Fell & Sell updates: every patch since launch

12 entries, all read directly from the developer’s own Steam announcements for appid 4627110 — not a player report, not something measured here. Each one below links back to the original post.

Does Fell & Sell have controller support? Yes — since Aug 27, 16:44 UTC.

Promised on launch day (“within one, at most two, days”), and delivered roughly 26 hours later — inside that window. See the Gamepad Support update below.

Patch history

Newest first. Every row is a full-game update; the demo-only patches that predate release are broken out separately below so they are never confused for something that shipped to buyers.

  1. Ver. 1.4.2 - EXTRA PRICING HELP + NPC AI FIX

    PatchFull gameA next-day follow-up to SHOP UPDATE that ships the first pricing number the developer has ever published, plus a one-time rescue for saves left overpriced by the previous day’s logic rework.

    This is the patch that ends the "no numbers" era on the pricing side. The developer writes: "When setting a price, the text will now turn red if you exceed the acceptable price by 10% to 33%. This will help you push for maximum profit without accidentally overpricing items so much that customers immediately walk away." That is a warning band, not a recommended markup — it tells you where the cue trips, not where your profit peaks.

    Added
    • Pricing visual cue: the price text turns red when the asking price exceeds the acceptable price by 10% to 33%. The first published number of any kind about how pricing works in this game.
    Fixed
    • NPC navigation: customers were getting stuck on shop furniture while pathfinding.
    • Controller/keyboard conflict: the keyboard stopped responding entirely when a gamepad was plugged in.
    Changed
    • One-time price auto-adjustment: the first time a save is loaded on this patch, items priced far too high are moved to a random acceptable value. The developer is explicit that this "will never be the ‘perfect’ maximum price".
    • Streamlined checkout — serving an NPC is now a single interaction, with customers dropping gold on the counter as soon as they approach it.
    • Foliage and greenery rendering optimised.

    Read the original Steam announcement

  2. SHOP UPDATE

    PatchFull gameThe first milestone on the published roadmap: three larger shopfronts, an NPC pathfinding overhaul that makes furniture solid, and the first patch to touch the pricing economy since launch.

    The developer names this as "the first step on our Roadmap" and twice tells players in capitals and bold to re-check their prices afterwards: "REMEMBER TO CHECK YOUR PRICES AFTER THE UPDATE!" The demo build was updated alongside it.

    Added
    • Three new larger properties: Darkmoon Fair, Ivory Tower and Old Vinery. The developer’s aside on the Ivory Tower: "(Princess not included.)"
    • Item deconstruction: unwanted crafted items can be salvaged for a portion of their original materials.
    Fixed
    • AI lockups where NPCs froze in place doing nothing, and bogus "too expensive" complaints that were really a full counter queue — NPCs now say the line is full.
    • Turning in the "Master Dungeoneering" quest failed to grant its intended reward.
    Changed
    • Pricing logic rework: base prices are set first, and active shop bonuses now calculate their bonus percentage on top of that base figure.
    • Items and furniture are now physical obstacles — shoppers path around displays instead of walking through them, and a shop walled off edge-to-edge leaves NPCs stuck at the barrier refusing to buy.
    • Automatic counter payments (no more clicking a customer twice), an expanded item hover UI with a deeper breakdown of sales metrics, and clean wall/ceiling clipping when placing items on tables.
    • Rug stacking retired. The developer calls flying carpet staircases "an unintended exploit that bypassed layout limits", prefaced with "We know, we know—you probably hate this one."
    Balance
    • Rebalanced base market values across multiple item categories and adjusted crafting recipes for furniture.

    Read the original Steam announcement

  3. New languages, optimization + other fixes and improvements!

    PatchFull gameFive more interface languages, a pass over performance across every map, and the graphics quality toggles finally applying when you change them.

