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MONOWAVE

MONOWAVE v1.0.3: Our First Update

Studio BBB Inc.

Hello from Studio BBB!

One week after launch, we're ready to share MONOWAVE's first update. We've refined wall jumps and movement in the air, and fixed progression blockers in boss encounters and hidden stages. The update also brings new colour vision filters, clearer Codex and menu layouts, and improvements to co-op play and sound.

Your detailed reports, screenshots and videos have been a great help in finding the causes of these issues. Thank you for taking the time to share them with us.

1. Controls and Movement

1.1. Wall Jumps

When climbing between two walls with Anger, you now have more time to queue your next jump . Press jump in advance and keep holding towards the next wall to perform a wall jump when you reach it.

Fixed wall jump inputs sometimes being missed when changing direction.

Reduced cases where changing direction and jumping immediately after a wall jump triggered an unintended Charge .

You can now wall jump while sliding down a wall even after releasing the directional input.

Fixed wall jumps losing height when Mono touched the opposite wall in a narrow passage.

1.2. Running and Jumping

Fixed emotionless Mono moving more slowly immediately after starting or restarting a stage than after gaining an emotion and returning to that state. Movement speed is now the same from the start.

Fixed jumps pressed just after passing a platform edge not registering when running over a small ledge briefly lifted Mono off the ground.

After jumping from the ground or falling off a platform, releasing the directional input now reduces horizontal speed while descending as well. Movement trajectories from wall jumps, Charge, wind, Springy Grass and similar sources are unchanged.

Jump and wall jump input windows in Fast Forward Mode (x1.5) now last as long as they do at normal speed.

Fixed holding the jump button in the air causing another jump as soon as Mono landed. Jumps pressed shortly before landing still carry through as before.

Improved cases where Mono stopped on the edge of a platform or became stuck against certain walls and narrow gaps .

Fixed a brief period when jumping, singing and melting were unavailable after a cutscene or message closed, after passing through a portal, or after emerging from a spirit that had swallowed Mono. Pressing a button to skip a cutscene no longer causes a jump immediately afterwards.

1.3. Movement with Sorrow

Reduced cases where Mono could not stand up despite having enough room beneath a pass-through platform or when lightly touching a wall or slope while melted.

Mono can now move sideways as they stand up in a narrow gap instead of getting caught in the terrain above.

Improved cases where standing up left Mono stuck in a wall or moved them somewhere with no foothold.

Fixed emotion plants, spirits' songs or Emotion Transfer from Prism (the second player's character in co-op) changing Mono's emotion while melted in a tight space and leaving them stuck in a wall. Emotion changes now wait until there is room to stand up.

When there is no room to stand up while melted, Mono now gives a small twitch each time you press jump. The standing-up sound and a brief controller vibration also play.

If there is no room to stand, keep holding jump and Mono will stand up if space becomes available within 2.5 seconds.

Fixed unnecessary bouncing when taking damage while melted, and hit reactions with Sorrow being cut short.

1.4. Keyboard and Controller

Fixed diagonal inputs reducing horizontal movement speed on the ground and in the air when using a keyboard, D-pad or stick.

Improved the issue where small residual stick inputs prevented singing after releasing the stick.

Swimming now follows the direction of the stick more closely. Improved cases where movement veered to one side or suddenly changed direction .

Fixed Mono unintentionally melting upon touching the floor while swimming downwards with a keyboard when a controller was also connected.

Improved the issue where small stick inputs from an unused controller changed the on-screen button prompts while playing with a keyboard or another controller.

When playing solo with multiple controllers connected, vibration now follows the controller you switch to using. Vibration on the previous controller stops. Simply connecting another controller does not change which one vibrates.

Fixed vibration continuing when a cutscene began, a stage was cleared, or Mono was swallowed by a spirit while singing.

Pressing Mono's sing button in fog now produces a sound and brief vibration to indicate that singing is unavailable. Pressing again before the sound ends still gives feedback, while very rapid presses are limited to prevent excessive sound and vibration.

2. Progression and Co-op Play

2.1. Progression Blockers

We're sorry to everyone who was unable to continue because of a progression issue.

In 1-BOSS, fixed Gilly becoming unresponsive to further songs and blocking progress after hearing a song with the wrong emotion.

In 3-BOSS, fixed both characters being unable to move after the ice-breaking cutscene in co-op.

Fixed being unable to turn Fast Forward Mode on or off after restarting if a cutscene began at the moment Mono was knocked out.

In 1-8, fixed getting stuck in a section and being unable to progress .

