Hello, fellow mountain lovers!
We’re delighted to share that we’re back with a patch that brings new content and highly requested quality-of-life improvements! Let’s jump right in and explore what this new patch has to offer.
Note: It may take some time before this patch becomes available on Steam Deck and the gamepad version of the game, as it has to be prepared by our partner responsible for those versions.
New Scenario
Beat the campaign already and looking for another challenge? Look no further! The scenario on Saltspire Peaks will give you plenty of opportunities to crack your brain.

You can think of this scenario as a small storyline that takes place after the main story concludes. The Kingdom of Laysara requires the services of our three heroes once more - will it be smooth sailing, or will things get messy, as they tend to do?
If you haven’t finished the campaign yet, don’t worry. There aren’t any direct references, so you can safely play the scenario regardless of your progress in other game modes. Just one warning: it’s not easy! So, if you’re just starting your adventure in Laysara, it’s best to familiarise yourself with the game before tackling this particular scenario :)
Campaign tweaks
Since the 1.0 launch, we’ve been looking closely at your feedback on the campaign, as this is content that premiered with 1.0 and didn’t have a chance to “mature” in Early Access. And, as one might expect, it turns out we could have done a few things differently :’) From your comments and reviews, we can clearly see there are two major issues that take away from fully enjoying the campaign:
The amount of exported resources from previous missions is sometimes not enough.
The last mission is too hard. More precisely, there is not enough space to build everything.
The first issue is the most annoying for those of you who have played Sandbox before, because you know you can address it very easily there: you just switch to another mountain for a moment, boost exports there, then go back to your current game and enjoy the surplus. We didn’t think that would be needed in the campaign… and, well, clearly, we were wrong. ^^’
Therefore, from now on, you can switch mountains in the campaign too! At any moment, you can go back to a previous colony to boost exports from there and make your life easier in the current mission. You can do that using the World Map, just like in Sandbox.

The second issue (lack of space on the last mountain) is a little trickier to address - we can’t just add more gameplay area, as changing the geometry of the mountain would result in save corruption.
However, we believe we’ve found a solution. First of all, boosting food exports from previous mountains should already help. Secondly, we’ve added the possibility of importing Fodder during the last mission. This should allow you to get rid of Barley Fields, which take up a ton of space, and give you a little more wiggle room.
Please do let us know if you find these changes helpful in beating the campaign!
Quality-of-life improvements
Last but not least, we took the opportunity to address some other smaller things that you felt could use some improvement. You can see the full patch notes below, but let me show you a few highlights:
It’s now possible to overwrite (change) a transport route without needing to cancel the route in the building’s UI panel first. Just hold LMB to set the new destination!

It’s now possible to trigger avalanches on demand! Use your Avalanche Inducer to trigger an avalanche within its range to make sure your avalanche defences work the way you expect them to.

We’ve added variants to the house upgrade button, so you can more easily see which upgrade you’re applying. We’ve also added a downgrade button, as there are absolutely cases where using it makes sense, and the current workaround of destroying the house and placing a new one certainly doesn’t feel elegant.

And that’s it for this post! Take a peek at the full notes below, let us know what you think of these changes, and, most importantly, have fun with the game!
Thank you so much!
Quite OK Team
Full patch notes
Main changes:
New scenario!
Possibility to go back to previous mountains to boost their exports introduced
Possibility to import Fodder during the last campaign mission
Easy overwriting transport routes
Button for triggering nearby avalanches added to the Avalanche Inducer
House upgrade button have now 3 variants, to make it easier to see to what level you’ll be upgrading the house to
Added button for downgrading a house
A hoof icon is now visible in Objective panel to indicate playing challenge on boosted difficulty
Bugfixes:
Corrected error text when trying to create a transport route in a few invalid scenarios
Don’t allow for completing tutorial (disable the Continue button) if the Trading Post is not fully protected from avalanches
Don’t play “pulse” animation on question mark markers on World Map in campaign
Don’t accept Enter input as clicking Continue button on Objective Panel if World Map is opened