    Added
    • Full language support for Danish, Dutch, Italian, Norwegian and Swedish.
    • Brightness and Gamma adjustment settings in the display options.
    • More entries in the quality settings menu, including advanced SSAO controls.
    Fixed
    • Graphics quality toggles were unresponsive; changing a quality preset now applies in-game in real time.
    Changed
    • Improved performance and optimization across all maps, including the village, forest and dungeon areas.
    • Refactored underlying scripts to prevent unnecessary memory allocations, which the developer describes as significantly improving RAM efficiency and overall stability.

    Read the original Steam announcement

  4. Dungeon Map + Inventory Sorting!

    PatchFull gameA dungeon minimap and one-press inventory sorting — the two features the developer names as the most requested since launch — plus storage-chest safeguards and sensitivity tuning.

    The developer frames both headline features as community requests: "You asked for it, and we listened! We have been closely following all of your suggestions." This post carries no version number, so this entry is filed under its announcement title rather than a version we would have to invent.

    Added
    • Dungeon Minimap — a functional minimap on the HUD for navigating dungeon floors, tracking where you have been, and plotting a route to the boss room. The full map opens with [M].
    • Inventory Sorting — inventory can now be sorted automatically with a single button press.
    Fixed
    • Storage Chest Safeguards — new security measures for storage chests, which the developer says now protect stored weapons, armour and shop inventory against disappearing or glitching out.
    • Localization — various translation corrections and text improvements.
    Changed
    • Controls & Sensitivity — adjustments to both gamepad and mouse sensitivity.

    Read the original Steam announcement

  5. Ver. 1.1.3 - SPECIAL ROOMS FIX

    PatchFull gameFixes special dungeon rooms not reloading correctly, plus a dedicated safety net that recovers furniture lost after 1.1.0-or-earlier saves return from a dungeon.

    The developer describes the furniture fix as a safety net "primarily for players upgrading from version 1.1.0 or lower," and adds: "If you still encounter any missing furniture, please let us know right away!"

    Fixed
    • Special Dungeon Rooms — fixed how special dungeon rooms are saved, ensuring they reload correctly after leaving the dungeon.
    • Furniture Loss Prevention — fixed the issue that caused furniture to disappear when returning from dungeons. This system acts as a safety net, primarily for players upgrading from version 1.1.0 or lower, moving any previously lost items directly into the Construction Chest.

    Read the original Steam announcement

  6. Ver. 1.1.2 - SAVE FILE RECOVERY AND REPAIR

    PatchFull gameNew systems to prevent save-file bugs and to repair or recover saves that were already affected.

    The developer frames this update explicitly as recovery for existing damage: "Today we are rolling out Version 1.1.2, which introduces robust new systems designed not only to prevent save issues from happening but also to try to repair and recover saves that were previously affected!"

    Fixed
    • "MainMenu" Save File Fix — saves stored under the "MainMenu" scene are now automatically converted to the "Main" scene and load correctly.
    • Empty Save Recovery — empty saves now automatically fetch the last valid save data, allowing play to continue.
    • Corrupted Save Repair — an automatic repair system now replaces broken elements, restoring corrupted saves to a functional state.
    • Legacy Save Compatibility — saves from the demo or earlier game versions are automatically updated from the old logic to the new system.
    • Shrine Progress — progress made at Shrines now saves and loads reliably.

    Read the original Steam announcement

  7. Ver. 1.1.1 - SAVE SYSTEM IMPROVEMENTS + UNSTUCK BUTTON

    PatchFull gameTargets the house-wiping save bug directly, and adds an Unstuck button for players clipped out of bounds.

    "House Wiping Bug Fixed: Players should no longer experience the critical save file issue that cleared all the furniture and items in the house when coming back from a dungeon or the forest. (As we can't replicate it, please let us know if it happens again; we hope it does not!)"

