The Coin Game News — March 27, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello Islandvillers!
I am thankful to say that I have finished a patch that I believe will fix many of the problems players are facing with the new 1.0 update! I also brought back the old physics on the coin pushers. In this update I have focused on game/inventory saving and controller/Keyboard mapping along with player movement. I have also re-installed the much loved "old legacy" physics on ALL coin pushers and throwing games. This is a huge task to do in 48 hours and will require a little more tweaking to perfect them but I am very happy with them. I got a little preoccupied with updating the entire engines backend that I started taking advantage of many new Unity features when I should not have been. The physics were fine how they were in the old games BUT we DO NEED the optimizations that are available in the new engine... So I am trying to keep most of them and return to the old coin physics. New tech is tempting but in the end the old system just feels much better. More coin pushy if you know what I mean? Let me know in the comments below.
FIXED MAJOR ISSUES:
- FIXED The inventory not saving properly. Now it will NOT carry over "ghost" items from previous saves. Inventory should now reset properly between all games.
- FIXED the controller mapping not saving between games. Same thing as the inventory system but this time the saving system was not initializing and loading previous controller configs.
- FIXED the controller default mapping. Axis invert is now working after clicking load default settings on the input mapper menu.
- FIXED The player could get stuck in the Ticket Eater menu when the leaderboards came on and then the ESC Menu would not work. This would result in a hard lock of the game and not being able to save or quit. Now you can exit the machines with Q Key "ExitMachine" (Or what ever you have it mapped too) when the leaderboards come up.
- FIXED the floors sticking to the player in MANY indoor interiors and not allowing the player to jump or move cleanly. This would also cause the player to slide all over the floor with no grip. I am still adjusting the player control as the "old coin physics" will require me to tune the player movement back to the old way again.
- FIXED the player not being able to walk on the roads by Barry's Pawn Shop and some of the curbs by the mall.
- FIXED Loading scenes were too short on some of the interior scenes/buildings. Now it will stay black and frozen for a bit longer to let the scene load on slower machines.
- FIXED the bots not being able to hit the pucks on the Power Puck Air Hockey games. Watch out they are now more powerful and more precise.
- FIXED The coin pushers not "playing" correctly. I went back to "the old way" and it took adjusting all 20 coin style games/machines in the game.
- FIXED The missing balls in the Pumpkin Pusher in the Mall. They were not getting batched as one mesh on slower machines.
- FIXED Mega Drop physics and made the balls a little more bouncy for more action. I was watching the "Bingo King" and it looked a little too tough to get a Mega Bonus.
- Fixed the Vehicles as they get floaty when the coin pushers are working on the old physics system. Sports Car is still crazy loose but it has 600 HP so its supposed to be stupid.
- Fixed roof top, beach chairs and babysitter couches "triggers" from "freezing" your prizes. Now you should be able to pick them up from booths and chairs now.
- FIXED Pick Yer Treasure hands moving too fast on picking the color to play. Also fixed the missing audio on the same machine.
- FIXED Collider in the front of interior of Goose Lodge Hallway as items were getting lost on the floor.
KNOWN ISSUES:
- VEHICLES: With the re-introduction of the old better coin pusher physics you can no longer carry items in the back of the golf cart (Or on any vehicle) as the suspension will break. The game is built with a certain stacking physics feature that allows us to play with 1000's of coins in the coin pushers but does not play friendly with Unity Wheel colliders. I am still working on a solution for those. (Basically exactly like the old system... lol)
- PLAYER CONTROL: The player can not jump very high at all when rubbing up against a wall. If you get caught in a dumpster or small area... try to jump when not touching any walls or surfaces... then start to move once you are in the air. I will fix this in a future update.
PLAYER CONTROL: The speed and movement of the player when inside any building is too fast still. I used to have a system that controlled the players movement differently when inside as compared to outside and I stupidly removed it for another system. I will be redoing that as the player must move more precisely and slowly when inside and adjusting or looking at machines.
- LOST DATA: The items in your inventory with your old save files cannot be corrected (brought back) with the new inventory system as the old save data was just wrong. I am sorry about that. You will still have all the items on the ground and in the world as they were always safe and saving properly but from here on out the inventory saving between games should be working.
- GAME PAUSE: It is not currently working (pausing time) and you can die in Survivor Mode. Be careful time will still be passing.
- Some spots in the Mall entrance carpeted areas are still "sticky" for the player. There is two colliders below the player and that causes it to get "stuck". I need to do a little modeling to fix that one. Just pretend some kids spilled soda there.
- Vehicles: I will be tuning them more as we go. They are now back on the old physics and will all require some tweaking to get back to the old feelings.
That is all for now. I will be back with more fixes and news soon.
I have also heard all the feedback for the "new" survivor mode and I will be brainstorming some adjustments for the future. Thank you again for the opportunity to build this game and dont forget to support your local arcade.
Kevin (devotid)