Quick Answer: Patch v1.0.1 (July 16, 2026) fixed the two progression-stalling launch bugs β the gold chunk counter and the Orc Base elevator β added a "Reduced Flashes" accessibility option, and removed the Auto Foundry. Still broken, per the developer's pinned known-issues list: Tempered Steel won't craft, the Cosmic Chunk counter sticks at 0/5, Crystal Clear pops early, you can fall faster than terrain generates in deep biomes, the character drifts left / D key stops responding, rebound keys are ignored while swimming and dashing, and the game can crash on startup or on entering the elevator. All listed as "reported and being worked on."
Version note: Status as of July 27, 2026, on patch v1.0.1. Assembled from the official patch notes, the developer's replies in the original bug threads, and the pinned known-issues list (posted July 22, last edited July 26), linked inline.
What v1.0.1 Fixed (July 16, 2026)
Straight from the patch notes, mapped to the launch-week problems:
| Launch problem | v1.0.1 status |
|---|---|
| Gold chunk counter stuck at 2/3 | Fixed ("Gold Chunk quest would not update progress") |
| Can't travel between Orc Bases | Fixed (developer in the bug thread: "New patch out should fix this!") |
| No photosensitivity option | Added β "Reduced Flashes" toggle under the game tab |
| Forge auto-mode confusion | Auto Foundry removed β you now take unsmelted ores back out instead |
| Water section too slow | Swim speed increased in Wispy Waters, plus more ore spawns there |
The same patch also raised Tesla Coil damage and range, improved the odds of rolling Rainbow on reforge, adjusted final block layer health, and updated portrait art and music.
If a fixed bug persists for you, you're likely on a save that desynced before the patch. Report it on the forums β the developer (posting as Zachary) answers bug threads within hours.
The Official Known-Issues List (Pinned July 22)
The developer maintains a pinned "Known Issues & How to Report a Bug" thread, marked "reported and being worked on" ("some of these I've reproduced, some I haven't been able to yet"):
- Tempered Steel can't be crafted even when the recipe shows as unlocked
- Cosmic Chunk counter stays at 0/5
- Crystal Clear achievement unlocks early, before the crystal pickaxe is crafted
- Falling faster than the terrain generates in the deeper biomes
- Character drifting left, or the D key not responding
- Swim and dash controls not following rebound keys
- The game failing to launch, or closing a few seconds after opening
- Ore and bar readability β iron ore against white rock and in the volcano biome, and cobalt, crystal and sea ore all reading as tempered steel once smelted
- Late-game balancing
- Crashing on entering the elevator (added in the July 26 edit)
- Upgrade text not matching the actual effect β "some upgrades show 20% but apply 100%, others show an increase that never applies" (added in the July 26 edit)
The Cosmic Chunk counter stuck at 0/5 looks like a sibling of the fixed gold-chunk counter bug. No workaround is listed for it.
To file your own report, follow the thread's format: start a new discussion rather than replying to the pinned thread, put [BUG] at the front of the title, and include what happened, reproduction steps, your game version and OS. Add your graphics card for crashes β the developer calls that the most useful detail ("without them I'm guessing").
Tempered Steel Won't Craft (Still Broken, No Workaround)
Symptom: you reach Orc Base II, unlock the Foundry, and the Tempered Steel recipe shows as unlocked, but starting the crafting job does nothing. Multiple players confirmed it, and one inspected their save file: the recipe is flagged as unlocked, so this is a software bug, not a hidden requirement.
Status: officially acknowledged, "reported and being worked on" (July 22). No player-side workaround exists.
What to do: if Tempered Steel gates an upgrade you want, progress elsewhere first. Every biome stays open (Beginner Guide covers backtracking). Full bug evidence and daily status: Tempered Steel page.
Gold Chunks Objective Stuck (2/3) β Fixed in v1.0.1
The counter desynced if you mined a chunk before the quest formally appeared, or if you passed out during the chunk pickup animation. Desynced chunks converted to tokens instead of counting.
