Test mode Submissions, pitches, bookings and signups are being written to the database as test rows. Console
Test mode Submissions, pitches, bookings and signups are being written to the database as test rows. Console
Reel Talk — Update 2026-08-09 — slopranks
All Reel Talk newsReel Talk Reel Talk — Update 2026-08-09 Lost Rabbit Digital
Aug 10, 2026 · Aug 10
Share Reel Talk — Update 2026-08-09 Hey Reelers! New stuff AND bug fixes in this one — here's what changed.
🎣 What's New Narrated demo-recording pipeline (Reel Talk) New painted ground materials The fish gifting / mail network layer Portrait/landscape gameplay clip recorder + capture hook Capture-only hands-free demo driver (offline world showcase) Aspect-matched capsule splash + dedicated capture showcases Logo-handdrawn.png Water-surface colliders for the five mountain ponds Sand/beach terrain texture; disable stray checkered material Persistent buff HUD, wire drink buffs into gameplay, align creator preview One-shot startup wishlist prompt for demo builds Low-poly AC-style base models for Cat, Dog, Rabbit, Fox Run_multiplayer_test.bat for local two-instance visual multiplayer testing --auto-host/--auto-join dev flags for local LAN multiplayer testing One-time Steam review prompt at Camp Tier 2 (full game only) Photo mode so players can capture and share their characters Per-run orientation + cover-art placement, keep audio, HEVC in gameplay recorders Host chalk persistence toggle and place the summit canvas Named outfit save slots (5) with save/apply/delete + quick-switch overlay (#536) Emote-triggered ragdoll variants — Dramatic Faint + Trust Fall (#578) Store localization pipeline + 30 Steam locale bundles Add main-menu language selector and tr() labels Shrink localized screenshot taglines to 60% and make panel backgrounds darker + more transparent ✨ Quality of Life Integrate LRD boats + GDUnit4; stage character-system rebase Prevent save corruption and silent progress wipes Harden peer-to-Steam-ID resolution against simultaneous-join races Clamp camp tier payments to the remaining cost Make blocked players non-physical, non-interactive, and silent Rebase the player onto the vendored lrd_character_system addon Adopt FragileFrontier maintainability conventions Commit Godot-generated UID and import files from first 4.5 import Remove orphaned and leftover script/scene files Remove dead code from small UI panels and components Remove dead methods, signals, and unreachable code Remove dead code from large UI panels Simplify dock shop button group to a field initializer Deduplicate cosmetics populate + simplify saved-indicator Extract ModalPanel base for the six main-menu modal panels Replace emote-grid pixel-drawn buttons with StyleBoxFlat Delete orphaned server_browser parallel implementation Convert demo end screen to a .tscn scene Convert achievements menu to a .tscn scene Convert rank bar UI to a .tscn scene Convert fishing store panel to a .tscn scene Adopt "Cork & Kraft" visual identity across UI themes Cork & Kraft: global default theme, primary buttons, rarity badge, inline sweep Make manual respawn hold-to-confirm and move camera_reset off Backspace Build the secret area scenes and wire them into the gameplay scene Wire up the missing SFX: named registry, vocalizations, props, buses Cork & Kraft straggler sweep, island residents, and fishable vehicles Network the vehicles: host-validated seats, driver-authority 20Hz sync Replace ambient-NPC capsule placeholders with the cozy cat model 🐛 Squashed Bugs Fix broken kick/menu scene paths and route transitions through SceneTransition Fix multiplayer fish selling and route catch broadcasts through host Fix no-Steam multiplayer path + add real-socket P2P smoke tests (#520) Fix input conflicts and dead keybinds blocking core UX Recording: store-art intro, gameplay-only clips, and fix the endless spawn fall Fix player skeletal animation broken outside FBX2glTF environments Fix broken Steam calls: gameplay Rich Presence and identity helpers (#532, #533) Fix scenario harness reeling: drive fish_cast, not the dead fish_reel action Fix capture splash never being skipped (boot logos + menu in clips) Fix airship drag parse error + lift NPC dialogue box Retheme Bait+Sell depot to Cork & Kraft; fix coin formatting Fix low-contrast widget text in primary menu theme Fix ragdoll falling through terrain and floating after void respawn Fix infinite error loop in JuiceManager particle gradient build Restore project.godot clobbered by stale editor save + fix NUL sanitizers Fix typed-array assignment error in CharacterData.from_dict UI readability pass + boot respawn fix + catch-signal null guard Restyle vending machine panel and fix effect handling Fix cosmetics shop crash, wire Owl Catalog filters, use shared wallet Fix cast charging aiming behind the player Fix HUD overlap and restore journal nav tabs Fix character creator: right model, live apply, free titles, easy close, nameplates Fix terrain textures not applying and restyle them Animal Crossing-like Fix Godot binary detection when GODOT is a full path Fix version label opening Fragile Frontier's Steam news page Restore the Console autoload and stop it taking the debug commands down De-flake buff HUD countdown test + remove dead 'Reel In' rebind row (#597) 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 Build fd032d0 · Full changelog on GitHub
This announcement was originally published by Lost Rabbit Digital on Steam on Aug 10, 2026.
