- Change Notes for v1.4.3 - 26 November 2025
Additions:New option \ has been added to the \ menu tab with two options:classic: How it used to function up until v1.4, which tries to catch up to the player.new: The new camera type that attempts to move slightly ahead.Fixes:A few destructible tiles have messed up graphics when broken, which have been fixed.
- Change Notes for v1.4.2 - 22 November 2025
This patch slightly tweaks the settings related to controller mappings.a3 (Action 3), which by default should be set to the shoulder buttons, will now work as the run button regardless if it was set as the run button in the button mappings menu.The default mapping for the X button and the B button were previously swapped in v1.4.0~v1.4.1, which has now been reverted. If you have the configuration from v1.4.0 and don't like it, you can simply hit "reset joystick" option from the button mapping menu.The Joystick mapping menu now displays some debug information to the right when you select an option.This is added since occasionally the game either displays mismatched icons or initialize with incorrect mappings. (For example, the pause button tends to get mapped to the left shoulder button). If either of these happened to you, you may remap the incorrect inputs to whatever seems the best fo…
- Change Notes for v1.4.1 - 28 September 2025
This patch has fixed the issues listed below: The game not being able to trigger achievements The hat being absent in some of Froggo's animations
- Change Notes for v1.4 - 26 September 2025
This small update adds some miscellaneous updates to the game. This game now plays ever so slightly differently the last time you play.Additions:You may now press up to pog.Similar to ducking while pressing down, It is purely cosmetic.Toreador March doesn't actually accompany this when you perform it.A few difficulty settings has been added to the accessibility settings tab within the configuration menu.You can now adjust the initial health value for up to 6.It comes into effect right as you respawn to a checkpoint.The condition for the "Lively Frog" achievement has been changed so you have to reach the level with 2 more health than you initially start with in order to get it. (Previously, you need 5)You can now enable quick respawn after falling into the pit at the cost of 1 health point.This option is off by default.When enabled, you will respawn to the last ground tile you stayed on…
- Change notes for v1.3.5 - 31 October 2024
This patch fixes some issues related to controller glyphs The button icons used in dialogue boxes were displayed in an incorrect position, which has been fixed. If a controller is connected but the game isn't able to correctly identify it, the game will now use placeholder glyphs instead of showing texts when trying to display a glyph. In the joysticks mapping menu, the detected controller name now shows both lower case and upper case letters instead of only showing upper case letters like everywhere else in the game. This is so if a controller has incorrect mapping or icon, it can be more easily troubleshooted. Additions: You can now ride on bouncing enemies.
- Froggo's Adventure: Drifting Sky Announcement - 24 October 2024
To everyone who have enjoyed Froggo's Adventure: Verdant Venture, I am excited to announce that the sequel to this game, titled, Froggo's Adventure: Drifting Sky, is being developed! This adventure sets to take place high above the clouds and would be longer than Verdant Venture. You can learn a bit more about this new adventure by checking out the store page! And while you're at it, dropping a wishlist would mean a lot! Everything you see right now are all subject to change, such as the level design, the sound or the lack of colors that isn't blue or pink. if you are interested in the development, you can check out my socials where I post updates about the game!
- Change Notes for v1.3.4 - 20 July 2024
This patch fixes a visual glitch that makes entities appear to be jittering when standing on solid ground.
- Version 1.3.2 Update Notes - 9 July 2024
This minor update aims to optimize the RAM usage of this game, which resulted in a more noticeable change being that all of the sprites in the game now align with the pixel grid instead of the sub-pixel grid like it used to. Changes: The rendering method of this game has been massively tweaked to be rendering at a smaller scale, which results in a more "pixelated" or "pixel-perfect" look. You can still turn on sub-pixel alignment to the background layers in (config) > (video) > (sub-px scroll). The game will be slightly less performant with this turned on. The run button options have been moved from (accessibility) to (button mapping) in the (config) menu.
- v1.3.1 update notes - 5 July 2024
The main purpose of this update is to do a debloat. Turns out there were libraries that weren't used in the game that was included in the build. They are now removed along with a few other unused files to free up storage space. Along with that, this update also addresses the following issues: New to v1.3, it was previously possible to die in the ceiling after defeating the final boss. Jim sometimes makes way to much noise when you stomp on them. The "End of another Venture" achievement was mistakenly given without completing the game.
- Update 1.3 - Refined enemy / object interactions - 27 June 2024
This update adds miscellaneous polishes but mainly aims to refine some of the enemy behaviors to make them more intuitive and consistent. Beyond that, not much else is added. Still no content update but if you want to play an ever so slightly different Froggo's Adventure, feel free to replay it. Additions You can now use the mouse cursor to navigate the menus. Some of the menu options now have tiny icons representing them. Changes Collision engine has been tweaked so it's easier to fit into tight gaps or run across them. Kicking is now slightly easier. When rolling on an acorn / apple, you can now hit a block from above by simply jumping on it, instead of having to run across the top of it. The "End of the Venture!" achievement can now be claimed by defeating the final boss again regardless if you had previously completed the game. During the result screen of a level, tallying completio…
- Change Notes for v1.2.2 - 31 May 2024
This patch mainly addresses the crashes that can happen from out of memory issue. Due to the way the game handles animated tileset (or tileset in general), the game can use up a lot of memories. While the patch doesn't completely address that, it should hopefully avoid crashes resulting from running out of memory. Additions A new video option to turn off animated tileset has been added to (config) > (video config) > (animated map) The change is active immediately to the next level the game loads. If a level fails to load due to memory issue, the game would try to load it again with animated map turned off regardless of the player's configuration. Other Fixes In the first room of the level, "Urchin Tunnel", a tile next to the first urchin was misplaced. This has now been corrected.
