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Update notes via Steam Community
I hope you all have enjoyed the launch week for PIlfer! Hopefully, this should be the last round of bug-fixes for awhile. I'm going to wind down and start working on a content update for PIlfer, as well as a new game I've been tinkering with.

Notably, this patch officially adds in what the community calls "vector hopping". It's a precise movement tech that occurs if you bhop during a small window while holding a diagonal input. If you're into speedrunning, consider checking out the community speedrunning discord at https://discord.gg/tKWPWaJDpr


  • Added new input handling for “Vector Hops” on gamepad. Vector Hops are executed when you B Hop at a diagonal during a very small window before landing. Vector Hops are differentiated from normal B Hops by turquoise stars.
  • D-Pad inputs are now reserved for movement input on gamepads. Please rebind controls if you previously had D-Pad keys binded.
  • Added a Star Page count to save slots in the main menu.
  • Added a physical trigger in Ruins 1 at the boss arena to allow for a skip.
  • Changed dialogue in Challenge 2.
  • Changed Lumi’s collision in Pre Ruins so Pilfer can run past her.
  • Changed how Lumi checks if Pilfer is chasing her in Pre Ruins.
  • Changed the height of two Swing Orbs in Overgrowth 2 so they won’t damage Pilfer when swinging backwards.
  • Fixed an issue where sliding into a pole would cause Pilfer to fly.
  • Fixed an issue where Poppy would have her slingshot in a cutscene but say otherwise.
  • Fixed an issue where Neptune’s boss would not lock rotation during its slam attack.
Windows Depot 2153021
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