Tumblefire 0.4.3 Update — March 21, 2026
Tumblefire Patch Notes — March 21, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hey everyone,
Big update! Lots of changes in this one — let's get into it:
Gameplay
Add GameplayFeedbackSystem for onboarding and loop feedback
Add wooden bridge to Stillwater Crossing
Updating mission scenes
Add key remapping UI to options panel
Add per-mission leaderboard with personal best records
Add replay modifiers (speed run, pacifist, arsonist, ghost)
Add NPC bark sounds on state transitions
Controller rumble, patrol randomization, instant loads
Add Western sunset shader background
Add floating alert state indicator above NPC heads
Remove consumable herbal remedies from loot tables
Add footsteps, heat shimmer, collapse audio, wind, NPC ragdoll
Updating cliff hitboxes and positions in each new mission
Enhance skill tree to full-screen with tree-specific accents and animations
Add Copper Ridge, Stillwater Crossing, Brimstone Station missions
Juice core loop, wire all Suno audio, add mission outlines
Adding new audio
Fire & Destruction
Polish early gameplay feel with chaos meter, health pulse, and banners
Fix fire, AI, stealth, mission, player, and weapon bugs
\ fix broken fire monitor, tumbleweed physics, minimap crash
\ fix knockback call signature and heat shimmer shader errors
Fix is_burning called as function instead of property
Add fire-spread scene transition wipe
Wire playstyle bonuses (Ghost/Chaos/Speed) to mission summary
Add contextual fire hint when matches are selected
Add weapon recoil visual on fire for Revolver and Incendiary
Increase debris lifetime and fire burn duration for better spectacle
Add demo edition system, wire weapon/fire/loot audio, Suno prompt list
Combat & Weapons
\\ fix shooter_latency error, tone down tumbleweeds, add heightmap tool
Add hit-stop freeze-frame on player kills
Add prominent active weapon/ammo label in bottom-right HUD
Add damage vignette, voronoi prop shatter, sprint dust, money tick-up, slow-mo
Wire screen shake to EventBus for explosions, damage, and building collapse
Enhance building damage feedback and add gameplay polish batch
World & Environment
Redesign as moving train heist level
Updating terrain data
Add Terrain3D to Copper Ridge, Stillwater, and Brimstone missions
Add environmental storytelling objects
Add 3-step guided overlay for first Dust Creek run
Hide crafting workbench — feature is not in scope this quarter
Add Quick Play button that drops directly into Dust Creek
Add pulsing guidance beacon on Mission Mary for first-time players
Fix broken onboarding by redirecting to Dust Creek instead of missing practice_town
Fix mission summary stats, improve prop distribution, add tumbleweed punt
Bug Fixes
Fix objective types and hide markers on completion
Fix summary screen not showing after extraction
Open-top cars, close-quarters camera (V), fix rail scrolling
Fix critical security, connectivity, and sync issues
\ fix mission ground rendering and skill tree scaling
Replace print() with DebugLogger in scene_manager, main_menu, game_root, game_ui
Fix undeclared identifier 'pos' causing compilation cascade failure
Fix mesh floating by correcting Visual node Y offset to -1.0
Civilian kill feedback, NPC float fix, skill tree detail panel
Performance
Fix EventBus hot path, AI memory per-frame decay, faction iteration bugs
Fix critical thread race condition and optimize performance systems
Thanks for playing Tumblefire and for all the feedback, it genuinely shapes where this game goes next. If you run into anything weird, drop us a line in the community hub or on Discord. We read everything.
— David McHale (HeartCoded) & the Lost Rabbit Digital team
Build 38360d3