2.2. Returning from Hidden Stages

Fixed restarting at the hidden-stage return point instead of the checkpoint after returning from a hidden stage, passing a checkpoint and then being knocked out.

Hints now resume for the puzzle you were working on before entering the hidden stage. If you enter and clear a hidden stage directly from stage select, hints begin with the first puzzle in the regular stage you return to.

2.3. Playing Together

Fixed gameplay resuming with the pause menu or Codex still open after a controller disconnected and reconnected.

Fixed some subsequently selected stages starting at a hidden-stage return point instead of their normal starting point after returning from a hidden stage and going to the title via the controller-disconnected message.

Fixed the credits playing at 1.5x speed after a controller disconnected and reconnected if you entered the credits while playing at 1.5x speed.

Improved cases where residual stick input made Prism keep moving after releasing the stick, or Charge in the previous direction when the Charge button was pressed.

Improved menu controls so that small residual stick inputs from the other controller do not interfere with the controller being used to navigate a menu in co-op.

Turning off Controller Vibration in Settings now immediately stops vibration on player 2's controller during Prism's Emotion Transfer as well.

3. Display and Accessibility

3.1. Brightness and Colour Vision Support

Refined the brightness range and reduced excessive bloom at higher brightness settings.

Added Protan, Deutan and Tritan filters and a strength control to the Colour vision support screen, opened through Colorblind Mode. Strength is saved separately for each filter, and the same filter also applies to the on-screen emotion display.

Improved the preview and added a colour chart to help check brightness and colour vision settings. Bloom is not shown in the preview.

Adjust the filter and strength to see how the colours change in the preview.

If your existing brightness setting falls outside the new range, it will be adjusted to fit the range the first time you launch after updating. If the screen looks different, readjust it under Settings → Graphics → Brightness . If you were already using Colorblind Mode, your previous filter is retained. You can select the new filters under Settings → Graphics → Colorblind Mode .

3.2. Aspect Ratio and Display

Fixed subtitles, menus, achievement notifications and other elements being cut off or overlapping on 21:9 and 16:10 screens. The game remains displayed at 16:9, with black bars in the unused space.

Added resolutions matching your monitor's aspect ratio to the resolution list.

The layout now updates immediately when you change the resolution, Fullscreen setting or window size.

When using Look around with a controller, it ends automatically if a platform, wind or another source moves Mono too far from the camera. Fixed holding the stick in this situation repeatedly turning Look around on and off, causing screen shake and overlapping sound effects .

Fixed a circle of light appearing only in the water reflection, with no corresponding light visible on screen.

4. Codex and Menus

4.1. Codex Entries and Achievements

Fixed spirits' Codex entries not unlocking when an emotion was passed to them through a Conch Shell.

Fixed spirits' Codex entries not unlocking when Parruff or Froggey passed on an emotion received from Mono or Prism.

Fixed the animation and sound for a newly unlocked Codex entry not playing when the same category already contained unread entries.

Fixed entries unlocking even when a spirit had not accepted the emotion Prism transferred.

Fixed singing to spirits increasing progress towards Spirits' Best Friend in tutorial sections where Codex entries are not recorded.

Existing Codex entries and earned achievements are retained. Previously missed Codex entries will not be filled in automatically, so please transfer the emotion again in the relevant stage.

4.2. Fonts and Layout

Improved readability by changing the body fonts for Korean, Japanese and Chinese, the Japanese heading font and the English Codex body font.

Korean text now wraps at word boundaries. We also refined menu and Codex text and adjusted line breaks across all 10 languages.

The Russian cutscene Codex before and after the changes. Expanded the description area and adjusted text size and paragraph structure.

Improved layouts for difficulty selection, settings, saves, stage selection and in-game messages.

Made each world's completion overview easier to read.

Tidied up Codex text, illustrations and page indicators. Also fixed spirit illustrations appearing late or overlapping.

Arrows now appear only in directions where another page is available. The first and last pages no longer wrap around to each other.

Updated the Codex illustration for wall jumps to match the control instructions.

Left and right arrows now appear when selecting a locked entry on the skin selection screen.

Improved readability of keyboard and controller prompts, achievement notifications and new-skin notifications. In-game achievement notifications now also show the unlock condition.

Enlarged the illustrations and descriptions in the Emotion Spirit introductions, and adjusted spacing and line breaks for easier reading.

4.3. Menu Controls and Settings

Holding a direction with the keyboard, D-pad or stick now moves through menu items continuously, stopping at the end of the list. Options that apply as soon as they are selected, such as difficulty and colour vision filters, change only once per directional press.

Fixed some rapid D-pad presses being missed and diagonal stick inputs moving two items at a time.

