Version History

= PC =

Release Version
Version: N/A Released: 2019-10-10

This version is the first that released with the game to the public on 2019-10-10 on Steam, GOG, and Kartridge. It released without a visible version indicator.

Changes

 * Ideas for Crafting grouped into separate tabs
 * Glossary grouped into separate tabs, and added entries for:
 * Species
 * Critter
 * Food
 * Material
 * Area
 * Cave
 * Village
 * Added fast travel mechanic:
 * Removed

These changes are in comparison to the Limited Beta.

Patch 1
Version: 0675043e Released: 2019-10-12 Source: Steam

Happy to say the first Pine patch is out, focusing on some blocking quest progress, wider controller support and some unclarities in the first few quests.

Fixes

 * Fixed infinite loading when launching the game with Windows set to use the Turkish language.
 * Improved quest helper text during the quest.
 * Fixed broken controller prompts when using a controller other than Xbox
 * Fixed being blocked in first mural cave when reloading while needing to find in  quest
 * Fixed getting stuck during the objective "Investigate the Abandoned Watchtower" if the player has already visited the watchtower in the quest
 * Fixed getting stuck if the player eats any of the collected in  quest
 * Fixed wording of tutorial when being taught "The Poke" attack move. Now it should be more clear that the player is required to tap the sprint button instead of holding it in quest
 * Fixed wording of "Explore the Pollen Pass" to clarify that it is a cave in quest.
 * Fixed credits appearing on reload if the quest was started, but abandoned mid-way
 * Fixed SFX not being adjusted when changing the SFX slider
 * Fixed various floating trees on the island

Changes

 * Added version at the bottom right of the main menu. Current version: 0675043e
 * Reduced autosave frequency
 * Adjusted position of the sensitivity + remapping section in the settings menu
 * Changed to be part of the "Important items" tab in the player's inventory.
 * Added logic to spawn if the player has full inventory in  quest
 * Added skip cinematic functionality in quest
 * Tweaked text in glossary
 * Tweaked opacity of the fog VFX in various areas in the open-world

We are also working on Ultrawide screen support, optimizations, more settings options and miscellaneous fixes.

Patch 2
Version: 25aa6c04 Released: 2019-10-15 Source: Steam

Fixes

 * Fixed getting stuck if you've previously solved the puzzle.
 * Fixed quest where a world state would cause infinite reloads
 * Fixed "deploy" tutorial not staying in the Dune's Observatory
 * Fixed Melee and Ranged glossary images being swapped
 * Fixed "Dig piles" to be only triggered by
 * Fixed Vault Notes being interactable earlier than they are supposed to in quest
 * Fixed one of 's voice lines playing with the wrong dialogue
 * Added a fix that prevents the raid horn sound from being played during cinematics

Changes

 * Added jumpable debris in front of Vault entrances whenever players complete quest with a Vault village - addition addresses scenarios in which the simulation changes and walls re-appear in front of the chosen Vaults
 * Reduced the volume and added a break in between loops for the village music

Known Issues
It is possible to jump out of the Ancient Stables vault (using a mixture) and explore the island without any assets loading in. As a temporary fix we've made sure you can jump back into the Ancient Stables without needing any mixtures. You will be allowed to leave the Ancient Stables after retrieving the Outfinding and doing the task  asks of you by the entrance.

Furthermore, we have 21:9 support ready to test, and are doing so here, but also would love input from the ultra widescreen community, so we'll be opening a test branch soon where you can check it out. We are also working on some platforming parts that we got a lot of feedback on, which were too hard to complete or simply annoying.

Until next time, thanks for your patience and help everyone!

Patch 3
Version: 264e60db Released: 2019-10-17 Size: 52.7 MiB Source: Steam

Fixes

 * Fixed losing ideas from Open-World chests when quickly reloading shortly after gathering them. Players that had the issue will receive the ideas retroactively after loading their save.
 * Fixed quest where "Meet Wes at the village's affinity board" objective that will not complete the quest
 * Fixed the exploit with that allowed players to exit the Ancient Stables and become stuck in unloaded Open-World
 * Fixed quest when players would become blocked when reloading between unlocking the Vault and entering it

The future update will focus mainly various traversal and platforming sections that people had trouble with! We are also working towards improving the performance!

