- The Map Update - 25 May 2026
Hey everyone,Update 1.2 has been in the works for a while and adds several new features based on your feedback.Overview MapNot including a map originally was a deliberate decision. That said, I’ve heard the feedback, so I spent some time experimenting and came up with a solution that aims to strike a balance:An overview map that is available from the beginningIt gradually reveals itself as you explore more areasNo markers, names, player position, pins, or objectivesOnly simple connections between areas, shown as dotted linesThe goal is to support your mental map of the world (how areas connect and how everything fits together) without turning the game into something where you’re constantly scanning a map for unexplored rooms.Ideally, this helps reduce the frustration of getting lost, while keeping the good part of getting lost intact.Secret CompanionThis one comes directly from a commun…
- Price Adjustment - 20 April 2026
Hey everyone,I wanted to give you a quick heads-up about an upcoming price adjustment.Steam has updated its regional pricing recommendations, which for The Pale Piper would result in an average price increase of a bit over 6%. To help offset that and keep things fair, I’ll be slightly lowering the base price.The goal is to keep the overall impact as minimal as possible while staying aligned with Steam’s updated pricing structure.If you have any concerns or feedback, feel free to share them on the Community Hub or Discord. Thanks as always for your support, it really means a lot.
- Patch 1.1.1 - 3 April 2026
This patch focuses on polishing a few elements from the last content update, along with a backend engine upgrade.Polish ImprovementsFixed an issue where tower achievements could be triggered while Assist Mode was enabledAchievements are now localizedAdded a short tutorial message to the recently introduced NPC to better explain its purpose (helping you find secret rooms)Reworked some background decorations in the TowerEngine UpgradeUpgraded to Godot 4.5.2. This is mainly a stability update, so no major changes are expected. However, if you run into anything unusual, please let me know.If you encounter any issues or notice something behaving incorrectly, please report it via the Community Hub or Discord. And as always, thank you for your support. Especially everyone who has taken the time to leave a review. It really helps the game grow.
- The Gauntlet Update - 18 March 2026
Update 1.1 is the biggest update to The Pale Piper since launch, introducing a brand-new endgame challenge, a mysterious new NPC, the first wave of additional languages, and more.A New Endgame ChallengeDo you have what it takes to conquer the Gauntlet?A new Gauntlet has been added: The largest and most demanding area in the game.The biggest challenge area so farDesigned to test mastery of movement and mechanicsBuilt around consistency, precision, and flowNew achievements for discovering and completing itIf you've been looking for something to truly push your limits, this is it.Those who have already proven their mastery in the trials may want to take another look around town…A New NPC in TownA new character has quietly arrived in town… though not everyone will find them easily.This NPC introduces a new mechanic and may be especially interesting for completionists and secret hunters. If…
- Patch 1.0.12 - 1 March 2026
This patch focuses on tightening mechanics, improving consistency, and cleaning up a number of issues.FixesFixed a bug that left behind an invincible hitbox after an NPC disappearedFixed a bug in a later boss fight where certain mechanics did not properly reset after dyingFixed an issue affecting players from an earlier version where some NPC states did not update correctly, even after patchingFixed occasional strange archer behavior when jumping directly onto them from aboveFixed a visual issue where, after resetting in challenge areas, the starting room decorations took a few frames to reloadAdjusted several spike placements in the Rat’s Keep that caused unnecessary deaths unrelated to intended challengesFurther adjusted input buffering to improve consistencySlightly increased coyote timeAdded a missing checkpoint in the Rat’s KeepMade the secret wall leading to the optional progress-…
- Hotfix 1.0.11 - 24 February 2026
A small hotfix addressing a couple of issues.Fixed an issue where pausing the game during a boss fight could make the player invincible while the fight continued.Improved a player animation issue where starting a dialogue immediately after a roll could cause the roll stop animation to play after the dialogue ended.If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.
- Hotfix 1.0.10 - 21 February 2026
Fixed an issue where hit-to-roll would behave incorrectly when triggered during the input buffer window.Slightly adjusted a short section of the Mountain boss fight.If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.
- Patch 1.0.9 - 19 February 2026
Overall, I was already happy with how the movement felt, but there’s always room for improvement. Since movement is a core pillar of any precision platformer, I revisited and refined several aspects of input handling and responsiveness to further enhance the overall game feel. Many of these adjustments were made directly in response to player feedback.Input & MovementSlightly increased input buffer time and improved input buffer calculations overall.Adjusted the input buffer for the hit mechanic. Hits should now feel more consistent with the rest of the moveset, making gameplay smoother.Adjusted the input handling for the charge-to-roll-jump mechanic. This should improve control, especially when charging upward from directly below.Refined input buffering during the dash-to-charge transition to create a more responsive gameplay feel.Polished bounce pad behavior when hitting them at a 90-…
- Demo Update 1.0.8 - 17 February 2026
The demo has been updated to match the current game version, including all recent fixes and improvements.If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.
- Hotfix 1.0.8 - 15 February 2026
This hotfix resolves the bomb enemy chain reaction issue in the Mountain Boss challenge. The enemies should now trigger and explode consistently as intended.If you run into any issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.