Open the original on Steam0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 Announcements come from each game's Steam news feed. ©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. slopranks is not affiliated with or endorsed by Valve. Steam News
All Reel Talk newsReel Talk Reel Talk — Update 2026-08-09 Lost Rabbit Digital
Aug 10, 2026 · Aug 10
Share Reel Talk — Update 2026-08-09 Hey Reelers! New stuff AND bug fixes in this one — here's what changed.
🎣 What's New Narrated demo-recording pipeline (Reel Talk) New painted ground materials The fish gifting / mail network layer Portrait/landscape gameplay clip recorder + capture hook Capture-only hands-free demo driver (offline world showcase) Aspect-matched capsule splash + dedicated capture showcases Logo-handdrawn.png Water-surface colliders for the five mountain ponds Sand/beach terrain texture; disable stray checkered material Persistent buff HUD, wire drink buffs into gameplay, align creator preview One-shot startup wishlist prompt for demo builds Low-poly AC-style base models for Cat, Dog, Rabbit, Fox Run_multiplayer_test.bat for local two-instance visual multiplayer testing --auto-host/--auto-join dev flags for local LAN multiplayer testing One-time Steam review prompt at Camp Tier 2 (full game only) Photo mode so players can capture and share their characters Per-run orientation + cover-art placement, keep audio, HEVC in gameplay recorders Host chalk persistence toggle and place the summit canvas Named outfit save slots (5) with save/apply/delete + quick-switch overlay (#536) Emote-triggered ragdoll variants — Dramatic Faint + Trust Fall (#578) Store localization pipeline + 30 Steam locale bundles Add main-menu language selector and tr() labels Shrink localized screenshot taglines to 60% and make panel backgrounds darker + more transparent ✨ Quality of Life Integrate LRD boats + GDUnit4; stage character-system rebase Prevent save corruption and silent progress wipes Harden peer-to-Steam-ID resolution against simultaneous-join races Clamp camp tier payments to the remaining cost Make blocked players non-physical, non-interactive, and silent Rebase the player onto the vendored lrd_character_system addon Adopt FragileFrontier maintainability conventions Commit Godot-generated UID and import files from first 4.5 import Remove orphaned and leftover script/scene files Remove dead code from small UI panels and components Remove dead methods, signals, and unreachable code Remove dead code from large UI panels Simplify dock shop button group to a field initializer Deduplicate cosmetics populate + simplify saved-indicator Extract ModalPanel base for the six main-menu modal panels Replace emote-grid pixel-drawn buttons with StyleBoxFlat Delete orphaned server_browser parallel implementation Convert demo end screen to a .tscn scene Convert achievements menu to a .tscn scene Convert rank bar UI to a .tscn scene Convert fishing store panel to a .tscn scene Adopt "Cork & Kraft" visual identity across UI themes Cork & Kraft: global default theme, primary buttons, rarity badge, inline sweep Make manual respawn hold-to-confirm and move camera_reset off Backspace Build the secret area scenes and wire them into the gameplay scene Wire up the missing SFX: named registry, vocalizations, props, buses Cork & Kraft straggler sweep, island residents, and fishable vehicles Network the vehicles: host-validated seats, driver-authority 20Hz sync Replace ambient-NPC capsule placeholders with the cozy cat model 🐛 Squashed Bugs Fix broken kick/menu scene paths and route transitions through SceneTransition Fix multiplayer fish selling and route catch broadcasts through host Fix no-Steam multiplayer path + add real-socket P2P smoke tests (#520) Fix input conflicts and dead keybinds blocking core UX Recording: store-art intro, gameplay-only clips, and fix the endless spawn fall Fix player skeletal animation broken outside FBX2glTF environments Fix broken Steam calls: gameplay Rich Presence and identity helpers (#532, #533) Fix scenario harness reeling: drive fish_cast, not the dead fish_reel action Fix capture splash never being skipped (boot logos + menu in clips) Fix airship drag parse error + lift NPC dialogue box Retheme Bait+Sell depot to Cork & Kraft; fix coin formatting Fix low-contrast widget text in primary menu theme Fix ragdoll falling through terrain and floating after void respawn Fix infinite error loop in JuiceManager particle gradient build Restore project.godot clobbered by stale editor save + fix NUL sanitizers Fix typed-array assignment error in CharacterData.from_dict UI readability pass + boot respawn fix + catch-signal null guard Restyle vending machine panel and fix effect handling Fix cosmetics shop crash, wire Owl Catalog filters, use shared wallet Fix cast charging aiming behind the player Fix HUD overlap and restore journal nav tabs Fix character creator: right model, live apply, free titles, easy close, nameplates Fix terrain textures not applying and restyle them Animal Crossing-like Fix Godot binary detection when GODOT is a full path Fix version label opening Fragile Frontier's Steam news page Restore the Console autoload and stop it taking the debug commands down De-flake buff HUD countdown test + remove dead 'Reel In' rebind row (#597) 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 Build fd032d0 · Full changelog on GitHub
This announcement was originally published by Lost Rabbit Digital on Steam on Aug 10, 2026.