Fixed directional input held on the previous screen carrying over when a new menu opened.

World selection moves one step per directional input. Adjusted stick direction detection, and pressing the opposite direction after a move now returns to the world you were just viewing.

Fixed bindings reverting to an earlier assignment on relaunch after changing the key for the same action several times.

The game now starts with default settings if the settings file is empty or damaged. A failure to save settings no longer interrupts the game.

Resetting settings now preserves the selected language.

5. Spirits and Stages

5.1. Spirits and Environmental Elements

Added a soft glow and musical notes to help Conch Shells stand out from the surrounding terrain. Connected Conch Shells move in turn.

Parruff and Froggey now stop singing while Mono or Prism transfers an emotion nearby. This reduces cases where nearby spirits' songs immediately changed an emotion back just after a transfer finished.

Reduced the area in which Spiny Sea Urchins deal damage. You can still walk over them with Anxiety as before.

Fixed the attack area of Diggory with Anger being applied incorrectly in shadows where gravity is reversed.

Fixed Turumi's legs looking abnormal after receiving Anxiety, and the delayed visual change after receiving Sorrow.

Fixed fragments scattering in the wrong direction when vertically placed Ice Blocks or Rocks broke.

5.2. Stage Adjustments

Adjusted a section in 2-3 that was difficult to progress through.

In 1-7, 2-8, 2-9, fixed some platforms and backgrounds overlapping incorrectly.

In 1-HD2, added safety platforms in some sections.

In 1-BOSS, fixed Slingshot Roses flickering during screen shake.

In 2-8, 2-9, 2-BOSS, fixed incorrect tracking and attack directions for Takji.

In 3-8, adjusted the size of some Ice Blocks to match their visible shape to their collision area.

In 3-HD2, fixed the body temperature gauge appearing when it was not needed.

In 4-7, moved a Sky Mimosa seed that was floating in midair into its proper position.

In 4-7 and 4-9, fixed Diggory appearing more than once at the entrance after passing through a sand tunnel.

In 4-8, adjusted Glidey's position in the section where Parruff transfers an emotion to Glidey.

In 4-BOSS, increased the movement speed of the last Floating Cloud to shorten the wait.

In FINAL, fixed the path and emotion plants being obscured .

6. Music and Sound Effects

Fixed sound effects building up and playing all at once , or music sounding as though it had cut out, after opening and closing audio settings on the stage selection screen.

Fixed music remaining quiet after returning to the title following a controller disconnection while paused in co-op.

In 2-2 and 2-HD1, fixed cave audio effects persisting outside the cave and making music sound muffled.

Fixed missing sound effects after restarting during a cutscene or immediately after calming an Emotion Spirit. Also fixed the same issue after watching a post-calming cutscene to the end or replaying the epilogue.

Fixed the sound effect not playing when collecting the final shard to clear some hidden stages.

Fixed a rock-breaking sound playing over the digging sound when Diggory with Happiness dug through sand.

Fixed the “no hint” sound playing multiple times for a single press of the hint button when there were no new hints to show.

7. Performance Improvements

Optimised water reflections to reduce the processing load when the camera moves or zooms in and out. Reflections on wide stretches of water may appear blurrier than before.

8. Known Issues

We're investigating reports of the game closing unexpectedly on some systems. The stage, your PC specifications and the log files described below will help us find the cause.

We're also investigating reports of brief stutters, including in the later parts of World 1. This update reduces the processing load from water reflections, but we have not yet confirmed whether the reported stutters have the same cause.

We have received a report of movement and menu inputs stopping for an extended period while using a controller. We have not yet confirmed whether this update's input improvements resolve it.

We have received a report of background music falling silent after restarting at a checkpoint, then returning at the next checkpoint. The cause and whether it is resolved are still unconfirmed.

9. Feedback and Bug Reports

If you run into a problem, please let us know on the Steam discussions or our official Discord below. Include the stage number, what was happening, whether you were playing solo or co-op, and the keyboard or controller you were using. Screenshots or videos are welcome too.

For unexpected closures or stutters, please also include your PC specifications. If the game closed, log files can help us identify the cause. On Windows, you can find them in the folder below. Use Player.log before launching the game again, or Player-prev.log if you have already relaunched it.

%USERPROFILE%\\AppData\\LocalLow\\Studio BBB\\MONOWAVE

Try the update and let us know what you think.

Steam Discussions Official MONOWAVE Discord

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Steam Reviews

Thank you for joining Mono on their journey.

Studio BBB

https://store.steampowered.com/app/2680440/

This announcement was originally published by Studio BBB Inc. on Steam on Sep 23, 2026.

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