- Change Notes for v1.2.1 - 27 April 2024
Issues fixed in this patch When completing a level again, the "Collected all coins" state would always be overwritten, resulting in a glitch where the "All coins Gem" is lost after completing the stage again without collecting all the coins. The final time of finishing a stage is different when timer is enabled. Now the time is calculated after the dance regardless if the timer is enabled. When trying to enable timer in the overworld, the change wouldn't carry over into the stage. Shelless Jim can slide if any horizontal velocity was applied to them. Additions Hint for the "Kick" move is now hidden in the overworld. When leaving a door underwater, you can now press down and up again to re-enter immediately after.
- Update 1.2: Added Achievements! - 12 April 2024
Additions: Added 8 achievements to the game. Have fun hunting for them! New 4:3 aspect ratio option in the video settings. (config > video > aspect ratio) Changes: Cutscenes can no longer be paused. New animation for unlocking a level. Urchins now have a smaller hit-box. Various level design changes: More health lilies are hidden across all levels. First level has more changes. Fixes Animation for exiting a door while balancing on a ball is now fixed.
- Change Notes for v1.1.6 - 6 April 2024
Issues that were fixed in this version Spamming "confirm" during the results screen after the boss fight will bring the player right back to the hub while skipping the ending cutscene as well as the credits sequence entirely. While the save file is considered completed, the ending cutscene would no longer be accessible. This is now fixed. If you hit the goal in any level and manually exit to hub right after, then enter the most recently unlocked level and exit the level once again, a new level is unlocked regardless if the most recent one is beaten. Animation for unlocking a level slightly jitters at the beginning. Pulling a kick underwater will indefinitely keep the "kicking state" so long as the player doesn't touch the ground. This state should now persist for only a few frames. Hitting "up" right after coming out of the Urchin Tunnel door brings you right back to the stage. While th…
- Change Notes for v1.1.5 - 5 April 2024
Fixes: Respawning in a checkpoint after dying will temporary "save" the gems you collected, but not count towards the save file. This has since been fixed. The total amount of gems missing / collected in a level is incorrectly displayed in the overworld. Trying to counter a Grabble-Jaw with a kick can cause damage back to the player sometimes, which has been fixed. Hitting Jim with an acorn or an apple will make it go in a random direction. This has been changed to match how physics should work. Enemies can respawn in an "un-grabbable" state if the player manages to hit one off screen. (New to v1.1.4) Changes: Full screen shortcut has been changed to F11 instead of just Backspace. Removed OpenGL implementation since it's not needed for Steam Overlay.
- Change Notes for v1.1.4 - 31 March 2024
Fixes Enemies can still be caught by the tongue after getting knocked out. The horizontal speed of the player was capped whenever a directional button was pressed, which is unintended behavior. The speed cap is now removed. (You can do what you want with that information.) Kicking an enemy underwater sends the player upward, which isn't intended. Now only horizontal speed is applied. When being grabbed by a hand, the sound effect for it didn't play. Changes Most controllers will now default to using a hat / D-pad instead of the joystick for the directional input. (Though both of them work by default) Graphic for the D-pad on Switch Pro Controller is changed so the whole D-pad is present. Swinging into the wall / ceiling while being grabbed by a hand will result in the player falling. Now the hand will just promptly bounce away from the wall instead. I took Jim's shell. Minor tweak to th…
- Version 1.1.3 patch - 30 March 2024
This patch should address the following issues: Sometimes the stage doesn't reload when the player dies. (New to v1.1) The default input mapping for "Controller (XBOX 360 For Windows)" is incorrectly set to the same as "Nintendo Switch Pro Controller" mapping. A very bizarre glitch in the boss fight with Lily the witch that causes the projectiles from the player to occasionally miss her. Changes When standing on a moving platform that moves into the ceiling, you will no longer be squished and, instead, just drop down from the moving platform.
- Version 1.1 Update: Added Run button and more! - 28 March 2024
Hello dear players, I've been receiving feedback about the inclusion of a run button ever since the release, and this update adds that and various other changes! New features: The Run button: hold it and Froggo will run. You can configure it in > . The first option in this tab, "run button", should allow you to choose between the following options: "none": No run button. "a2": The same as using tongue. This is also the default one. "a3": For people who want the run button to be separate than other action input. "auto": Auto-run. The second option, "double-tap run", should allow you to enable or disable double-tapping as a way to run. You can now return to your last checkpoint by bringing up the pause menu and select "return to checkpoint". You can now manually save the game by bringing up the pause menu and select "save game" in the overworld. (Note: if you have a save file with a glitc…
- Some more fixes (v1.0.10) - 26 March 2024
This patch should fix the following issue: Fixed a keyboard remapping issue where you can have both key mapped to the same input at the same time. When the level is unlocking, hitting "Up" at the right time can bring you back right to the level before the animation starts playing.
- Day 3 Patch (v1.0.9) - 23 March 2024
This patch should address the following issues: In the fourth level (the water level), if you hit the item block with the trigger first and hit the checkpoint afterwards, respawning at that checkpoint would result in a soft lock due to the trigger no longer being available. Some objects on screen "vibrates" ever so slightly by a sub-pixel when the camera is moving. This is due to the on screen coordinate being calculated using int() instead of round() like the tile map and every other objects. Two tiles in the overworld has been assigned the wrong collision type.