Patch 4
Version: 078c4045 Released: 2019-10-23 Size: 57.1 MiB Source: Steam

Fixes

 * Fixed achievements - Carpenter and Potion Master
 * Fixed dismounting of which would cause players to get stuck occasionally
 * Fixed occasions in which would cause the player to get stuck
 * Fixed hole in New Home cave that was impossible to get out of
 * Fixed a bad spawn point in Old Home post quest
 * Fixed "Sprint" tutorial hanging post dialogue in  quest
 * Fixed various floating props in the open-world
 * Fixed race lever in Ancient Stables not displaying unless very close on lower graphics settings

Changes

 * Changed various platforming sections to be more accessible - quest race, various Vault platforming sections, Litter Cave platforming section
 * Changed Open-World Puzzle in the Sparse Fields region
 * Added functionality to skip 's Race cinematic in quest

We are continuously working on improving performance, and adding clarifications to situations that the players have been flagging as confusing.

General

 * I can't drop only one trap/keg or the keg/trap I dropped does not seem to do anything
 * You need to use those items in the same way you eat food. Open the item pin menu and use those deployable items there.

Technical

 * Aspect Ratios other than 16:10 and 16:9 are unsupported
 * We hope to add support for this in a future patch. We will soon open up a beta branch where we will be testing it. See https://steamcommunity.com/app/1042780/discussions/0/3166519278509141279/


 * How can I invert the mouse?
 * You can invert your mouselook by going into the control menu under settings. Once there you can see the binding for Aim Vertical/Horizontal and then click on the circular arrows to toggle invert.


 * Mouse sensitivity is too high/low
 * You can adjust the sensitivity in the control menu in the settings menu.


 * [Linux] disappears after changing any graphical settings
 * We are aware of this issue and are still investigating.


 * [Linux] Black specs are flashing on the ground
 * This looks to be a RadeonSI specific bug: https://bugs.freedesktop.org/show_bug.cgi?id=108919 Currently the workaround is to use these game parameters:

Ultrawide Beta Branch
Version: 17673b2f Released: 2019-10-30 Size: 238.9 MiB Source: Steam Windows only (and Steam only?)

What changed
Most aspect ratios can now be selected in the resolution option under the graphics settings. We have also added a new setting under the Graphics tab, called UI Side Padding where you can indicate how close to the centre of the screen the UI HUD elements will be.

Known Issues

 * The quest tracking HUD element does not respect the UI Side Padding setting.

Patch 5
Version: 60d4e517 Released: 2019-11-15 Size: 643.9 MiB (Steam, Windows), 858.6 MiB (Steam, Linux) Source: Steam

Highlights

 * We pushed the ultrawide / all resolution support to the main branch now! After some minor bugs and feedback we are confident that it should work for everyone now. We hope you enjoy!
 * We've done lots of small optimizations to reduce stuttering and improve framerate, but moreover, we've finally pulled apart the graphic settings so that you can tweak things to your liking. We've seen massive performance gains on especially lower end machines when using these new settings in different combinations.
 * New achievements! Go check them out. If you should already have gotten one of them, it should unlock automatically.
 * New much-requested entries in the Glossary to better explain some resources and items, such as, the Outfindings (and what they do / how to use them), and role tokens.

Fixes

 * Initial performance pass to attempt to reduce stutters while playing the game.
 * Fixed game saving during transitions from interiors to the open-world where the player would end up outside with nothing loaded
 * Fixed item checkpoint in the Ancient Stables, where the game would autosave prior to collecting the item
 * Fixed various visual glitches in the Ancient Stables
 * Fixed some incorrect language strings

Changes

 * [Steam] Added 5 new achievements.
 * Added more granular graphical options in the settings menu.
 * Added ultrawide support
 * Added a persistent note in front of the Vaults, reminding the players that the villages are ever changing
 * Added glossary entries for - Outfindings, Role Tokens,

Next
We'll continue to do some fixes, tweaks and optimizations as we go along. If you see any bugs, please report them and we'll get on them. Thanks so much for your patience and for playing!

