Hey everyone! We wanted to update you on what's currently being worked on, based on feedback so far. While we're aware of some small/medium gameplay bugs, first we really want to focus on improving the game's input system and controls customization options, to make playing the game as accessible for as many people as possible.Right now we're working on completely overhauling the way the game handles Steam's Input System, and the way that system interacts with the game's current controls rebinding system. When this is complete, all the Steam Input stuff should work as intended, and the rebinding options for Controller/Gamepad should become more expansive. A nice side effect of all this work is that the game's tutorials should end up simplified in the process as well. This is a BIG update though, and it might take another day or two to complete. Why wasn't this finished in time for launch?! Honestly, it was a case of "you don't know what you don't know". Working with Steam's Input System is completely new to me (Matt), and building a controls rebinding system for Okko was super new to me too. This has been a HUGE learning lesson, and we can't thank you enough for your support an patience as we iron out some of these unforeseen issues.
Okko The Exiled Patch Notes
Official Okko The Exiled patch notes and update announcements, tracked for changes and ordered by publication date.
Back to Okko The Exiled game hubControl Stick & Steam Input Hotfix!
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Hey everyone! We just patched the game to fix issues players were having with the left control stick for moving Okko, and also double-input issues related to Steam Input fighting our native input handler. Details: 1) Some players were reporting that the left control stick for controlling Okko was kinda horrible because the Up/Down/Left/Right movement wasn't sensitive enough and/or was programmed wrong, which made moving and bouncing and all that pretty much unplayable. That has been fixed! While the left control stick will never be as precise as the D-Pad for a game like this, now, the stick's functionality should be on par with other games that give this option for movement. That said, if you're still having issues with it, please let us know, and we'll keep working on it. 2) When playing with non-Xbox controllers, Steam Input was causing double-inputs, which was making the game unplayable. This has been "hotfixed" for now. Meaning, a more thorough Steam Input update is planned to release soon-ish, which will more thoroughly integrate Steam Input into the game's existing rebind and input code, but for now, players will not have to go into the Library section of the game and manually disable Steam Input in order to get non-Xbox controllers to work. More fixes are on the way too! We're aware of reports about the game crashing and soft-locking under certain circumstances, and we'll get that stuff fixed up ASAP too! Thank you for your support and patience as we continue to iron out some of this stuff! (Remember, I'm one guy patching everything, so I'm doing my best!
Incoming Patch! (Double Controller Input, Etc.)
The official Steam announcement changed after initial capture.
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EDIT: The patch is live! Original message is as follows: Hey everyone! First off, thank you for your support and feedback during the game’s launch! We spent a LOT of time polishing up the game before launch, but still, some issues seem to have slipped past us! (AHHHH!) We’re aware that some players have been reporting controller input bugs when using certain controllers to play the game (double-input specifically), and we’re working on a fix. For now, you can follow the instructions in the Discussions thread, which covers how to disable Steam Input, which should temporarily resolve the issue. We’ve also gotten reports of some other small bugs— one related to a crash when spamming certain buttons at certain times, and the other possibly related to Okko dying with 0 gems in certain levels. We’re gonna fix al this stuff up! We’re super proud and passionate about the game and want the experience to be amazing for everyone! Just a reminder— on the programming side of things, I’m one guy! I’ll do my best to fix up everything as soon as possible! The first patch should be live sometime this evening, EST time in the US. Thanks again for all the support! — Matt Frozen Flame Interactive
Okko The Exiled May 2026 Development Update
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Hey, everyone! We’re halfway through May and getting closer and closer to completing production on “Okko The Exiled”, so we wanted to post an update on where we’re at.Right now the game is about 95% playable from start to finish. We’re still missing a couple of cutscenes, some music and sound effects, and on the programming side, there’s still a lot of polish that needs to be done. That said, the core experience is complete and the game is soooooo much fun! We’ve completed all the enemies (including bosses), all the levels are finished, all of Okko’s combat abilities are done, and so much more.Having finally experienced the game’s full story, side content, and everything in between, I’m super proud of what our dev team of 3 has pulled off! The story is surprising, the boss battles are epic, the music is S-tier, the gameplay is super fun, and we can’t wait for everyone to experience what we’ve been cooking.So when’s the game coming out?!Right now we’re aiming to finish production on the PC/Mac versions of the game sometime in July, 2026. Once the game is closer to completion we’ll partner with the game’s publisher, EastAsiaSoft, to determine when the best time to hit the launch button is. (Console ports will come sometime after the PC/Mac versions are released.)So yeah, Okko The Exiled is releasing soon-ish, and as soon as we have a date locked in we’ll be sure to let you know! Thank you as always for your support and patience, and be sure to check out Okko’s Twitter/X page for even more updates, screenshots, videos, concept art, etc. (Okko The Exiled On Twitter/X)— MattFrozen Flame Interactive
Okko's End-Of-Year Update