Status: fixed in v1.0.1, and the developer closed the thread on July 26 with "fixed in v1.0.1" after seven reports.
What to do: on affected saves the counter display can still look off without blocking progress. If yours genuinely won't advance post-patch, file a fresh [BUG] report.
Can't Travel Between Orc Base 1 and Orc Base 2
Symptom: the elevator claims you're at the wrong base and travel does nothing, including a post-story variant.
Status: patched in v1.0.1 but under re-investigation. The original thread went active again β at least four players describe selecting a destination and getting no response, some after the patch. The developer merged the duplicate reports on July 26 and asked whether it still reproduces on v1.0.1+.
Workaround: quit to the main menu and hit Continue. You respawn at Camp 1 with the elevator state reset. Relevant if you're heading back for the crab or cleaning up layers for achievements.
A separate problem, the game crashing when you enter the elevator, joined the official known-issues list in the July 26 edit. No workaround is listed. If it hits you, file a [BUG] report with your graphics card.
Foundry Changes: Auto-Mode Is Gone
v1.0.1 removed the Auto Foundry, so the auto-smelt behavior that confused everyone at launch is no longer there. In exchange, you can take unsmelted ores back out of the Foundry, so feeding it the wrong stack is no longer a commitment.
At the furnace, the quantity box accepts typed numbers. Want exactly 500 of one ingot? Type 500.
If your Foundry appears to not smelt at all, that's on the official list filed under "not a bug": the furnace's auto-mode maxes production, so toggle it off and enter a quantity manually.
The furnace UI at base β as of v1.0.1 there's no auto-mode to toggle, and mis-loaded ore can be taken back out. (Screenshot: Logan Games)
Flashing Lights β Option Shipped in v1.0.1
The launch build had frequent flashing effects from the iron layer onward. v1.0.1 added a "Reduced Flashes" accessibility option under the game tab in options. Turn it on before the iron layer if you're light-sensitive. The developer's note in the accessibility thread: "If you're still running into issues, please let me know other ways I can tone down the flashes."
Can't Access Molten Core (Not a Bug)
Symptom: you meet Molten Core's stated requirements but the layer won't open.
Fix: visit Orc Base II first. Molten Core expects you to have reached the second base before it unlocks. A player hit exactly this on July 16 and confirmed it. Whenever a layer won't open, check whether you skipped a hub stop.
Crash on Startup
Symptom: the game crashes on launch with no error report β a brief system tray icon, then Steam flips back from "running" to "play." Two players reported it during launch week.
Status: on the official known-issues list (July 22). No known workaround.
What to do: open a fresh [BUG] thread with your OS and graphics card. The developer's note: "reports vary a lot on this one, so your OS and graphics card are the most useful things you can give me."
Iron Is Hard to See
Symptom: iron chunks blend into the white rock of their layer, so players following the chunk marker walk straight past deposits sitting at the outer edges.
Workaround: trust the marker's position over your eyes and mine the edges of rock formations near it. Deposits hide in the boundary blocks.
Status: officially acknowledged (July 22). The known-issues list covers "ore and bar readability," naming iron against white rock, the volcano biome, and a smelting-side variant: cobalt, crystal and sea ore bars all reading as tempered steel once smelted. If your bar inventory looks full of tempered steel you never crafted (see the Tempered Steel bug), that's this readability issue, not a duplication glitch.
Steam Deck & Controllers: Support Is Incomplete
Symptom: no native gamepad or stick support on Steam Deck, and controller players report most interfaces don't work with a controller. A July 17 report describes glitchy icon positioning and menus that force you back to mouse and keyboard.
Workarounds from the community:
- Steam Deck: import a community Xbox controller layout via Steam Input and the sticks map correctly.
- Remapping, including adaptive controllers: the game only uses WASD, E, Space and Shift from the keyboard. Map those few keys to your controller's buttons. Do this externally through Steam Input or your controller software rather than the in-game rebind menu β see the rebinding bug below.