Open the original on Steam0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 Announcements come from each game's Steam news feed. ©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. slopranks is not affiliated with or endorsed by Valve. Steam News
Light the player base character so it matches the rest of the cast
Harden gameplay-clip recorder so clips never fall back to menus
Close out release blockers #524, #525, #526 (code side)
Smooth locomotion blending: ease BlendSpace1D instead of snapping
Trailer: open on a gameplay screenshot instead of the logotype card
Point steam_appid.txt at the confirmed full-game App ID (#527)
Secret areas: fire the EventBus discovery signal + closet fade-in (#530)
Gifting: return undeliverable gifts to sender + explicit mail rate limit (#529)
Replace Mixamo retargeting with hand-authored cat animations
Standardize project file storage (PM / docs / store-art)
Record: expose demo picker in the .bat wizard + aspect-matched capsules
Main scene, moved rainbow cove
Tilt default camera up-behind; import assets before recording
Render live NPC model as the dialogue portrait
Move Closet entrance onto land; add ephemeral player wall notes
Portrait mirrors NPC talking bob; add profile-picture backdrop
NPC dialogue: typewriter reveal, portrait idle sway, 3/4 angle
Encode gameplay clips as H.265 and delete raw AVIs after transcode
Record gameplay clips at 30fps and raise HEVC CRF to 28
Render a looping GIF alongside each gameplay clip
Cork & Kraft sweep: warm backgrounds, sell cards, coin formatting
Retheme shop + cosmetic item cards to Cork & Kraft
Remove leftover 31.txt PALETTE dicts; use UITheme tokens
Tokenize status colors; warm remaining cold backgrounds
Tokenize moderation entry name colors (banned/blocked)
Retheme fishing store to Cork & Kraft
Warm the fish journal family to Cork & Kraft
Warm control_hints text outlines + dismiss label; tidy journal comment
Improve Create Game panel readability and spawn player beside fishing sign
Re-vendor airship visuals layer; fit sky skiff to character scale
Make surface rays pass through FishingZone volumes so casts land on real water
Vehicles: face the rider forward, sway with motion, cozy dressers
Bake a navy rim around all eye sprites so eyes read on any fur
Make UI text readable everywhere: type scale, logical-res scaling, panel exposure, color sweep
World feel: NPC faces + wander, bouncy mushrooms, bush wobble, cozy terrain
Re-enable menu keys, retire radial emote wheel, harden main-menu threaded load
Face sprites: stop casting shadows, cut alpha, wrap NPC eyes to the head
Steam Deck controller support, shop NPCs + vending machine, chalk drawing in secret areas
Give NPC cats convex faces and add bunny/bear/fox species variants
Shrink player nameplate/title and restore vertical spacing
Commit generated import artifacts for NPC species models
Quality pass on player and NPC character meshes
Make player titles readable and keep them tucked under the name
Kill the terrain checkering and restyle ground textures to match
Round out the NPC heads so they stop reading as flat plates
Give the ferries real boat motion instead of sliding on rails
Bring the environment to life: seagulls, whitecaps, wind gusts, sway
Scale NPC facial features up to dominate the face
Restore Console autoload dropped by editor collateral edit
Fact-check docs and store copy against v0.2.2 code
Give species models dedicated wiggle bones for ears and tails
Wire species model swapping with spring-bone ear/tail wiggle
Commit the missing .uid for review_prompt.gd
Make chalk a persistent, moderatable, world-scale expression tool
Hand vehicle seat-follow to the addon PlayerVehicleRider
Register banana_slip in the SFX library
Store Steam IDs as strings so bans and blocks survive a restart
Cover the fish-gift round-trip in the P2P scenario smoke
Make rod tiers actually change how fishing plays
Give the Windows builds the game icon and a version stamp
Pin down what Steam Cloud syncs, and make new save files declare themselves
Make both appearance editors edit the same character, the same way
Re-vendor LRD addons (focused boat subset + character) (#604)
Polish: transitions/readability/perf pass (Reel Talk)
Delete orphaned tutorial scenes (#620)
Make the spawn control hints readable, and actually load translations (#615)