We're also super happy to announce that the soundtrack has been wrapped up and is almost ready for release!

Patch 6
Version: aac40484 Released: 2019-12-19 Size: 203.7 MiB (Steam, Windows), 264.2 MiB (Steam, Linux) Source: Steam

Fixes

 * Fixed the cave achievement not unlocking at all caves if you've already explored the caves before our previous patch. If you've visited all caves, it should now unlock upon loading your savefile.

Changes

 * Music tracks and mixing updated to reflect remastered soundtrack
 * Credits updated with updated branding of our audio partners at Tumult Kollektiv (previously Other World Ensemble)

Patch 7
Version: 1a21a22c Released: 2020-02-03 Size: 58.7 MiB (Steam, Windows), 100.0 MiB (Steam, Linux) Source: Steam

Fixes

 * Fixed not being able to exit the Ancient Stables after the completion of the Vault tasks

Note: if you're currently being affected by this issue, reloading your save should resolve it.

Patch 8
Version: 597168fb (in-game: patch 8) Released: 2020-06-24 Size: 1.4 GiB (Steam, Windows) Source: Steam

Highlights / Summary

 * Performance gains and big stutter reductions from garbage collection through upgrading Pine's engine and implementing incremental garbage collection
 * Combat is smoother and much more responsive: added dodge cancel, kick out of any move and fractional directional control
 * Camera tweaks: added auto steering settings and removed aimed smoothing
 * Platforming is more forgiving due to the addition of 'coyote time'
 * Two new languages added (Dutch and Korean), two more coming soon

Additions

 * Auto camera steering setting added
 * Support for separate inversion settings on ranged and normal camera aiming
 * Separate sensitivity for ranged aiming
 * Added 'coyote time' for smoother and more forgiving platforming
 * Dodge cancelling for more responsive combat
 * Added a loading screen bar to see the progress
 * Fractional directional control in combat so that you can choose your direction in some parts of some moves, making combat much more responsive
 * map radius now showing pickups
 * Dutch language support
 * Korean language support

Changes and tweaks

 * Removed smoothing from camera aim
 * Kicking and sliding is now always possible (also in ranged and when nothing is equipped)
 * Changed quest start and end sound (is now different)
 * When leaving an interior (cave or Vault) with your deployed inside, it will automatically return to you
 * You can now roll and jump out of crouch
 * Slow motion effect on combat moves tweaked to make it more responsive
 * Camera collision redone for smoother camera movement, particularly in interiors

Fixes

 * Garbage collect stutters reduced through implementation of incremental garbage collection, giving a much more consistent framerate
 * UI revamp with many fixes (such as overlapping quest text, long string overflow, etc.)
 * Fixed text appearing with a few frames delay
 * Improved lock-on/focus camera (was often glitching and disorientating)
 * Improved dialogue camera
 * Fixed floating up (as if standing on a box) in certain locations after jumping
 * Fixed interacts with certain context (such as 'ignite' and 'enter') using incorrect string
 * Metal and wood footstep parameters added for
 * Fixed cutscene part 2 audio, because it had  sniffing through it
 * Cave entrance now drawn behind fog
 * Fixed a bunch of unlocalized strings, among others in the map menu, Vault title cards and main quest tutorials
 * Localized controls rebinding menus
 * Footstep speed parameter now scaled with animation (crouching)
 * Only footwear covering feet gives 'boots' footstep sounds now
 * Fixed totem village information UI missing after raiding villages
 * Grounded several floating assets
 * Numerous fixes for wrong speaker roles in dialogues
 * Various questing bug fixes and stability improvements
 * Numerous optimizations on all fronts
 * Fixed status modifiers overflowing and being unclear in effect in equipment UI
 * Fixed broken night visuals on village lanterns
 * Fixed waterfall and torch particles not being LODed

Patch 9
Version: ? (in-game: patch 9) Released: 2020-07-03 Size: 576.5 MiB (Steam, Windows) Source: Steam

