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Pine update out now on Switch (version 2.0), patch notes and footage

Posted on September 25, 2020 by (@NE_Brian) in News, Switch eShop, Videos


A major 2.0 update has gone live for the Switch version of Pine. The game has received big performance stability gains, reduced loading times, increased world density, improved combat, and much more.

Below are the full patch notes:

For months we’ve battled with the Switch’s limited capabilities and built version 2.0 from the ground up. Below is a long list of all the things that were fixed, changed and added! Some of the highlights:

Big performance stability gains and reduction in stutters because of incremental garbage collection, through upgrading Pine’s engine
Massive memory optimizations – the game does not feature any (known) crashes through playtime anymore
Loading times reduced by ~55%, much faster loading between scenes (interiors and open world)
Increased world density to be on par with the PC version (in other words, lots of trees/bushes/rocks/assets added everywhere!)
Smoother and much more responsive combat: added dodge cancel, kick out of any move and fractional directional control
New languages: Dutch, Korean and Japanese


Auto camera steering setting added
Support for separate inversion settings on ranged and normal camera aiming
Separate sensitivity for ranged aiming added
Added ‘coyote time’ for smoother and more forgiving platforming
Dodge cancelling for more responsive combat
Added a loading screen bar to see the progress
Fractional directional control in combat so that you can choose your direction in some parts of some moves, making combat much more responsive
Scouting Lens map radius now showing Key Graphite pickups
Dutch language support
Korean language support
Japanese language support


Complete UI revamp: UI now scales with docked/handheld according to resolution
Removed smoothing from camera aim
Kicking and sliding is now always possible (also in ranged and when nothing is equipped)
Changed quest start and end sound (is now different)
When leaving an interior (cave or Vault) with your Scouting Lens deployed inside, it will automatically return to you
You can now roll and jump out of crouch
Slow motion effect on combat moves tweaked to make it more responsive
Camera collision redone for smoother camera movement, particularly in interiors


Garbage collect stutters reduced through implementation of incremental garbage collection, giving a much more consistent framerate
Fixed ‘A Chilling Affair’ quest bug (did not progress sometimes)
Fixed the Tiny Key problem in ‘The Pact’ quest where it sometimes didn’t show up
Fixed player being able to die while in between area transitions
UI revamp with many fixes (such as overlapping quest text, long string overflow, etc.)
Made the monument tower in the Dry Bay a persistent landmark, visible from all angles/distances now
Fixed text appearing with a few frames delay
Improved lock-on/focus camera (was often glitching and disorientating)
Solidified Lumiconda Tooth puzzle logic in the Ancient Stables
Improved dialogue camera
Fixed Hue floating up (as if standing on a box) in certain locations after jumping
Fixed interacts with certain context (such as ‘ignite’ and ‘enter’) using incorrect string
Metal and wood footstep parameters added for Hue
Fixed ‘The Crossing’ cutscene part 2 audio, because it had Alpafants sniffing through it
Cave entrance now drawn behind fog
Fixed a bunch of unlocalized strings, among others in the map menu, Vault title cards and main quest tutorials
Footstep speed parameter now scaled with animation (crouching)
Only footwear covering feet gives ‘boots’ footstep sounds now
Fixed totem village information UI missing after raiding villages
Grounded several floating assets
Numerous fixes for wrong speaker roles in dialogues
Various questing bug fixes and stability improvements
Numerous optimizations on all fronts
Fixed status modifiers overflowing and being unclear in effect in equipment UI
Fixed broken night visuals on village lanterns
Fixed waterfall and torch particles not being LODed


As per the upgrade of our engine, UI tends to glitch a few frames around the first instances within a playthrough in which certain UI is shown. This does not impact gameplay. We are currently investigating together with Unity to find the solution.
In some instances, streaming (loading the world) seems delayed. This should not impact gameplay too much, but can appear jarring. We are currently looking into optimizing this more and reducing the chances of this happening.
In later stages of the game, performance is sub 30 in some areas. We now have a much stronger grip on why this is happening and are looking into these areas to improve these specifically.

Get a closer look at Pine’s big update below.


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