not allow Accept to work, and will flash and flicker the text input window to show it needs something. |
| Patch 1.1.3561 | 2025-12-26 | Happy Holidays, MicroKnights!Today there's just a quick patch to fix a rare case where you could become out of bounds and get soft locked from progression.The fix happens when loading a save file, and if the your location is detected as not within a room, you will be placed at the game's starting position instead. |
| Major Update 1.1.3559 | 2025-11-04 | MicroKnights, you may now pet the Shnail!Hi MicroKnights, in today's update I've added a major new feature and incremented the version number +0.1 to mark the milestone (*).You can now pet the snail!Added ability to pet the snail. To do this, stand on Snail and hold the Aim button until you crouch. Then while the Aim button is still held, press any direction to do the various petting poses. NOTE: this will prevent you from shooting any weapon, so release Aim to exit petting mode.Shnails will now give a reward after some time of being pet.Enemies are no longer is "blocked" by pickups. This fixes seeing them flicker when a pickup is in front of |
| Patch 1.0.3545 | 2025-11-03 | Greetings MicroKnights!Today's patch fixes a couple of nasty bugs, and adds some Quality of Life improvements:Fixed: Being stuck in a menu while game was playing in the background, if your controller disconnected while you were in a menu. Thanks to Toma for reporting this one! :)Fixed: Button remapping menus broken. Thanks to FrancisVace for reprint this! :)QoL: The in-game Keyboard and Controller config screens will now also show the alternate actions for the button, if you've obtained the corresponding upgrade. The config screens in the Main Menu are unchanged.QoL: The Secret Sensor Microcard will now flash its icon on the bottom left of th |
| Patch 1.0.3527 | 2025-10-31 | Greetings MicroKnights!Today's patch fixes the 100% item bug in Demo world, and some Quality of Life improvements to Fire Worm boss battle:Fixed: Demo scene showing 97.6% instead of 100%. Thanks to ProNerdy for spotting this!Fire Worm boss now pushes the player away with a scream when transitioning to the next phase. This should help avoid being hit by the sub-sections if you were too close. Though note that if you're positioned in the corner that you may still be hit (so avoid the corners!).Fire Worm boss will now destroy any current fireflies when doing its cinematic or when turning vulnerable. This should resolve the annoyance of weaving b |
| Patch 1.0.3520 | 2025-10-30 | Greetings MicroKnights!Another quick patch, where I finally figured the pesky quiet music in boss fights.Fixed: Music going quiet during Boss Fights.Fixed: Bug where Recharge Station didn't refill empty pips if Healthbar was full.You can now use the Claw on the targets in the same room you get the upgrade.Mecha Scorpion's weakpoint covers now bounce projectiles away like how grey doors do. |
| Patch 1.0.3514 | 2025-10-28 | Greetings MicroKnights!Just a quick patch today with some minor QoL improvements:Fixed Health Pips, Missiles and Bombs ammo to be correct when loading the save file. This won't take effect until after your next save of the file, so the first load of the file in this build will still have the refilled bug ;).Mecha Scorpion's weak points will now bounce projectiles off when they're armoured.Ending Cinematic will now show the player in the Lava suit if it's obtained in this run. |
| Patch v1.0.3505 | 2025-10-27 | Greetings MicroKnights!In today's quick patch, I'll try addressing the confusion with how Microcards and Microcells work. As well as sorting out a few bugs:Some Microcards and Microcells explanationWhen picking up a Microcell item, the description text will say "... need more for Microcards", as a hint that you should find more of them. Once you've obtained enough to equip 1 Microcard, it will then say "Can now equip Microcard!".When opening the Microcard Equip screen, any full red bars will flash for a moment, to help indicate a card can now be equipped.FixesFIXED: one case of the music staying quiet/off. But there's still a few others I hav |
| Patch v1.0.3490 | 2025-10-25 | Greetings MicroKnights!Yesterday's release saw the game get into the hands of many people. So many, that of course some bugs we never found earlier were found this time ;). Here's a fix to some major ones, including a few others:New Boss Room Enter CinematicWhen you enter a boss room, we now play a short cinematic where the player character walks in a little as the doors lock behind them. The player will turn to look, and may react to the event as well, before the cinematic ends and control is given back to you.FixesFIXED: MechaScorpion can no longer push you to outside the room above. I was tempted to allow this when it was discovered yester |
| Microvania is out now! | 2025-10-23 | Attention MicroKnights!Microvania is now out and ready to play for PC and Mac.Here's a quick reminder of the new features that's been aded since the Demo build:A bigger worldMore enemies and bossesMicrocards and MicrocellsFull LexiconAchievementsCheck this news post for details on the above.Here's a few more additions that just made it recently:New Auto Save options, which can be set before the game starts and also from Accessibility settings.The Hint Frequency is now also shown before starting a new game, and also from Accessibility settings.Can now exit game from Boss fights (it will take your last save, which is the room just outside the b |
