Update Features: [b]- Controller Support! [/b]Tested with Xbox 360 and Xbox One Controllers. Controller compatibility outside of those options is untested and may not function completely correctly. [b]- Steam Achievements! [/b]There are currently 10 Steam achievements available for players to obtain. This is sure to bring extra incentive for a new playthrough! More may be added in the future as well. [b]- Bug Fixes and Improvements! [/b]Many fixes and improvements have been added to the game in order to refine the Stardrop experience. Thank you to everyone who submitted something in the "Bugs and Glitches Report Forum" discussion, it really helped when looking for stuff to fix! With that being said, what are these changes? Well, the following is a list of every change made for this new update. Unless I forgot something... which is honestly pretty likely... lol. [b]Changes:[/b] [list] [*] Dialogue soft-lock glitch is mostly fixed. (There still may be edge-cases where it could happen. If you still see it, leave a comment in glitch report discussion mentioned previously.) [*] Fixed an exploit involving grabbing the star sliver that the big tower snipperbot gives you in the patch of flowers. This exploit allowed players to theoretically obtain an infinite amount of star slivers. [*] Fixed double jump flight glitch. [*] Brown seeds can now be planted in any patch of dirt around the map. [*] Added signs next to each patch of dirt to make planting more obvious. [*] Removed some invisible geometry near the wooden scaffolding. [*] Polished occlusion culling in some areas. The flicker still exists when the camera is placed in walls. This is a very delicate issue, as removing the flicker entirely could cause the game to become much less performant in other areas. More refinement in this subject may come later. [*] Stardroplets can now be collected when Gumdrop is flickering after taking damage. [*] Gumdrop has undergone many animator transition fixes, and should overall be more responsive. [*] Polished gamefeel around the board for many player actions. The major change to note is the dash detection system has been almost completely reworked-- leading to the game much more reliably reading when the player is dashing into objects. [*] Made enemies instantly disappear after the player dies during the boss fight. [*] Fixed pause menu display issues regarding the "How To Play" screen. [*] Fixed a bug where tower snipperbots would sometimes shoot one last bullet before being defeated. [*] Fixed some minor texture errors in a few places. [*] Player is granted a new respawn position at the end of the deitus realm platforming section. [*] Fixed weird momentum jank happening when Gumdrop dashes at a certain point in the spring animation. [*] Krodge's introductory cutscene is now skippable. [*] Krodge's golden seen dialogue is now skippable. [*] Fixed budshroom worried particles not displaying correctly. [*] Cowboy shroom now actually reacts to the crumbling rock. So... that's cool I guess. [*] Boss fight arena has been given an additional trigger to start the beginning cutscene. [*] Slightly optimized performance in deitus realm. [*] Subtly altered parts of the stage to draw attention to certain mechanics or set pieces. [/list] I think that's it. So, yeah... Thanks for playing, and have fun! -Harrison W | Gumdrop Studios