Make Play start the game, and give hosting its own button (#618)
Actually start the fishing tutorial (#617)
Remove the contextual hint system that never fired (#619)
Cut the launch splash from 12s to 7s and tell players they can skip it (#616)
Make notifications visible again — every toast in the game was dead (#654)
Fail CI when wiring is left unconnected (#621)
Give the UI a font that can draw the languages we ship (#656)
Let players actually choose a language (#652)
Keep the Noto fallbacks when the readable-font setting is on (#657)
Make save deletion honest: real confirmation, and it stays deleted (#658)
Tell players why a purchase didn't go through (#659)
Build HUD tooltips from the input map instead of hardcoding keys (#660)
Let the main menu tell players what the network is doing (#661)
Put schools of fish in the lakes (#663)
Keep button juice alive when the tree is paused, and unstick it (#669)
Stop the streak counter and rank bar from getting stuck mid-animation (#670)
Let controller players select a hotbar slot, and so equip the rod (#668)
Make the camp tier panel tell the truth and the Contribute button work (#667)
Give controller players a way to actually say something (#666)
Stop the hot-spot indicator disappearing when you walk between spots (#671)
Cover the world load with a pond, and unstack the top-right HUD
Cover the world load with a pond, and unstack the top-right HUD (#672)
Aim the cast where the camera looks, from the player's own axis (#681)
Overlook the bay from the main menu, with fish worth watching (#682)
Drop the per-frame water scan that threw its results away (#683)
Make the menu boat visible, and sit the ambient decor on the island (#684)
Stop the developer console plugin deleting its own autoload (#685)
Make wind a continuous world event instead of thin lines flying at you
Give ambient fish schools actual cohesion, and fish a believable size
Make ground chalk actually appear, and site the canvas on flat ground Exists() guard on face-texture loads — missing eye_27/eye_28 no longer ERROR-log (#600)
Fix the loading screen fading out in pieces and coming back blank (#662)
Checking in chalk fixes
Fix the scenario harness: every scenario recorded a motionless player
Localization pipeline: use_existing_capsules + BH store_shots + render_label overflow fix Light the player base character so it matches the rest of the cast
Harden gameplay-clip recorder so clips never fall back to menus
Close out release blockers #524, #525, #526 (code side)
Smooth locomotion blending: ease BlendSpace1D instead of snapping
Trailer: open on a gameplay screenshot instead of the logotype card
Point steam_appid.txt at the confirmed full-game App ID (#527)
Secret areas: fire the EventBus discovery signal + closet fade-in (#530)
Gifting: return undeliverable gifts to sender + explicit mail rate limit (#529)
Replace Mixamo retargeting with hand-authored cat animations
Standardize project file storage (PM / docs / store-art)
Record: expose demo picker in the .bat wizard + aspect-matched capsules
Main scene, moved rainbow cove
Tilt default camera up-behind; import assets before recording
Render live NPC model as the dialogue portrait
Move Closet entrance onto land; add ephemeral player wall notes
Portrait mirrors NPC talking bob; add profile-picture backdrop
NPC dialogue: typewriter reveal, portrait idle sway, 3/4 angle
Encode gameplay clips as H.265 and delete raw AVIs after transcode
Record gameplay clips at 30fps and raise HEVC CRF to 28
Render a looping GIF alongside each gameplay clip
Cork & Kraft sweep: warm backgrounds, sell cards, coin formatting
Retheme shop + cosmetic item cards to Cork & Kraft
Remove leftover 31.txt PALETTE dicts; use UITheme tokens
Tokenize status colors; warm remaining cold backgrounds
Tokenize moderation entry name colors (banned/blocked)
Retheme fishing store to Cork & Kraft
Warm the fish journal family to Cork & Kraft
Warm control_hints text outlines + dismiss label; tidy journal comment
Improve Create Game panel readability and spawn player beside fishing sign
Re-vendor airship visuals layer; fit sky skiff to character scale
Make surface rays pass through FishingZone volumes so casts land on real water
Vehicles: face the rider forward, sway with motion, cozy dressers
Bake a navy rim around all eye sprites so eyes read on any fur
