Hi everyone!
A lot of you have been asking for this, and it's finally here: you can now save & quit at any point during a run, then come back and resume your run. We hope this makes playing Sol Cesto much more comfortable, especially if you don't always have time to finish a run in one sitting.

This feature was honestly quite a challenge to implement, and even more of a challenge to debug. Huge thanks once again to our publisher Goblinz's QA team (Hélène, Nathan, and Volodia) for helping me hunt down all the weird bugs and edge cases along the way! There will probably be a few more that show up now that all of you can get your hands on it, but if that happens, I'll keep improving and fixing the feature. Thanks for your patience! 🙏
Alongside save & quit, we've also made a few improvements and fixes:
Steam Deck touchscreen controls should now work much better. Previously, taps didn't always select the correct row. This has been fixed on the Windows version running through Proton. The native Linux version still has a few issues, but I hope to improve that in the near future.
Fixed (yes, again 😅) the bug where bees could appear on every tile in Biome 2.
Fixed an issue where getting an 'All Clear' wouldn't always open the door during the final boss fight.
Adjusted the spawn rates of a few teeth, such as the ones that double your gold or increase the amount of health you gain. The chances of finding multiple copies of these teeth during the same run have been reduced, but not removed. The game has always been designed to occasionally create those incredibly lucky runs. The problem was that my previous implementation simply wasn't working, so their drop rates never actually changed throughout a run as intended.
I also fixed a handful of other minor bugs over the past few weeks... but at this point I haven't been keeping track anymore. Sorry! 😅
I'd also like to share that we've now passed 200,000 copies sold on Steam. A huge THANK YOU!! 💖We're incredibly happy to have reached this milestone. It honestly feels unreal.
And thank you all for your patience. It's been great having the time to improve and polish the game without feeling too much pressure 🌞

As for what's next: controller support! It's going to take a while to implement properly, so don't expect it too soon, but it's our next big objective.
See you soon 👋
Géraud, Chariospirale & Antoine