1.9 - Performance & Optimisation
Hey everyone!
A new update is now live, and it’s a big one under the hood!
Performance & Optimisation
Creatures are dramatically cheaper to render. Previously, a creature could use hundreds of draw calls since each body part was rendered separately with its own submeshes. With the new mesh-baking system, an entire creature can now be combined into a single mesh! Creature Optimisation is still in testing, so it's opt-in from the settings menu for now, but it’ll be enabled by default everywhere very soon. Let me know if you run into any issues!
Multiplayer netcode overhaul. Creature and world-item synchronisation has been optimised, reducing bandwidth usage and helping prevent hitches in busy online worlds.
Scene optimisation. Foliage has been improved with distant tree billboards, tuned grass, and optimised shadows. The Farm map in particular has also received lots of smaller performance improvements.
Smaller downloads and lower memory usage. Builds now use LZ4 compression and textures have been optimised.
Smarter render distance. Creature visibility now scales based on your device instead of using a fixed distance. More powerful phones and PCs can see creatures from much further away while weaker devices can keep things running smoothly.
Fixes & Polish
Fixed invisible creatures appearing in multiplayer.
Fixed pets briefly spawning at the wrong scale.
Fixed several minigame bugs.
Fixed projectiles colliding with their own owner.
Certain abilities (jumping, flapping, stomping, charging, breathing fire, and dancing) are now correctly blocked while diving.
Creature ragdolls are now knocked back when killed by a charge or stomp.
Various anti-cheat and security improvements.
Cloud saving now includes your favourited creatures.
Cheers, Daniel
This announcement was originally published by Daniel Lochner on Steam on Aug 11, 2026.
Open the original on Steam