Make UI text readable everywhere: type scale, logical-res scaling, panel exposure, color sweep
World feel: NPC faces + wander, bouncy mushrooms, bush wobble, cozy terrain
Re-enable menu keys, retire radial emote wheel, harden main-menu threaded load
Face sprites: stop casting shadows, cut alpha, wrap NPC eyes to the head
Steam Deck controller support, shop NPCs + vending machine, chalk drawing in secret areas
Give NPC cats convex faces and add bunny/bear/fox species variants
Shrink player nameplate/title and restore vertical spacing
Commit generated import artifacts for NPC species models
Quality pass on player and NPC character meshes
Make player titles readable and keep them tucked under the name
Kill the terrain checkering and restyle ground textures to match
Round out the NPC heads so they stop reading as flat plates
Give the ferries real boat motion instead of sliding on rails
Bring the environment to life: seagulls, whitecaps, wind gusts, sway
Scale NPC facial features up to dominate the face
Restore Console autoload dropped by editor collateral edit
Fact-check docs and store copy against v0.2.2 code
Give species models dedicated wiggle bones for ears and tails
Wire species model swapping with spring-bone ear/tail wiggle
Commit the missing .uid for review_prompt.gd
Make chalk a persistent, moderatable, world-scale expression tool
Hand vehicle seat-follow to the addon PlayerVehicleRider
Register banana_slip in the SFX library
Store Steam IDs as strings so bans and blocks survive a restart
Cover the fish-gift round-trip in the P2P scenario smoke
Make rod tiers actually change how fishing plays
Give the Windows builds the game icon and a version stamp
Pin down what Steam Cloud syncs, and make new save files declare themselves
Make both appearance editors edit the same character, the same way
Re-vendor LRD addons (focused boat subset + character) (#604)
Polish: transitions/readability/perf pass (Reel Talk)
Delete orphaned tutorial scenes (#620)
Make the spawn control hints readable, and actually load translations (#615)
Make Play start the game, and give hosting its own button (#618)
Actually start the fishing tutorial (#617)
Remove the contextual hint system that never fired (#619)
Cut the launch splash from 12s to 7s and tell players they can skip it (#616)
Make notifications visible again — every toast in the game was dead (#654)
Fail CI when wiring is left unconnected (#621)
Give the UI a font that can draw the languages we ship (#656)
Let players actually choose a language (#652)
Keep the Noto fallbacks when the readable-font setting is on (#657)
Make save deletion honest: real confirmation, and it stays deleted (#658)
Tell players why a purchase didn't go through (#659)
Build HUD tooltips from the input map instead of hardcoding keys (#660)
Let the main menu tell players what the network is doing (#661)
Put schools of fish in the lakes (#663)
Keep button juice alive when the tree is paused, and unstick it (#669)
Stop the streak counter and rank bar from getting stuck mid-animation (#670)
Let controller players select a hotbar slot, and so equip the rod (#668)
Make the camp tier panel tell the truth and the Contribute button work (#667)
Give controller players a way to actually say something (#666)
Stop the hot-spot indicator disappearing when you walk between spots (#671)
Cover the world load with a pond, and unstack the top-right HUD
Cover the world load with a pond, and unstack the top-right HUD (#672)
Aim the cast where the camera looks, from the player's own axis (#681)
Overlook the bay from the main menu, with fish worth watching (#682)
Drop the per-frame water scan that threw its results away (#683)
Make the menu boat visible, and sit the ambient decor on the island (#684)
Stop the developer console plugin deleting its own autoload (#685)
Make wind a continuous world event instead of thin lines flying at you
Give ambient fish schools actual cohesion, and fish a believable size
Make ground chalk actually appear, and site the canvas on flat ground Exists() guard on face-texture loads — missing eye_27/eye_28 no longer ERROR-log (#600)
Fix the loading screen fading out in pieces and coming back blank (#662)
Checking in chalk fixes
Fix the scenario harness: every scenario recorded a motionless player
Localization pipeline: use_existing_capsules + BH store_shots + render_label overflow fix