Release Day!
https://youtu.be/UeWOUP_YFSU Winkeltje: The Little Shop is finally released on all major platforms! As of today you can enjoy Winkeltje on Windows, Nintendo Switch, Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5 at the affordable price of $14,99, or €12,49, or your regional equivalent.Launch Features
Below are the launch features that you can enjoy right now!Employees

Upgradeable End-Game Storage

New Decorations

New Cosmetics

New Floors

Major Performance Improvements


New
- Achievements - Added 12 new achievements.
- Cosmetics - Added 2 new outfits with 7 colour combinations, these are unlocked as a reward for hitting certain crafting milestones.
- Building - Added 14 new floors.
- Decorations - Added 39 new decorations.
- Decorations - Added 49 new Pedestal decorations for when the player has maxed out the crafting of an item.
- Employees - Added employees to help with restocking the shop.
- Objectives - Added new objectives for Employees, Spring, and Summer.
- Objectives - Updated the 'Item Placement' & 'Building' tutorials to show both the count & bar.
Changes
- Art - Updated the default and large shop preview images.
- Customers - Renamed Tetta -> Letta, because apparently the former means "boob" in Italian.
- Effects - Slightly reduced the windiness on the foliage.
- Language - Updated and reviewed all translations.
- Lighting - Increased the shadow depth bias to adress some shadow acne.
- Objectives - Removed the Kitchen Planter from being unlocked by the Potato Farmer objective as the initial planter can only be unlocked by spending a crafting skill point. This should remove the objective mention from the Unlock Menu when inspecting the Kitchen Planter.
- Objectives - The 'Pitchfork Supplier' objective will now also award turf as a crafting resource.
- Objectives - The 'Axe Smith' objective will now also award coal and steel as a crafting resource.
- UI - Removed the 'in development' disclaimer in anticipation for the release update.
- UI - The direct sell confirmation window will now omit the accept button instead of disabling it as the latter would cause issues.
- UI - Moved wall and crafting categories in the unlock menu to be more noticeable as people tend to easily miss them.
- UI - Added Exit to Desktop button.
- Setting - Community - Added an option to allow the game to continue running while in the background.
Fixes
- Art - Tweaked the small, medium, and tall torch for better compatibility across platforms.
- Art - Moved a terrain tree as it was clipping through walls on a large map.
- Audio - Community - Lowering the audio sliders would set the volume at -60dB instead of the lowest possible engine value of -80dB.
- Code - Fixed a rare issue that could prevent crafting unlocks if unlock skillpoints happened to go below zero.
- Commissions - Community - Placing the initial commission board could cause a critical error if the available commissions are null.
- Cosmetics - Max crafting outfits should now also unlock matching boots.
- Customers - When customers went home they would destroy the NPC object instead of the associated gameobject. This would likely cause an error.
- Customers - Dismissing a customer will now disable the outline instead of disabling the interactable as the latter could lead to a critical error.
- Effects - The snowmask is now also applied to the main menu background shops.
- Effects - The snowmask would repeat instead of clamp which would look strange on foliage outside of the shop bounds.
- Effects - Added snowmask padding and offset to fix clamping issues.
- Effects - Dismissing a customer would leave a grayed outline visible until it walked out of the player's awareness radius.
- Effects - Fixed a critical snowmask error by removing a race condition.
- Effects - A recent performance improvement change broke the snow effect on outside furniture when within interact range. The snow effect should reapply if that is the case.
- Effects - Community - Planters should no longer revert their soil material when walking out of interact range.
- Effects - Round bushes would not toggle waviness when placed.
- Effects - Placing bushes outside during winter would not make them appear snowey.
- Effects - The stove's fire animation should now use scaled time.
- Effects - Reverted change to the interactable class responsible for outlines as caching the materials would cause highlighting issues across different furniture states.
- Effects - The watered material on a planter would reset when picked up.
- Employee - Fixed issue where employees would stop restocking.
- Graphics - Removed several missing entries from the shader variant collection.
- Graphics - Enabling either screen space ambient occlusion or depth of field should now enable the creation of a depth texture as both effects rely on it in different ways.
- Lighting - Terrain has been cut into smaller chunks to adress an issue with lighting.
- Saving - Added fallback for when files would not be able to be saved in the steam folder, this should stop the crashing on bootup for some people.
- UI - The furniture cost label would show the wrong position for a single frame when placing furniture.
- UI - The objectives counter would not update when gaining, completing, or failing an objective.
- UI - The layout price label would appear in the wrong position after buying furniture.
- UI - Planters that can be unlocked through objectives had duplicate objective listings in the details panel of the unlock menu.
- UI - The Stucco & Brick Archway did not have all preview materials set which could result in an error.
- UI - Fixed the firepit previews in the unlock menu.
- UI - Attempting to load a corrupted save file would prompt a window that would cause issues once closed with a controller.
- UI - Appeal level would not correctly set itself when losing an appeal level.
- UI - Objectives that turned inactive should no longer have their animation routines be cancelled when subsequently called to be shown.
- UI - Attempting to favorite furniture while the filter returned no options would cause an error.
- UI - It should no longer be possible to upgrade a display using a controller if the upgrade button is not visible.
- UI - The normal difficulty was not using the correct image preview.
- UI - Fixed floor previews and descriptions in the unlock menu.
- UI - Added 4 missing floor unlock IDs.