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Hey everyone!We’re getting close to the end of the year, so we wanted to share a quick Okko The Exiled progress update with you.The TLDR is that development on the game is going SUPER smooth!We recently hit a huge internal milestone by completing development on the game’s core set of levels, and we’re currently working on some late-game content!That said, we still have a chunk of work to do before the game is complete. Making sure the game is super epic, as fun as possible, and polished, takes time.We still don’t have an exact release date for Okko, but we can’t see why it wouldn’t release on Steam sometime in the first part of 2026.Thanks as always for your patience and support!Happy Holidays! — FFI Team
Updated OST And Other Minor Fixes
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Hey everyone!As we head into the final weekend of June's Next Fest 2025, we wanted to update the demo one more time. Patch notes:Made further improvements to the game's soundtrack, to ensure consistent music volume levels throughout the demo. Replaced certain sound effects and updated others. Updated Okko's Bounce-Attack animation (again). Fixed a bug with a golem in level 1, where it would path too close to the water's edge on its own. (We still have to fix that area up a bit more, so this was kind of a hot fix.)Adjusted a few tiles. Thanks as always! – FFI Team
Updated Combo Attack, New Sounds, And More
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Hey everyone! Happy Steam Next Fest Day 1! We updated the Okko demo again, to improve combat a bit, add new sounds, and make some other tweaks as well. Patch Notes:Updated Okko's Combo and Launch Attack "Swing Effect" animations and collision boxes, to make combo-ing a bit easier. Now, the colliders on these attacks are roughly the same size/distance away from Okko's body as his normal attack is, making combos feel a bit better when judging attack distance from enemies. Updated Okko's Bounce-Attack animation. Updated various sounds! You might notice new sounds for looting HP skulls/bones, potions, and a way more ominous sound when the guardian boss makes the bounce-skulls appear. (iykyk) "NO" is now the first/top option when choosing to exit a level via a checkpoint. Added a "Demo progress is NOT saved" disclaimer to the title screen after choosing Start Game. Tweaked a few tiles in a couple levels for better readability. Added some gems to help guide the player "down" in a couple of levels where you have to use the one-way platforms to progress. Made the mouse cursor invisible since the mouse is not used in the game. That's all for this update! Thanks as always, and if you've enjoyed the demo, don't forget to tell a friend or share it in some way. That helps us out sooOOOOoo much!—FFI Team
Demo Audio Update Incoming
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Hey everyone! We wanted to let you know that another Demo Update is in the works! This next update will include a completely redone audio mix and some small bug fixes. It should be ready tomorrow (June 6th, 2025). We've also been combing through all the feedback and already have a lot of plans to address many of the bigger issues in the full version of the game. Thanks as always! –FFI Team
Controls Update and Small Fixes
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Hey everyone! This is a small QOL update of sorts. The Patch Notes are as follows: Gamepad now works for game menus. (Previously it only worked for Okko's movement). When playing on a gamepad, and/or are now used to "Interact" with NPCs and the Checkpoints (when using the Checkpoints to access the World Map.) This is to further prevent players from accidentally firing off projectiles when interacting with those types of objects in the game world. Added an extra Bounce-Skull to Level 2, to make one of the jumps easier. Adjusted the height of a couple of moving platforms that hover above the water in Level 1, to prevent an audio bug that happened if Okko repeatedly scraped against the top of the moving platform. Extended the ground in an early-ish part of Level 1 to make the jump more fair. (Prior to this update, you almost had to rely on "Coyote Time" to pull off the jump, which wasn't the intent.) That's all for this update! Thanks as always! — FFI Team
Okko Demo Update!
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Hey everyone! We spent the day fixing up some core elements of the demo gameplay based on everyone's feedback. Unfortunately, due to reasons outside our control, we ended up with a temporary "lock" on our SteamWorks account, so we can't upload the build until someone from Steam works through a solution with us. We're super excited to get this update in your hands, as it fixes a handful of core complaints from players! The demo's next patch will include: Improved Bounce-Attack! You'll now initiate the bounce-attack by simply pressing Down on the D*Pad or Down on the Left Analogue Stick. The attack's animation is snappier too, which makes Okko's attack hitbox appear much sooner than before. Left Analogue Stick can now be used to control Okko's movement. For now, you'll still be using the D*Pad for the menus, but this update should alleviate some of that D*pad fatigue. Fixed a bug where, when buying items from Mongravis, Okko's UI gem count wouldn't update when the player exited the shop. Replaced the "$" symbol in Mongravis' shop with the proper gem icon. Made it so now Okko can't fire Projectiles in The Old Throne, to prevent him from accidentally firing them off when talking to NPCs. (Theoretically this could still accidentally happen when talking to buried demons in the game world, so maybe we'll just map a different default button to "Interact" in the future.) Fixed some small audio bugs. Thank you again for all the feedback and support these past couple of days! We'll get this new and improved build in your hands as soon as possible! These improvements really do make the game sooooo much better! — FFI Team
Bounce-Attack Update In Progress!
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Hey everyone! Thanks for all the feedback and thoughts regarding the "Okko The Exiled Demo"! While a lot of people are enjoying their time in Kutala, one thing is clear: Okko's "bounce-attack" still needs some work! After reading all the comments, we've realized the issue is big enough to warrant another demo update, as we want everyone's experience with the game to be as fun and fluid as possible. We know there are other features people really want as well, like key binding options, an analog stick option, and other QOL features, and we promise we'll get to those in the full game! But right now, the bounce-attack is going to be our focus, as bouncing is such a core pillar of the gameplay and movement system. Thanks again for the feedback, support, and helping us make Okko's journey the best it can be! — FFI Team
