Reel Talk 0.2.3 — Update 2026-10-21
Reel Talk 0.2.3 — Update 2026-10-21
Hey Reelers!
New stuff AND bug fixes in this one — here's what changed.
What's New
- Vendor CC0 ambience + whoosh transitions (ReelTalk) (#727)
- Play the transition whoosh on scene change (ReelTalk) (#728)
- Big-catch cinematic framing (ReelTalk)
- Preview-before-apply for saved outfit slots (#536)
- Plumberry villagers + DetailedAnimal critters (#738)
- Navigable tunnel to a second biome, piloted by boat or skiff
- Cut the scratch card system (#581)
- Remove the mystery box shop items (#581)
- Make Light pixelation the default (#582)
- Clone the hub landmass into a second biome, and push the noise ring out (#739)
- Give the second biome a tropical palette (#739)
- Move care package contents from reveal-time roll to schedule-time choice (#581)
- Host-side care package scheduling and site selection (#581)
- Fly the care package delivery plane (#581)
- Care package falls, floats, and pays out to everyone present (#581)
- Signal smoke for the care package drop (#581)
- Give the hub a real sky, a real sun, and upright trees
- Make the core loop legible -- live bobber, real gates, honest readouts
- Let the islanders remember you, and stop cutting them off mid-sentence
- Play the sounds that already shipped, and let dialogue cut through
- Make traversal feel deliberate instead of frame-rate dependent
- Fix what the HUD was hiding, showing, and failing to say
- Let players see each other fight a fish
- Host-side arbitration for a fish too big for one rod
- Shared primitives for the audit fixes
- ReelMinigame, a node-free model of the reel fight
- Let night reach the unshaded world, the water and the sky
- Make the world audible — 3D listener, footsteps, loops, beds, and levels
- Make the water answer the float and the fish
- Hang the bite "!" over the float; put the fish on the catch card
- Let other players hear a cast and see its float land
- Haul the catch into view, a fish-shaped shadow, a visible aim, nibbles you can read
- Draw name tags, chat and prompts crisp over the pixelation
- One source of truth for open panels, cursor and controller focus
- Gameplay and Accessibility tabs, help footer, honest controls
- One Play button, More Ways to Play, save slots and first-run creator
- Pause that pauses, a HUD that steps aside, prompts for any device
- A controller can reach everything in the journal, and keeps its place
- Every reward cosmetic can be earned, or isn't shown
- Every wearable is drawn on the character
- Eyes placed on the head, rounder roster bodies, glasses that fit
- Bought eyes, mouths, noses and face markings are drawn
- A skill-based reel fight — keep the fish in your zone
- Make the secret fish catchable where the design says
- A rod shop beside spawn, rods only, priced as a progression
- Ask before sending analytics, and make the opt-out real
Quality of Life
- Vendor Phantom Camera (v0.11.0.3) + LRD cinematic camera addon
- Wire the big-catch cinematic beat to the local player (#732)
- Build the metal detector treasure loop end-to-end (#733)
- Build the consumable item loop end-to-end (#734)
- Granular chalk/chat scope on the host content purge (#735)
- StyleBox expand_margin hover on journal fish tiles (#736)
- Widen lrd_vehicle_system with aircraft, submarine, hovercraft
- Add generated .uid files for the new tunnel scripts
- Tools: benchmark the chalk GPU and CPU rasterizers (#584)
- Tools: measure the chalk purge rebuild path (#586)
- Add generated .uid files missing from main
- Pin the UIDs for nine scripts that were committed without them
- Drive the fight through ReelMinigame; fix loop edges
- Cut per-frame work on every player copy; drop dead appearance code
- Screenshot the live hub at any hour through the real boot flow
- Render the 3D world at the resolution the pixelation keeps
- Benchmark the hub's render cost; shoot it pixelated
- Shoot_hub --no-fog and --menu
- Screenshot every beat of the fishing loop
- Shoot_fishing — the haul, the flight, and aim diagnostics
- Journal off olive, settings/pause onto theme variations
- UIDs
- Main main overlay and play with friends panel
Squashed Bugs
- Resolve three dead-code issues: DebugLogger, orphan HUDs, superseded menu panels (#731)
- Call the EventBus notification function that exists (#762)
- Retire fish_bite, the signal nobody was listening to
- One streak HUD, legible pronouns, honest empty hotbar slots
- Stop clients absorbing host catches, and other loop defects
- Stop the catch display eating the next cast
- Stop the stripped fishing rod framing the character preview
- Settle what the demo ships, and enforce it in one place
- Close the loop edges the audit deferred (#775)
- Make the cat's head follow its own head bone (#679)
- Keep tinting the head after it moved onto the head bone
- Let a joiner ask again when the host never heard them
- Stop clients pricing and paying for their own fish
- Make the co-fishing bonus visible, and an invitation
- Catalog loads in exported builds; demo lock only in the demo
- Enforce bans/kicks and authenticate LAN joiners
- Host ledger is seeded, client income is checked, spends grant on confirmation
- Validate on the host, filter per recipient
- Remote purchases and care-package loot land in the recipient's inventory
- Host-authoritative placement, late-join state, disconnect cleanup
- Fish sales credit the seller, and only once they clear
- Pace the shared bar, key cooldown by identity, wire peer-left
- Drive vehicle late-join from scene-ready, relay rank-ups
- Fragments persist and stay the finder's; dig at the host's view; clients see treasure
- Drink buffs outlive the vending panel; effects relay through the host
- Drop the cut slot-machine loop; one wallet, one XP counter, one title list
- Load the fish database in exports and roll rarity by tier
- Host-authoritative hot spots, only on real water
- Leavers stop granting luck; stale floats stay hidden
- Host-authoritative catches, session-long records
- Make the coordinator the sole recorder of a tandem catch
- Atomic writes everywhere, one write per frame, and save slots that own all their data
- Smooth, validated player sync; emotes, respawn and ground fixes
- UI clicks no longer cast the rod; emote grid drives the local player
- Live sensitivity + invert Y, render-rate follow, tree/prop collision
- Close the seams between the four audit branches
- With no multiplayer peer, only ids 0/1 are the local finder
- Make the effects that compiled but never reached the screen render
- Point the passage tunnel east, through a real mountain range, on one ocean
- Let the tunnel's fog engage in a scene that authors its own
- Load GameRoot's scenes on one dedicated thread, not the worker pool
- Show the catch from the front, stop the swing dragging the aim, keep the float in view
- Menu dead-ends, placebo settings and the controller pause menu
- Chat that can't be styled, mutes that stick, reports that leave the PC
- Sales that can't vanish, secrets that can't be bought, shops that say what they mean
- Readouts that agree with the game, banners that don't pile up
- Readable over the world, day and night
- Settings that don't stick, a Play screen with no way out, eyes that drift
- The cat's Fur colour reaches its body
- The cat gets sleeves, the moth's shirts close, sashes cross the chest
- Creator face markings sit on the face, never over the eyes
- Theme the checkboxes, tabs and lists; stack the depot; calm the chips
- Unblock a new player's first session (tutorial, shop, Play, Steam)
Thanks for playing and for being part of this community — it means the world to us. If you run into anything weird or have ideas, drop by our Discord or leave a comment below.
— HeartCoded & the Lost Rabbit Digital team
v0.2.2 · Build a276965 · Full changelog on GitHub
This announcement was originally published by Lost Rabbit Digital on Steam on Oct 22, 2026.
Open the original on Steam