- UI - The snowy keyword setter should no longer call the awake function when instantiated for use in the UI.
- UI - Fixed an issue where the employee preview would be blurry.
- UI - Added several checks to inspecting employee details in the employee menu to prevent an out of range error.
- UI - Updated credits section.
- UI - Pressing menu hotkeys while a menu is open should no longer cause the game to unpause.
Performance
- Art - Reduced GC alloc in Bush colour update.
- Art - Reduced GC alloc in item sell price calculation.
- Art - Structure Kit0, Kit1, Kit2, Kit3, Kit4, and Kit5 model and prefab optimizations.
- Art - Optimized shop sign.
- Art - Replaced the forge coals material with a new material using the smolder shader to increase graphics performance.
- Art - Terrain mesh improvements.
- Art - The shop sign chain was using the wrong material.
- Audio - Removed unnecessary repositioning call on the shop opening.
- Audio - Footstep sounds now use the cached transform instead of Unity's transform.
- Characters - Optimized character animation import settings.
- Code - The placement appeal component was added but not removed which would eventually slow down the game.
- Commissions - Optimized the commission generation.
- Effects - Optimized Snow Mask GC allocation & speed.
- Effects - Moved the snow mask interpolation transition to the shader.
- Effects - Snow mask update will now only be called when in the main scene or game scene.
- Effects - Disabling screen space ambient occlusion will now also disable the depth texture generation that the effect relies on.
- Effects - Highlight materials are now cached, reducing calculations & GC alloc when highlighting furniture.
- Effects - Snow keyword and material optimizations.
- Effects - VertexColorChannel shader performance improvements.
- Effects - Vertex shader performance improvements.
- Effects - Foliage shader performance improvements.
- Effects - Interact shader performance improvements.
- Effects - Structure shader performance improvements.
- Effects - Improved terrain performance.
- Effects - Removed obsolete color property from the foliage shader.
- Effects - Optimized the butterfly particle effect.
- Effects - Reworked the foliage shader to use texture arrays and reduce math operations in the fragments shader.
- Effects - Additional terrain shader optimizations by using a texture array and storing uv calculation into a seperate UV channel.
- Effects - Heat distortion shader effect should now be disabled for the Switch.
- Effects - Removed redundant shader keywords from the build selector shader.
- Effects - Improved graphics performance by disabling mesh renderers and/or shader keywords of effects that were not visible but could still cost resources to process.
- Effects - Character shader optimizations.
- Effects - Removed snowy keyword from the sign material as this is set during runtime.
- Effects - Interactable materials should no longer set fill keyword on initialization. This would result in additional setpass calls.
- Effects - Community - Updated shader variants to include fill and outline shader keywords.
- Effects - Removed material property block from the wallmask effect as it breaks batching.
- Effects - Removed the material property block from the foliage material.
- Effects - Pruned sparks effect from fireplaces on low-end platforms.
- Effects - Candle flame effect should cost much less resources now.
- Effects - Keyframing shader properties were causing material property blocks in furniture using fire or glow effects which resulted in breaking SRP batches.
- Effects - Keyframing shader properties were causing material property blocks in furniture using fire or glow effects which resulted in breaking SRP batches.
- Graphics - Anisotropic filtering now happens on a 'per texture' basis on floors and walls.
- Input - Changed the input module to ignore mouse buttons 3 and up to reduce GC allocation.
- Lighting - Disabled spot light shadowcasters for console.
- Movement - Reduced the amount of calculations done in the player movement.
- Objectives - Moved the init of the MilestoneObjective to the loading screen instead of the first time the shop opens.
- UI - Money label background now only updates when the width of the string actually changes.
- UI - Preloading the interaction cooldown & game settings.
- UI - The trader patience HUD element would be assigned twice and was not pooling correctly resulting in performance regression when playing over a long period of time.
Hotfix
- Achievement - The Professional would not unlock correctly. If you've maxed all crafting professions, you can open up any station and the achievement will pop.
- Art - Increased the anisotropic value of tileable wall textures to make them appear less blurry at an angle.
- Code - Community - Fixed critical issue when loading a save file after backing out to the main menu.
- Employees - Community - Directly selling an item while an employee was trying to restock would cause the display to be permanently reserved by the employee.
- Graphics - Added 2560x1080 and 2560x1600 resolutions options.
- Lights - Tweaked the candleholder lights to emit more light compared to the lanterns.
- Movement - Community - Click to move should no longer slow down near navigation waypoints.
- UI - Community - UI scaling options should now adjust for 4k monitors.
- UI - Community - Added an exclamation mark to highlight unlock options.
- UI - Community - Added settings to adjust the camera sway on each axis. Currently PC only until the required translations are covered to pass a console submission.
- UI - Community - The UI atlas was showing some sprite bleeding at the pivot of the event ribbon. A repack of the atlas using looser packing settings on the ribbon sprite fixed the issue.
- UI - Community - The employee previews would look blurry on increased UI scales.
- UI - Community - The Alchemy Station did not have its Preview Appearance component set up correctly.
- UI - Clicking on an unlock reminder would not bring the player to the correct tab in the unlock menu.
- UI - Crafting stations did not show the correct level for the category & item level.
- UI - The skill increase animation in the crafting menu was not animating from the right starting value resulting in strange looking level transitions.
- UI - Removed the ability to save while the shop was open, that was never supposed to be possible.