Status: community workarounds only; nothing in v1.0.1.
Rebound Keys Misbehave While Swimming and Dashing
Symptom: rebind movement keys in-game and swimming ignores the change β the rebound key still fires its default action on top of the new one. The July 19 report: with left rebound to S, pressing S while swimming registers as down and left, making it impossible to swim straight left in Wispy Waters. The same player confirmed dashing is affected. A separate July 16 report (D not moving the character right despite correct bindings) may be the same input-handling issue.
Workaround: keep the default WASD bindings. If you need remapping for accessibility or a controller, do it outside the game through Steam Input or your controller software. The game then still receives the default keys, which sidesteps the bug.
Status: officially acknowledged. The developer replied in the bug thread on July 18, and the pinned known-issues list carries both entries β "swim and dash controls not following rebound keys" and "character drifting left, or the D key not responding" β so the D-key report is tracked as its own issue. No fix shipped.
Endless Falling in Deeper Biomes
Symptom: you fall faster than the terrain can build up beneath you, and the fall continues until energy runs out and the game teleports you back to Orc Base.
Workaround (from the original reporter): jetpack upward until the rocks render in, then land on them.
Status: on the official known-issues list (July 22).
Upgrade Text Doesn't Match the Actual Effect
Symptom: upgrade descriptions and their real effects disagree, in both directions. An upgrade labeled 20% can apply 100%, and other upgrades list an increase that never applies at all.
Impact: don't trust the numbers on the upgrade screen when planning a build. Nothing is lost β the effects are wrong on paper, not destructive β but if an upgrade feels much stronger or weaker than advertised, it probably is.
Status: developer-confirmed and on the official list (July 26). The developer replied in the July 23 bug thread promising a fix. Nothing shipped yet.
Crystal Clear Achievement Unlocks Early
Symptom: the Crystal Clear achievement pops the moment you first exit Crystal Caverns, before you've collected the crystal chunks and crafted the crystal pickaxe its description implies.
Impact: harmless. You get the achievement early and nothing breaks. Worth knowing if you track progress by achievements (Achievements Guide).
Status: on the official known-issues list (July 22). Not fixed in v1.0.1.
Ultrawide (21:9 / 32:9) Not Supported
The game renders at 16:9 with black bars on ultrawide displays, and forcing a 3440x1440 resolution doesn't expand the view. Raised on the forums as a feature request; not addressed in v1.0.1.
The Meta-Complaints (Not Bugs, but Asked Constantly)
- "Is there anything after the story?" No. There's no New Game+, prestige, or endless mode at v1.0.1 β the game is a 3-5 hour complete arc. Players have pitched an infinite loop / ascension system, and the developer is asking what a hardcore difficulty should look like, but nothing is promised. See the hub FAQ.
- "The late game feels flat." "Late-game balancing" sits on the official known-issues list alongside the actual bugs, and a July 19 thread titled "Final Upgrades seem Underwhelming" is part of the same conversation. Expect tuning rather than new systems.
- "The water section is slow." Partially addressed: v1.0.1 increased swim speed and ore spawns in Wispy Waters. There are still no swim-speed upgrades, but the baseline is better than launch.
The underwater stretch every "pacing" complaint was about β v1.0.1 raised the base swim speed. (Screenshot: Logan Games)
FAQ
Is the game buggy overall? No. Plenty of full-run launch reviews reported zero technical problems, and the first patch landed within two days of release, closing the two worst progression bugs.
How fast does the developer patch? Fast. v1.0.1 shipped July 16, two days after release, covering the elevator bug, the chunk counter, and the promised accessibility option. The developer personally follows up in bug threads.
My problem isn't listed. Check the developer's pinned known-issues thread first. If it's not there either, start a new discussion with [BUG] at the front of the title and include your game version, OS, reproduction steps, and your graphics card for crashes. The forum is small and the developer reads it; bug threads routinely get replies within hours.