    Added
    • Unstuck Button — safely returns the player to the dungeon entrance if clipped out of bounds or trapped.
    • Return to Village — a temporary option to smoothly return to the village while the dungeon generator issue is worked on.
    Fixed
    • House Wiping Bug — targeted the critical save-file issue that cleared all furniture and items in the house when coming back from a dungeon or the forest.
    • Quest Board Restored — quests work properly again; should no longer show the "Empty Quest Board" bug.
    • Forest Loading — fixed the Forest biome failing to load correctly.
    • Perk Persistence — perks now correctly persist when transitioning between dungeon floors.
    • Item Duplication — resolved the item duplication glitch.
    • Missing Armor — Iron Oni Mask and Iron Light Armor now drop in the dungeon and render correctly on an armor rack.
    • Staff of the Dead — its projectile no longer explodes right in front of the player's face.
    • UI — fixed the "item sold" indicator placement over shop counters.
    • Recipe fix — resolved a known issue preventing certain recipes from working.

    Read the original Steam announcement

  8. Gamepad Support + Major Fixes!

    PatchFull gameFull controller support ships — the answer to whether Fell & Sell has gamepad support.

    The developer says the game "is now much more Steam Deck-friendly" and that further Deck optimisation is planned.

    Added
    • Full Controller Support is officially live.
    • Auto Pickup for dungeon loot.
    • Full key rebinding.
    • New SSAO toggle.
    Fixed
    • Scene & shop building bugs where items and placed furniture would disappear when returning to the main scene or building new shops.
    • Quest Board overhaul, fixing the "empty board" bug and quest rewards vanishing after loading a save.
    • Reduced auto-save stutter.
    • No more crash on save on some systems.
    • No more "Unnamed" save files.
    • Cell Room fix — gates no longer stay locked after all enemies are killed.
    Changed
    • QuickSlot UI now shows input icons above the QuickSlots.
    • Shadow settings now apply instantly.
    • Motion blur disabled.

    Read the original Steam announcement

  9. Ver. 1.0.2 - DUNGEON GENERATION FIXED + PLAYER FREEZE FIX

    PatchFull gameDungeon generation and a floor-load freeze fixed, plus an inventory bug that destroyed a weapon.

    Fixed
    • Dungeon Generation: fixed a critical issue where the generator sometimes blocked off passages, making a level impossible to finish.
    • Level Load Freezing: fixed the player character freezing after loading into a new dungeon floor.
    • Marking your Path: opened doors now stay open.
    • Inventory Overload Protection: fixed a bug that permanently destroyed your weapon if you switched from a heavier to a lighter weapon while your inventory was full — such a weapon is now dropped on the ground instead.
    • Equipment Stacking: equipping a weapon, shield or armour from a stack now equips 1 item, not the whole stack.
    • FOV slider now goes down to 40. The developer adds: "and yes, this time it actually works."
    • Audio: several previously unlinked sound effects hooked to their proper volume sliders.
    • Localization: typo fixes and missing text across multiple languages.

    Read the original Steam announcement

  10. Ver. 1.0.1 - SPECIAL FURNITURE FOR DEMO PLAYERS

    PatchFull gameFixed the demo-player furniture reward not appearing, plus a stat-bar UI jitter above 250.

    Fixed
    • Demo Reward Fix: the exclusive demo-player furniture piece now correctly appears in inventory.
    • Stat Bars UI Fix: Health, Stamina and Mana bars no longer jump or jitter when upgraded above 250, and can now visually extend further.
    • Localization fixes.
    Changed
    • FOV adjustable below 60, down to 40.

    Read the original Steam announcement

  11. OUT NOW!

    AnnouncementFull gameFull release. Demo players get an exclusive, permanent furniture piece.

    On controller support the developer was explicit on day one: they were "struggling with some major issues regarding the overall gameplay mechanics after implementing controller support" and promised it "within one, at most two, days" — it landed the next day, 27 August.

    Added
    • Demo players automatically receive an exclusive furniture piece, permanently theirs and available on new playthroughs.
    Changed
    • Demo saves can be continued into the full game, though the developer "highly recommends starting a brand-new game" instead.

    Read the original Steam announcement

Source: Steam announcements from the developer account for appid 4627110, read 2026-09-06. Dates and times are as published (UTC).

