Fixing the frame rate
Update to the 9 November build, then check the version number on the main menu, which has been displayed there since 6 November. Both patches target the same FPS problem.
The developer's own explanation is the most useful thing on this page: the frame rate problem was one feature, and it was found after launch.
Every figure below is checked against Pequi studios announcements or Steam's own endpoints on 2026-11-09.
Launch week frame rates were bad, the developer said so publicly, and the fix arrived on 8 November with a follow-up on 9 November. Still getting stutters? The first question is not what settings to change, it is which build you are running.
A feature added hours before launch
The 8 November announcement is unusually specific. After launch on 2 November the team noticed abnormal bugs and a significant drop in FPS across different hardware configurations. After investigation they found the cause: a feature implemented just hours before launch was making performance much worse than the game was known to be capable of.
The post goes further, and this is the part that matters for diagnosing your own problems. Many of the unusual bugs players reported were actually related to the game's overall poor performance. When the game was not running as it should, several systems started behaving incorrectly. Cutscenes were the clearest example, where cinematic black bars and other visual elements could interfere with the proper execution of game events when frame rate dropped.
So the launch-week bug list and the launch-week performance problem are the same problem. Which is why this page and the bugs page overlap.
8 and 9 November
| Patch | Focus | What to expect |
|---|---|---|
| 8 November | Major performance update | The main fix. Machines that struggled should run smoothly |
| 9 November | Additional optimisations | Further gains, plus a long list of specific bug fixes |
Both are free and both are already applied if your copy is current. No beta branch exists to opt into.
Version number, then diagnosis
The version number has been displayed on the main menu screen since the 6 November patch. Open the game, look at the main menu, and find it.
| What you see | What it means | What to do |
|---|---|---|
| A version number | You are on 6 November or later | Update to get the 8 and 9 November builds |
| No version number | You are on 5 November or earlier | Update; you are missing nine patches |
| Version from 8 November or later | You have the performance fix | Look elsewhere for the cause |
That last row is the important one. The fixed build still stuttering rules out the launch bug, and no amount of re-reading the patch notes will help.
Still slow on the fixed build
The store page lists a GTX 460 and 6GB of RAM as the minimum, which is very old hardware, so the game is not a heavy renderer. On a machine above that spec with the current build, stutter is more likely to be one of these.
A save from launch week. The 6 November save-loading fix addressed characters loading into a cave. A save that predates several patches is worth replacing with a fresh one to rule out carried state. The single most common cause of "it is still broken" reports on games that patched heavily in week one.
Cutscene stutter. The studio specifically names cutscenes as the place where low frame rate caused visible problems. Stutter concentrated in cutscenes rather than the world is the documented symptom of the launch bug: confirm your build.
Controller-related interaction bugs. Three patches touched controller behaviour. If the game feels unresponsive rather than slow, check whether it is input rather than frame rate.
No settings guide exists
No settings guide, no quality preset list, no resolution scaling options documented, no frame rate cap. Nothing official covers performance on specific hardware beyond the general claim in the 8 November post that machines which previously struggled should now deliver a smoother and more consistent experience.
The temptation, on a page like this, is to invent a list of tweaks. Nothing exists to invent from: the game exposes no graphics menu anyone has documented publicly, and invented steps would waste your time.
Six days late
Two patches, both aimed at the same problem, both shipped within twenty-four hours of each other, both free. The studio's account of the cause is specific and credible. A first-week refund over performance gave up on a build the studio replaced six days after launch.
Behaviour on a patch-week build
Nothing on this page is a tweak, and that is deliberate. But three behaviours make a patch-week build less frustrating, and none of them require changing a setting.
Play shorter sessions and exit through the menu. The exit button was renamed Exit and Save for a reason, and a clean exit is the one save path the patch notes describe. A crash mid-session is not documented as damaging, but it is also not documented as safe.
Avoid starting a cutscene when the game has just stuttered. The 8 November post is specific that cutscenes were where low frame rate interfered with game events executing properly. If the game has been hitching, finish a manual action rather than triggering a story beat.
Keep one save you do not touch. Cloud sync mirrors local state, including a bad one. A copy of the folder costs nothing and is the difference between replaying three hours and not.
| Behaviour | Why it helps on a patch-week build |
|---|---|
| Exit through the menu | The only documented save trigger |
| Don't start cutscenes mid-stutter | Documented interference point |
| Keep a spare save copy | Cloud mirrors corruption too |
| Check the version before reporting | Half of week-one reports were fixed bugs |

Cross-reference
The full patch list, with every fix in every update, is on the patch timeline. The specific bugs that were fixed, mapped from symptom to patch, are on the bugs page. Both pages carry the same checked date as this one.