Fixes

 * Fixed inversion of normal and ranged cameras to work correctly and separately
 * Water in the swamp region now correctly rendered in combination with fog
 * Fixed PostProcessing settings (such as bloom, motion blur, etc.) applying only after reloads

Patch 10
Version: ? (in-game: patch 10) Released: 2020-07-13 Size: 57.8 MiB (Steam, Windows) Source: Steam

Fixes

 * Fixed stacking audio tracks that heavily impacted performance (especially in/around the Hollow Mountain)
 * Fixed roaming music not timed correctly, should play as normal again
 * Fixed an edge case in the quest in combination with  quest, where both quests tried to start a dialogue
 * Fixed numerous floating assets

Patch 11
Version: ? (in-game: patch 11) Released: 2020-07-17 Size: 98.0 MiB (Steam, Windows) Source: Steam

Fixes

 * Fixed donation boxes appearing when the associated village was not occupied by anyone
 * Fixed game getting stuck when starting a cutscene near the end of the game

Patch 12
Version: ? (in-game: patch 12) Released: 2020-09-24 Size: 1.4 GiB (Steam, Windows) Source: Steam

Additions

 * Added Japanese language support
 * Added Simplified Chinese language support

Changes and Tweaks

 * Tweaked hold interact UI for better visibility
 * Font update for all asian languages for much improved readability

Fixes

 * Fixed quest bug (did not progress sometimes)
 * Fixed player being able to die while in between area transitions
 * Made the monument tower in the Dry Bay a persistent landmark, visible from all angles/distances now
 * Solidified puzzle logic in the Ancient Stables for lower-end machines
 * Fixed an assert when trading with an empty inventory, causing trading logic and UI to be off
 * Various text fixes in multiple languages
 * Various memory optimizations across the board
 * Various optimizations through cleaning up code

Patch 13
Version: ? (in-game: patch 13) Released: 2020-09-29 Size: 58.9 MiB (Steam, Windows) Source: Steam

Fixes

 * Fixed infinite loading when exiting the Ancient Stables
 * Fixed main menu appearing solid green when updating from patch 11 onwards

= Nintendo Switch =

Early release version
Version: ? 1.0.0 / 1.0.1 ? Released: 2019-11-26 00:00 CET

This version released about a half day too early in the European eShop at midnight without the day one patch. Causing some people to have issues for a few days, that were already fixed if they'd connected to the internet and update the game later.

Release patch
Version: ? 1.0.1 / 1.0.2 ? Released: 2019-11-26 ~17:00 CET Source: Twitter

Version 1.0.3
Version: 1.0.3 Released: 2019-12-10 Source: Twitter

This is the first version Kickstarter backers for Switch were able to play, because they got their Switch keys on the 2019-12-18.

Fixes

 * Fixed villages and objects wrongly popping out, sometimes blocking progression

Changes

 * Updated main menu icon

Additions

 * Camera invert

Version 1.0.4
Version: 1.0.4 Released: 2020-01-09 ~21:00 CET Submitted to Nintendo: 2019-12-24 (or earlier) Source: Twitter

Fixes

 * Fixes quest-blocking bugs (mainly )

Changes

 * Reloading times reduced to <30 seconds
 * Improved drawing distance, reduced pop-ins
 * Improved graphical quality (e.g. shadows)

Up next is more performance improvements, readability issues (especially for Switch Lite) and overall bug fixes to stabilize everything.

Version 1.0.5
Version: 1.0.5 Released: 2020-02-14 Source: Twitter, Discord

Fixes

 * Forced quest unlock when stuck
 * Ancient Stables loading issue fix
 * problem fixed, problem fixed
 * Y-axis inversion bug on switching controller mode fixed
 * Wrong interacts on walking back and forth bug fixed

Changes

 * Improved performance
 * Improved visuals (brightness, contrast, colors)
 * Increased size of some UI
 * Updated music to match remastered OST versions of songs

Additions

 * Camera sensitivity setting

Version 2.0
Version: 2.0 Released: 2020-09-24 Source: Twitter, Dev Blog

The Switch port was redone from scratch, using the latest PC version as a basis.