| 20251021 Patch | 2025-10-21 | Hi Everyone,Another day closer to launch, and another patch with some updates :).After creating a save file and before starting the game, you will now be presented with a "Set Hint Frequency" screen. Here, you can see the 3 options (Always, Once, Never), and a short description of what each one means. Many players have found the repeated Map hints to be annoying, but weren't aware that they could just change the Hint Frequency to Once or Never to remove that. Hopefully, this makes that a bit clearer.Missiles and Bombs will now stop giving hints after a certain number have been obtained. This is for the Always Hint Frequency. This was done, as |
| 20251020 Patch | 2025-10-20 | Hi Everyone,Another quick patch while lots of fixes and changes make it into the main release build (and also do the demo build). Changes below:GameplayFixed an issue where the playercould get stuck between a tunnel and the level geometry, causing a soft lock as the player cannot move nor transform to get out.When the game auto-saves, you now see a "Game Saved" alert on screen to indicate this happens. This is just before the boss fight, so it only affects the entrance to the boss fight in the Demo (though, in the full game, there are more places this can trigger).While in a boss fight, you can now Pause and Exit the game. Now that it's clear |
| 20251016 Quick Patch | 2025-10-16 | Hi Everyone,As release date gets closer, I've added a few things that also affect the Demo build:Video- Windowed Mode (not Fullscreen) can now be resized. If you somehow have a screen that allows you see lower resolutions clearly (ie, the pixels are still visible to your eyes), then this might give you a more "authentic" experience - as in, this is what the game could have felt like on a fantasy handheld console from the '90s. NOTE: if using one of the lower resolutions, it may look better by adjusting the Retro Filter (either Off, or use Coarse mode).- Hopefully fixed any issues with ultra-wide or portrait mode displays. If you still have is |
| Microvania is releasing on October 23rd 2025 | 2025-10-10 | Attention all MicroKnights!We're in the final stretch - Microvania will be released on October 23rd 2025 (24th for Eastern Hemisphere folks). That's in just two weeks!Testing has been going well (a big thank you to all the testers!), bugs are getting squashed, almost everything is getting a polish pass, and many Quality of Life features are being added (you may have seen some of them in the Demo too!).Along with more items and more secret passages, here's a few things to look forward to coming in the full game:A bigger world. The full game has over double the number of rooms than the Demo and is completely new and redone (ie, the Demo and Ful |
| 20251009 Quick Patch | 2025-10-09 | Hi Everyone. Here's another quick patch to keep the Demo build inline with the upcoming Release build.Most changes are to the release, but a few things do affect the Demo build.UIFixed button icons to be correct for the current controller. This accidentally broke from the recent Unity Vulnerability Patch.Lexicon pages for Missile and Bomb upgrades now also explain they open certain doors.Fixed UI Sound effect triggering when you press directional inputs during the Item Get popup screen.Fixed bug related to the screenshots in Save Files that was causing issues with playing a cloud saved game. If you've had issues with playing save files from a |
| 20251004 Patch | 2025-10-04 | Hi Everyone. This patch is mostly about Unity's recent vulnerability exploit that was recommended to quickly patch. Along with that, there's a few other small changes from the full game that are also in the Demo.Updated Project Editor to address a Unity Vulnerability exploit.Added short version of "Item Get" fanfare, which is used for the "common" upgrades (missiles, health, bombs).Added sound effect to Lava Fireballs.Added sound effect to Spaaht enemy when it spits.Added missing hit/death sound effects to enemies that were missing them.Added Cinematic Bars to Parrotto boss' pre and mid fight sequences. |
| 20250924 Patch | 2025-09-24 | Hi everyone. This update mostly brings the Demo build up to parity with the Full Game build. Here are the changes:GameplayFixed case where the player could get stuck inside the breakable ice blocks.Changed the 4 crumple block dash challenge (in the green room just outside Ice area entrance), to be 3 blocks instead. This challenge was designed quite a while ago, and well before I knew what the final game would have as challenges. It turns out, that there's nothing in the final game that is as hard as the 4 crumple block challenge. At least, nothing mandatory.Fixed enemies flickering when an enemy projectile passes through them. This doesn't ha |
| 20250804 Patch | 2025-08-04 | Hi everyone. This will likely be the final patch before the full release, as the main game is now ready and getting beta tested!Gameplay- Fixed seeking projectiles to no longer fire while game is paused.Audio- Added new original Boss Theme music.- Lowered volume of ItemGet fanfare, so it closer matches music volume levels.UI- Created Video settings sub-menu, moved Fullscreen and Retro Effect to it, and added new Scanlines option to control scanlines thickness.- Fixed Keyboard Composite Input Binding (the Move inputs) to work. This was accidentally broken in an earlier patch. Apologies for not noticing till recently!- Added Back tooltip to Set |
