Release Notes for The Artisan of Glimmith
Patch 1.0.6 (2026-09-07)
Performance
- Moved some particle systems from GPU to CPU
- Removed distance field shadows on Low quality
- Adjusted depth settings for cascading shadow maps on High and Epic quality
- Tweaked shadow settings on some meshes
- Optimized terrain and light ray shaders
- Reduced triangle counts of some meshes
- Added more LODs (level of detail) to some tree meshes
- Added new version of post-processing shader or Low quality
- Improved lighting of grass and small bushes on Low quality
- Fixed a small inefficiency when toggling puzzle lights
- Switched to a hardware cursor (Note for content creators: you may need to update the settings in software like OBS to capture the new cursor correctly in video recordings, livestreams, and screenshots.)
Quality of Life
- Reworked Loopy tutorial, teaching the consequences of this rule more explicitly
- Added a warning when the game detects that the frame rate setting is too high
- Added tutorial popups explaining optional and hidden puzzles more clearly
- Added a button to load save files from a backup automatically if the game detects a corrupted save file
Buxfixes
- Fixed a bug where error highlights would sometimes be missing after resizing a grid in the editor
- Fixed a bug where trees were not blowing correctly in the wind
- Fixed a very rare bug where players could get trapped outside of the map boundaries and not get back in
- Fixed a few meshes in the castle area that allowed puzzles to be clicked through them
- Fixed a number of meshes that were not casting shadows correctly on some quality levels
- Fixed a compression setting on the crystal glass texture that was causing an unintended pixelation artifact
- Removed an achievement that is not applicable to the GOG version