Highlights

 * Big performance stability gains and reduction in stutters because of incremental garbage collection, through upgrading Pine's engine
 * Massive memory optimizations - the game does not feature any (known) crashes through playtime anymore
 * Loading times reduced by ~55%, much faster loading between scenes (interiors and open world)
 * Increased world density to be on par with the PC version (in other words, lots of trees/bushes/rocks/assets added everywhere!)
 * Smoother and much more responsive combat: added dodge cancel, kick out of any move and fractional directional control
 * New languages: Dutch, Korean and Japanese

Additions

 * Auto camera steering setting added
 * Support for separate inversion settings on ranged and normal camera aiming
 * Separate sensitivity for ranged aiming added
 * Added 'coyote time' for smoother and more forgiving platforming
 * Dodge cancelling for more responsive combat
 * Added a loading screen bar to see the progress
 * Fractional directional control in combat so that you can choose your direction in some parts of some moves, making combat much more responsive
 * map radius now showing pickups
 * Dutch language support
 * Korean language support
 * Japanese language support

Changes and tweaks

 * Complete UI revamp: UI now scales with docked/handheld according to resolution
 * Removed smoothing from camera aim
 * Kicking and sliding is now always possible (also in ranged and when nothing is equipped)
 * Changed quest start and end sound (is now different)
 * When leaving an interior (cave or Vault) with your deployed inside, it will automatically return to you
 * You can now roll and jump out of crouch
 * Slow motion effect on combat moves tweaked to make it more responsive
 * Camera collision redone for smoother camera movement, particularly in interiors

Fixes

 * Garbage collect stutters reduced through implementation of incremental garbage collection, giving a much more consistent framerate
 * Fixed quest bug (did not progress sometimes)
 * Fixed the problem in  quest where it sometimes didn’t show up
 * Fixed player being able to die while in between area transitions
 * UI revamp with many fixes (such as overlapping quest text, long string overflow, etc.)
 * Made the monument tower in the Dry Bay a persistent landmark, visible from all angles/distances now
 * Fixed text appearing with a few frames delay
 * Improved lock-on/focus camera (was often glitching and disorientating)
 * Solidified puzzle logic in the Ancient Stables
 * Improved dialogue camera
 * Fixed floating up (as if standing on a box) in certain locations after jumping
 * Fixed interacts with certain context (such as 'ignite' and 'enter') using incorrect string
 * Metal and wood footstep parameters added for
 * Fixed cutscene part 2 audio, because it had  sniffing through it
 * Cave entrance now drawn behind fog
 * Fixed a bunch of unlocalized strings, among others in the map menu, Vault title cards and main quest tutorials
 * Footstep speed parameter now scaled with animation (crouching)
 * Only footwear covering feet gives 'boots' footstep sounds now
 * Fixed totem village information UI missing after raiding villages
 * Grounded several floating assets
 * Numerous fixes for wrong speaker roles in dialogues
 * Various questing bug fixes and stability improvements
 * Numerous optimizations on all fronts
 * Fixed status modifiers overflowing and being unclear in effect in equipment UI
 * Fixed broken night visuals on village lanterns
 * Fixed waterfall and torch particles not being LODed

Known issues

 * As per the upgrade of our engine, UI tends to glitch a few frames around the first instances within a playthrough in which certain UI is shown. This does not impact gameplay. We are currently investigating together with Unity to find the solution.
 * In some instances, streaming (loading the world) seems delayed. This should not impact gameplay too much, but can appear jarring. We are currently looking into optimizing this more and reducing the chances of this happening.
 * In later stages of the game, performance is sub 30 in some areas. We now have a much stronger grip on why this is happening and are looking into these areas to improve these specifically.

Version 2.1
Version: 2.1 Released: 2020-10-10 Source: Twitter

"'bringing more stability and fixing an issue for players who couldn't leave the Ancient Stables.'"

= PlayStation 4/5 =

Release Version
Version: 1.00 Released: 2021-03-10 (was scheduled for 2021-03-09) Size: 2.17 GB