Before the release

Fell & Sell had a public demo before the Aug 26, 2026 UTC launch. The 1 patch it got never shipped to the full game, which did not exist as a build yet, so it stays out of the patch history above.

Demo Update 2.0.1

Demo only

Added
  • Sprint and Crouch can be toggled instead of held.
Fixed
  • Dungeon entrances and exits spawning blocked off.
  • Whole stacks of swords and armour disappearing when put on sale.
  • Falling into the void when pressing S during a black loading screen.
  • Infinite prayer glitch and Midas prayer typos.
  • German settings menu mislabelled crouch as "kucken" (to look) instead of "ducken".
Changed
  • Furniture now drops as scrolls.
  • TAB panel now opens on hold, not on press.
  • Music mutes during loading and pause.
Balance
  • Hut prices adjusted.
  • Trap spawn ratio increased by roughly 30%.
  • Potion drops from destructible objects drastically reduced.
  • Fewer common item drops from chests.
  • Fire no longer kills instantly.

Read the original Steam announcement

Demo builds and full-release builds are not guaranteed to share a version history, so nothing on this row is assumed to still apply after launch.

Launch-week timeline (not patches)

3 more posts from launch week did not change anything in-game — no gameplay, no shop economy. One of them did move a number a buyer sees: the wishlist Community Challenge below raised the storefront launch discount. That is a store price, not a patch, so it stays here rather than in the patch count above.

Steam announcements from the developer account, read 2026-09-06.

Update questions

Does Fell & Sell have controller support?
Yes. Full Controller Support shipped in the "Gamepad Support + Major Fixes!" update at Aug 27, 16:44 UTC, roughly 26 hours after the Aug 26, 15:03 UTC launch. The developer had promised it "within one, at most two, days" in the launch-day announcement, and delivered inside that window.
Is Fell & Sell Steam Deck compatible?
The developer says the Aug 27, 2026 UTC controller update makes the game "much more Steam Deck-friendly" and that further Deck optimisation is planned — that is a statement of intent, not a Valve compatibility rating, and no such rating has been published.
How often is Fell & Sell being updated?
10 patches between Aug 26, 2026 UTC and Sep 5, 2026 UTC, on top of a pre-release demo patch at Aug 24, 2026 UTC. Three of those landed within roughly 27 hours of each other (Aug 29-30) chasing save-file bugs — see the save file fix guide for what each one actually covers. All entries on this page are dated to the developer's own Steam announcement (UTC), not to when we noticed them.
Has any patch changed pricing or the shop economy?
Yes, two of them, and both landed this week. SHOP UPDATE (2026-09-04) reworked the pricing logic so base prices are set first and shop bonuses apply on top of that base, and rebalanced base market values across multiple item categories — the developer twice tells players to re-check their prices afterwards. Ver. 1.4.2 (2026-09-05) then added the first pricing number the game has ever published: the price text turns red once you exceed the acceptable price by 10% to 33%, and overpriced saves get a one-time automatic adjustment. Every other post-launch update leaves pricing, demand and the shop economy untouched per its published notes. Separately, one launch-week post raised the storefront discount, which is a store price, not an in-game one — see the launch-week timeline below. The pricing guide carries what the two economy patches do and do not actually document.
Where do these patch notes come from?
The developer's own Steam news posts for appid 4627110. Every entry below links to its original announcement; nothing here is paraphrased into a stronger claim than the developer made.
Which patch introduced save file recovery and repair?
Ver. 1.1.2 (Aug 30, 09:41 UTC). It added automated systems to repair corrupted save files, recover empty saves by retrieving the last valid save data, convert "MainMenu" scene saves to the "Main" scene, and update demo/legacy saves. See the save file fix guide for what each save patch covers.

Last checked 2026-09-06. Most recent entry: Ver. 1.4.2 - EXTRA PRICING HELP + NPC AI FIX, Sep 5, 10:21 UTC.

This page is the timeline. The other four are the systems the timeline occasionally touches.