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March 11, 2026

Updated 0.6.0 Release Date

Hey everyone! I've been able to get back to finishing up 0.6.0 now that the emergency is mostly handled. Life is still going to be very busy for the next month or two so I'm going to get this finished up before things get really messy.

Thankfully, since you guys generally agreed to delay the update, I was able to get a few additional things done so I appreciate that time, not only because I needed it, but because the update will be better for it as well.

The update will be out this weekend, I'm planning for Saturday, March 14th, if all goes well (famous last words apparently)!

Thanks again for your patience with this update!

Now, as a bonus for this post, if you're interested in me ranting for a bit about development stuff:

I wanted to add a crazy thing that happened recently in reference to the game. I was attempting to add outlines to buttons to make them more readily visible (so the bus stops or doors will be more obvious and you don't have to hunt so much to see what's obviously click-able). During the process, and me not really understand how shaders work very well, I managed to make a shader that sort-of worked for it but it also had the feature of creating junk textures that sat in my shader cache. As a result of that, my hard drive lost like 30GB of space in the span of an hour worth of testing. Fun! So I ended up freaking out because that was basically the remainder of my storage space on my PC (I'd get a bigger hard drive but the prices are cooked right now) and I completely removed the shader and its use in the game because, Hell no. So, the game is no longer flooding my hard drive but I also don't have the outlines, again.

I still want to get that feature implemented and there's plenty of time before release, but I will put it as the "nice to have" last thing to add to the update instead of trying to get it working now. I only ever tried to add it because I reworked how the scenery buttons (buttons that are part of the background like doors and bus stops) work, and I noticed that with the new system, they might not be as obvious to the player to click, especially on mobile. So, the plan right now is to get everything out of the way, then try to implement the nice outlines, and if that doesn't get done by Saturday then I'll push 0.6.0 without it and put it on the To Do list for 0.7.0. Fun fact: I've been trying to add this feature since 0.3.0, at least, and I just found out why it wasn't ever working (Sprite settings in Unity clip the edges if you don't change it from the default and that's been screwing me over), but I'm so frustrated with my attempts the past day or two that I'm just gonna chill on it until everything else is done first.

Anyway thanks for reading my little "I've been banging my head against this Button Outline wall for months" thing and, again, for giving me the time to work on it at all. See you guys on Saturday!

Comments (4)

R
Raizo Kun · March 13, 2026

You're doing great on the development. I think we all appreciate the updates, especially during this troubled period. Take your time and we'll be here!

R
Ryo · March 11, 2026

Sorry to hear you're having issues with things. But if it is of any help, this is how I'd go about making a highlight shader in Unity (if you need any details feel free to email me or something, I could provide a file with it or give further instructions, I'm a rather amateurish Technical Artist in the grand scheme of things, but even I can manage something like this no problem); First, create a layer where you put the buttons, or a copy of what you want to highlight alone in your scene, then make a render texture of the objects over a black background (Unity has documentation on how to perform that, it's the method used for mirrors and such, basically it projects the content of a camera in your scene into a cached Texture to be used within a shader, just look up 'Render Texture' on Unity's official doc, and do it with your buttons isolated in their own layer, then cull anything unnecessary from the scene using the tag system, this way it's just the buttons themselves over black). Once this is done, you can bring that Render Texture into a shader or shadergraph, make it on a black background of course (use camera culling to disregard anything in the scene BUT the layer your interactive buttons would be located), then use sampling and a matrix inside the shader to create an edge detection filter using a Sobel operator (basically a blur of the image, sampling each pixel on the sides of the objects you want to highlight X number of times in each direction, you can find more info on that by looking up how matrices and sobel operators work), once that's done, saturate your base sample to a value of 1 (Multiply, then clamp), as to make the original objects completely white, then, subtract that from your newly created Sobel edge detection, then saturate it white as well, before giving it any color you want. In order what it would do is; 1. Make a copy of the camera's image (using a specialized layer and a render texture) 2. In the shader itself, paste (texture sample) it X times up, down, left, and right, 'enlarging' it on all of its sides by smear, using a matrix then, add all of the samples then divide by the number of samples added (You can check a tutorial on how to create a blur in unity, it's the exact same principle). 3. Make the original sample completely white (multiply it by a large number then Max/Clamp it to keep it at 1). 4. Subtract that white original from the smear to punch a 'hole' in that smear. 5. Make the smear white as well afterward (same as before, multiply then camp, since you subtracted the original from the samples it should be at 0, so multiplying it with anything would still leave it at 0). 6. Color it (multiply by any vector3). 7. ??? 8. Profit. All of this of course in a post-process shader. Another, much simpler and less shader intensive solution, would be to simply isolate the objects you want to highlight from the rest of your scene, paint them white, scale them up, and paste them as their own sprite/objects behind the originals in your scene as children, only making them appear whenever you hover on them, aka the inverted shell method, it's a bit less GPU intensive but increase the size of your file accordingly (since you're doubling up on the amount of sprites for your interactives), and needs manual manipulation in an art software. Both those methods work in both 2D and 3D environments by the way, the sampler method using sobel edge detection can work screenwide, the inverted shell method is applicable to 3D models as well, would you need this as an option. I hope I gave a clear enough explanation, but it's totally doable in a timely manner.

P
Pinebrook Games · March 11, 2026

I was doing the render texture method yeah, but I think I was creating them on the fly and not disposing of them properly so it just turned into file bloat and now I'm spooked. I'll definitely try out the inverted shell method, that sounds a lot like what I wanted to try initially but couldn't really get it to work the way I wanted. Thanks!!

K
King Bass · March 11, 2026

Can't wait marking my calendar now