Quick answer
The latest official announcement indexed for this page is Ver. 1.4.3 β QuestBoard Fixes, Audio Fixes & System Polish, dated September 7, 2026. It reworks the customer queueing flow, sends shoppers to the nearest active counter instead of wandering upstairs, clarifies the pricing UI, fixes the QuestBoard hanging on load, audio stuttering and furniture price stacking, and restores save compatibility for progress carried from the 1.4.0 demo. It follows the Ver. 1.4.2 pricing hotfix (September 5), the SHOP UPDATE (September 4) and the September 3 language and optimization patch. This page analyzes what the current changes mean for players; the update log is the complete dated archive of every official patch plus roadmap progress.
Current update snapshot
| Date | Official change | What it means for players |
|---|---|---|
| 2026-09-07 | Ver. 1.4.3 β quest board, audio and system polish | Queueing reworked for peak hours; shoppers pay at the nearest active counter; clearer pricing UI; QuestBoard loading fix; audio stuttering fix; furniture price stacking fix; handheld cursor fix; 1.4.0-demo save compatibility. |
| 2026-09-05 | Ver. 1.4.2 β pricing helper and NPC AI fix | Price text turns red when you are 10β33% above the acceptable range; overpriced items are auto-adjusted once on first load; serving a customer is a single interaction; NPCs stop getting stuck; keyboard works again with a gamepad plugged in. |
| 2026-09-04 | SHOP UPDATE (roadmap step 1) | Three larger properties (Darkmoon Fair, Ivory Tower, Old Vinery), an NPC pathfinding overhaul, automatic counter payments, a pricing-logic rework, item deconstruction, an expanded item UI, rug stacking removed and an economy/crafting rebalance. The demo was updated to match. |
| 2026-09-03 | New languages + optimization | Full support for Danish, Dutch, Italian, Norwegian and Swedish (16 languages total), performance work across village, forest and dungeon, memory-management refactoring, brightness/gamma settings and expanded quality options. |
| 2026-08-31 | Dungeon Map + Inventory Sorting | Press \ for the full map, a minimap on the HUD, one-press inventory sorting, storage-chest safeguards, sensitivity tuning and localization fixes. |
| 2026-08-31 | Roadmap | Official roadmap published: SHOP UPDATE, Dungeon Update, Death & Taxes, player-poll additional content, then co-op. |
| 2026-08-30 | Ver. 1.1.3 β special rooms fix | Special rooms save and reload correctly; a furniture-loss safety net protects players upgrading from 1.1.0 or lower. |
| 2026-08-30 | Ver. 1.1.2 β save file recovery | Empty-save recovery, corrupted-save repair, demo/legacy save migration and reliable shrine progress. |
| 2026-08-29 | Ver. 1.1.1 β save improvements + Unstuck button | House-wiping bug fixed, Unstuck button added, temporary Return to Village option, quest board restored, item duplication resolved, missing armor drops fixed. |
| 2026-08-27 | Gamepad Support + Major Fixes | Full controller support, complete key rebinding and automatic dungeon pickup. |
| 2026-08-26 | Ver. 1.0.2 β dungeon generation fixed | Blocked routes and floor-load freezes addressed on launch day (Ver. 1.0.1 also added special furniture for demo players). |

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How the latest updates change play
Pricing and checkout
The SHOP UPDATE reworked pricing logic: base prices are set first and shop bonuses are calculated as a percentage on top of that base, so the developer asks every player to re-check prices after updating. Ver. 1.4.2 then added the missing feedback loop: when you set a price, the text turns red once you exceed the acceptable range by 10β33%, which is the signal that you are pushing past what customers will tolerate. The first time you load a save on 1.4.2, items priced far too high are auto-adjusted to a random acceptable value β never the perfect maximum, so fine-tuning is still on you.
Checkout is faster on both ends: customers drop their gold on the counter by themselves, and serving an NPC is a single interaction instead of two clicks. Queue feedback is now honest β a full counter queue makes customers complain about the line instead of falsely logging "too expensive" in your transaction history. See the shop and profit guide for how to use the new signals.
Quests, audio and small-shop fixes (Ver. 1.4.3)
The September 7 patch smooths the remaining SHOP UPDATE rough edges. The queueing logic was reworked so peak-hour shoppers flow steadily, and customers now pay at an active counter on the same floor instead of pathing upstairs. The QuestBoard no longer fails or hangs indefinitely on load, audio stuttering is fixed, and picking up and re-placing furniture no longer multiplies the prices displayed on the items sitting on it β if you rearranged your shop before this patch, re-check your displayed prices anyway. Players who carried a save from the 1.4.0 demo get fixed save loading, and handheld devices received a cursor responsiveness fix.
Shop layout and customer paths
Customers now physically path around your furniture instead of ghosting through it. If your displays wall off the route completely, shoppers stop, say they cannot get through and refuse to spend. Edge-to-edge table barricades no longer work: leave walkways when you redesign the shop, and use the three new larger properties β Darkmoon Fair, Ivory Tower and Old Vinery β if you need more floor space.
Items and crafting
Item deconstruction lets you salvage an unwanted craft and recover part of its original materials, and the item UI now shows a much deeper stat and sales breakdown on hover. The SHOP UPDATE also rebalanced base market values across item categories and adjusted furniture crafting recipes, so older community price notes may be out of date. The crafting guide and items guide cover the current loop.
Performance, graphics and languages
The September 3 patch optimized all maps (village, forest, dungeon), refactored memory management for stability, and added brightness/gamma sliders plus advanced SSAO and quality settings that now apply in real time. Ver. 1.4.2 added foliage-rendering optimization on top. Danish, Dutch, Italian, Norwegian and Swedish joined the supported languages, bringing the total to 16.
Dungeon navigation
The map changes the answer to βhow do I find the boss room?β: use the minimap to track explored rooms and open the full map with \ (rebindable in settings). Use it for navigation and route planning rather than as a fixed floor diagram. The Unstuck button from Ver. 1.1.1 remains the escape hatch if you get clipped out of bounds. See the controls and support guide.
Known-issue policy
Steam Discussions contain player reports about save files, shop objects, dungeon generation and other edge cases. The source for those reports is the Steam Community discussion area; the official announcement list above records fixes released by the developer.
For save or shop-item problems, use the latest official fix notes and the developerβs Steam discussion channel before deleting files or starting a new save. The Ver. 1.1.1β1.1.3 series, the storage-chest safeguards and the pricing auto-adjustment are all recovery or protection systems the developer shipped against these reports.
Roadmap versus shipped features
The official roadmap lists five milestones: SHOP UPDATE, Dungeon Update (Dungeon+, new rewards, smarter enemy AI, dungeon balance), Death & Taxes (player skill system, a traveling merchant, taxes, goldless crafting and new achievements), additional content chosen by community polls, and finally multiplayer co-op. The SHOP UPDATE shipped on September 4, 2026 as the first milestone; the dungeon map and inventory sorting were shipped earlier as launch-feedback features, not roadmap steps. Everything else on the roadmap is planned, not in the game yet.
Sources and scope
Source: the official Steam news feed, the Steam events and announcements page and the official Steam store page. Checked on September 12, 2026. The complete patch archive lives on the update log page.
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