| 20250613 Patch | 2025-06-13 | Hi everyone. With Frosty Games Fest now done (hello to our new friends!), it's time for another update. This patch ended up doing more than I thought it would. Most of these are from finalising the main game's world and features. Which btw, is getting very close to releasing!Gameplay- Feature: Map Screen now matches its colors to the terrain's colors (instead of generic grey).- When recharging health at a station, after a few seconds the recharge rate will increase in speed. So total recharge time is now much faster when you have lots of health pips and missiles. This speed increase does not apply for bombs, as there's so few of them.- When s |
| Frosty Games Fest 2025 | 2025-06-04 | Hi, I wanted to let you all know that Microvania will be participating in Frosty Games Fest 2025 this weekend from 8th June! You can watch it on Youtube or Twitch. See below for times in your region: Australia: 9am AEST | 8:30am ACDT | 7am AWST (June 8) New Zealand: 11am NZST (June 8) Japan: 8am JST (June 8) USA: 4pm PDT | 7pm EDT (June 7) UK: 12am BST (June 8) - Dreampunk |
| 20250530 Patch | 2025-05-30 | - Big performance improvement There was a system created a few months back that ended up costing a lot to run, which in turn would cause either very low fps and/or inputs being dropped altogether (I can confirm that Jump felt unreliable in this case). I've refactored that system and reduced the CPU cost by 44%. So if you had some performance issues previously, please try again now with this patch. - Any Map Marker's used in Map Screen will now show up on the top right corner of the game screen when you enter the room. - Minor resource optimisation for Map Screen's markers. |
| 20250416 Patch | 2025-04-16 | - Dying on the boss will now respawn player to before entering the room. This was always an intended mechanic, I just hadn't gotten around to adding it till recently. The boss will feel a little harder now, but hopefully you've found enough Health Tanks to mitigate that! :) - Added back the initial cannon fizzle (before obtaining Cannon upgrade), and instead made it appear more like a short puff of smoke. I recently had a playtester mention "oh, it looks like I have a gun, so why doesn't it work?". Which is a valid point! Adding the fizzle back in was the simplest solution here, as creating a new sprite without the gun is beyond the scope of |
| 20250308 Patch | 2025-03-08 | BUG FIX: Ball Dash can dash into the terrain, or through a pipe's borders. There was a known "bug" where you can ball dash through the corner of a pipe to get inside it without using a proper opening, and also you can ball dash through a 'checkerboard' terrain pattern. This was kept in, as I thought it would make a fun exploit for speed runners (and I can always do the level design around this knowledge, so it wasn't too game breaking or something). But recently someone found that you can also dash into a pipe from anywhere, AND also you can dash into the terrain (very bad, and definitely unintended ːsteammockingː). So this patch fixes dashin |
| 20250306 Patch | 2025-03-06 | Removed the "fizzle" effect, that is replaced once you obtain the Cannon. This was an effect I added early in development after some play tests, because some players thought the button was broken as it didn't do anything yet. But it seems now it causes more confusion, so I've removed it. |
| 20250305 Patch | 2025-03-05 | A minor patch to add a QoL addition that just got implemented for the main game. The Map Screen is polished up a little more, with nice movements to each room (instead of snapping to it), and a little bump when trying to move off the edge of the map. Also, I've hopefully fixed the dreaded undetected controllers issue for good! |
| 20250301 Patch | 2025-03-01 | UPDATE 20250303: This patch is now live! Apologies for the delay. Hopefully all the controller support issues are now behind us :). ------- EDIT: This patch has been disabled for now, as it broke controller support. Will bring this back in when we can confirm controller support is working again. For now, these below changes are not yet live. I'm really sorry for the inconvenience this has caused! ------- - Revised Enemy Health values so they're less tank-y. I'll list the tier values here, but hide them in a spoiler tag in case you don't want to know: 1, 2, 3, 5, 10, 15, 20, 25 Also, I'm not listing which enemies use which tier, but that's fai |
| 20250226 Patch | 2025-02-26 | UX FIX: Xbox Controllers (and some others) not being detected. Xbox Controllers (360 & Series X/S) should now work. Possibly, this fix may also apply to generic controllers, and maybe even the Steamdeck (hopefully). If you're playing on desktop, please disable Steam Input in the game's Steam settings. We have native controller support in the game already, and we've found that Steam Input may produce unwanted results. |
| 20250214 Patch | 2025-02-14 | Reduced the Player's Knockback duration, so you are now spending less time out of control. Increased the Player's Invulnerable duration, so it's now actually much longer than the Knockback duration (over x2!). Reduced Enemy push force, making it less impactful but more fair to Player (allowing them to move through enemies, sometimes). When respawning, Player is now invulnerable for 1 whole second. This avoids player getting stuck on an enemy while respawning. BUG FIX: Player was still hittable while in Invulnerable state (flashing). Horizontal Spike's hitbox reduced, so they're now a little more forgiving to Player. Greatly reduced the high p |
| 20241218 Patch | 2024-12-18 | BUG FIX: Previously obtained Upgrade Icons appear as un-obtained in the Map Screen, when loading a save file. |