- Patch 1.0.7 - 14 February 2026
Over the past week, the focus has been on bug fixes, softlock prevention, stability, and performance improvements. Many of them based directly on your feedback. Thank you for continuing to report issues and share suggestions.Steam Deck VerifiedThe Pale Piper got officially Steam Deck Verified ✅.Performance has been further optimized in this update, especially in larger areas that previously experienced minor FPS drops on Steam Deck. The game now runs at stable framerates across all levels.Fixes and ImprovementsImproved overall performance and stability.Controller hot-plugging (connecting/disconnecting controllers) now behaves and updates all prompts correctly, including on Steam Deck.Save files created close to release could miss progression updates related to item pickups. This is now automatically corrected when loading the save.Fixed an issue where the game could freeze after closing…
- Steam Deck Verified - 10 February 2026
The Pale Piper is now officially Steam Deck Verified!I built this from day one as a first-class Deck experience, playtesting every update on real hardware.You can check it out here,Deck optimization stays top priority for patches and content drops ahead.Thanks to everyone who tested and shared feedback. It made a real difference.
- Patch 1.0.5 - 9 February 2026
Following several hotfixes in the days after release, this update focuses on stability, optimization, and input support, and lays the groundwork for further improvements and future updates.AchievementsOver the last few days, multiple achievements that were not triggering reliably have been fixed.With this update, all achievements should now unlock as intended.PlayStation Controller SupportAdded native PlayStation controller support.Button prompts now correctly display when using DualShock or DualSense controllers.Xbox and Steam controller support and prompts were already available; this update adds proper PlayStation-specific prompts as an additional option.Bomb Enemy FixFixed an issue where the bomb enemy could fail to explode under certain conditions.This bug proved to be particularly persistent, so if you still encounter it please let me know.Improved Visual Cue on Pipe ExitClarified…
- Hotfix #3 - 7 February 2026
This hotfix addresses several remaining issues and small inconsistencies.Fixed an issue where the camera could remain zoomed out when teleporting from large rooms back to townFixed issues with the progress bar and progress counter so they now display correctlyFixed two achievements that were not triggering consistentlyFixed several NPC-related bugsTweaked additional dialogue linesCorrected and adjusted further decorative elementsIf you run into any new issues or notice something still behaving incorrectly, please report it via the Community Hub or on Discord.
- Hotfix #2 - 6 February 2026
This update focuses on polish, fixes, and small improvements based on early feedback.Significant file size reduction through asset and packaging optimizationsImproved wording and clarity in several tutorial linesFixed an issue where bomb enemies could trigger unintended chain explosions (If you still encounter this, please let me know)Improved readability of several assets in High Contrast ModeFixed an issue where the Bard NPC would not properly take items from the inventoryFixed a bug causing the Candle NPC to disappearFixed and adjusted additional decorative elementsFixed the "Collect all coins achievement"If you encounter any new issues or regressions, please report them via the Community Hub or on Discord so I can address them quickly.
- Hotfix #1 - 5 February 2026
This hotfix focuses on stability, performance, and small visual and text fixes.Improved overall performance, including optimizations for Steam DeckFixed minor visual issues with environmental decorations in various roomsCorrected dialogue text errors and formatting issuesFixed a few asset-related glitches causing visual inconsistenciesIf you run into any issues, please report them on the Community Hub.
- The Pale Piper is out now - 4 February 2026
After a long journey, the game is finally released.To celebrate launch, The Pale Piper is available with a 15% launch discount.Thank you to everyone who wishlisted, tested the demo, shared feedback, or followed development. Your support genuinely made this possible.If you decide to play and enjoy the experience, leaving a review helps more than you might think and makes a real difference for a solo developer.I hope you enjoy your journey.
- The Pale Piper Launches February 4 – New Trailer & Demo Update - 21 January 2026
I’m happy to finally share the release date for The Pale Piper:The game launches on February 4.To mark this, I’ve updated the trailer and the demo to better reflect the final version of the game.If you haven’t already, consider wishlisting the game to stay informed about launch and future updates.Thank you for the continued support.CheersFreeTimeDev
- Demo Updated – Progress Carries Over to the Full Game - 9 January 2026
I’ve just released a significant update to The Pale Piper demo.The demo now starts exactly like the full version, and any progress you make will carry over directly when the game launches (no replaying required).The pacing has been tightened, and the demo now ends at the entrance to a new area, setting up what comes next in the full game.If you’ve been waiting to try the demo, this is the best time.See you in Hamel’s Hollow, FreeTimeDev
- Steam Deck Compatibility - 31 December 2025
From the very beginning of development, I treated the Steam Deck as a first-class platform for The Pale Piper. It was never something to "fix later." I designed the resolution, controls, readability, and performance with handheld play in mind from the start. This update explains what that actually means for you as a Steam Deck player.Designed for Handheld PlayI designed The Pale Piper to be controller-first. Every mechanic and interaction is fully playable with a controller.No mouse-dependent menus or awkward workarounds.No moments where precision suddenly feels like it requires a keyboard.Natural button layouts without excessive modifiersThe game was built to feel comfortable on handheld controls from the start, rather than being adapted after the fact.Resolution and Visual ClarityThe pixel art and UI focus on a clean, readable handheld presentation.Pixel-perfect scaling philosophy.No…