Well, it has been just over a week since SNOW launched on Early Access and we couldn't be happier to hear how much people have been enjoying themselves in the game. Of course, there are some of you that are still having issues running the game, and we are doing our best to support you with fixes or work-arounds. Please be patient, as we are trying to balance tech support with adding more features to the game. If you are having issues with the game and need support, we recommend you go here.

We really appreciate those of you that have been spending countless hours in SNOW and have been providing us with amazing feedback. To that extent, we have gone through all of the feedback on Steam, Facebook and other websites and compiled a master list of it all. We have then gone through it and sorted the feedback into time estimates so that you can understand what is possible for us to add/fix now versus what might take a few more months. We have also provided a bit of commentary to each piece of feedback that should help you understand our view on it.

So, please read below!

Short Term (0-2 months)

Full controler support - this is priority #1 after multiplayer. We love that some of you have taken it upon yourself to come up with better controller settings and will defintely test your versions before deciding on the direction we will take

- this is priority #1 after multiplayer. We love that some of you have taken it upon yourself to come up with better controller settings and will defintely test your versions before deciding on the direction we will take Restart should restart straight away / quicker respawn loop – we would definitely like to find a solution to allow players to more quickly respawn at their last spawn point. Our current plan would be to add another option in the Session Menu (what appears after you crash or when holding TAB) and also a hotkey that can be used at any-point ingame

– we would definitely like to find a solution to allow players to more quickly respawn at their last spawn point. Our current plan would be to add another option in the Session Menu (what appears after you crash or when holding TAB) and also a hotkey that can be used at any-point ingame Jumps in park should be easier to hit with given speed – we tested this many times before the release but can happily reduce the size of the jumps to make landing them slightly easier

– we tested this many times before the release but can happily reduce the size of the jumps to make landing them slightly easier Limit ability to control rotation in air – this will be fixed as part of a larger rework of in-air rotations

– this will be fixed as part of a larger rework of in-air rotations Keep character parallel with ground during on-axis spins (spin assist) – we are looking into a solution for this that doesn't interfere with your rotations

– we are looking into a solution for this that doesn't interfere with your rotations More forgiving to land switch – this should be fixed in the latest builds as we did a slight rework of landing detection

– this should be fixed in the latest builds as we did a slight rework of landing detection Side stepping when stopped – we have an animation for this but need to implement it. Currently buttering can be used with the same results

– we have an animation for this but need to implement it. Currently buttering can be used with the same results Halfpipe – halfpipe riding requires some special code as it goes against normal riding mechanics. We have done some work on this but need to spend a bit more time to get it to work

– halfpipe riding requires some special code as it goes against normal riding mechanics. We have done some work on this but need to spend a bit more time to get it to work 1 button jump for controller (temporary) – should be easy to do until we have a better Trick Stick implemented

– should be easy to do until we have a better Trick Stick implemented Tuck when in switch – will be added shortly based on a tweaked pre-ollie pose

– will be added shortly based on a tweaked pre-ollie pose Charge spin for rotation before you leave the ground – This will be added during the same rework of our in-air rotation system. The way we are planning it now is to reduce your turning radius while in the pre-ollie position but have the remaining turn-force be added to your rotation when you pop. We will have to have special animation poses created at a later date to give a

– This will be added during the same rework of our in-air rotation system. The way we are planning it now is to reduce your turning radius while in the pre-ollie position but have the remaining turn-force be added to your rotation when you pop. We will have to have special animation poses created at a later date to give a Controls feel sluggish / more control when going slowly – This all comes down to the variables we have set up. This week we will publish a document that lists all of them and welcome you to tweak everything in-game and submit new values that you think are better than the current ones

– This all comes down to the variables we have set up. This week we will publish a document that lists all of them and welcome you to tweak everything in-game and submit new values that you think are better than the current ones Buttering should be slower – our current buttering implementation is super basic, so it will eventually require a full implementation when we have necessary animations and a clearer idea of how we want buttering to work without it allowing players to cheat

our current buttering implementation is super basic, so it will eventually require a full implementation when we have necessary animations and a clearer idea of how we want buttering to work without it allowing players to cheat Reverts – we have a revert animation but need to implement it properly. The current set-up would be like performing an Ollie, but pressing DOWN and then RIGHT (instead of UP)

– we have a revert animation but need to implement it properly. The current set-up would be like performing an Ollie, but pressing DOWN and then RIGHT (instead of UP) Make speed up / push forward another key other than W – we agree that this is an issue, but haven't found an elegant solution that is intuitive. What we are considering now is to bind Tuck to Left Shift

Make spacebar jump – Already done!

– Already done! Dislike having to tap W to keep pushing – this was a conscious decision to mimic the feeling of pushing. Like in SKATE or even games like GTA, you feel more connected to the character if you are having to repeatedly press a button to keep pushing. We would like to improve this, however, so that the faster you press the button the faster/stronger your pushes actually are

– this was a conscious decision to mimic the feeling of pushing. Like in SKATE or even games like GTA, you feel more connected to the character if you are having to repeatedly press a button to keep pushing. We would like to improve this, however, so that the faster you press the button the faster/stronger your pushes actually are Hide score – Currently you can simply enter "sys_flash 0" into your console. We will add a better solution that just affects the score though

– Currently you can simply enter "sys_flash 0" into your console. We will add a better solution that just affects the score though Toggle mouse look – Again, this is something that can be accessed through the console (pl_mousecamlook 1) but we surely add a hotkey to access it quicker

Near Term (2-4 months)

Snowboarding - shortly after we have redone the skiing animations, we will implement snowboarding. We understand that many of you are snowboarders and want to be able to snowboard in SNOW, but you will have to be patient, like all of the skiers have been while waiting for a game to feature skiing!

- shortly after we have redone the skiing animations, we will implement snowboarding. We understand that many of you are snowboarders and want to be able to snowboard in SNOW, but you will have to be patient, like all of the skiers have been while waiting for a game to feature skiing! Afterbang – we have animations for this but need to implement a system around it. The current thought would be to encourage players to perform Afterbangs after landing a trick, especially if the trick is Stomped (resulting in a bonus points)

– we have animations for this but need to implement a system around it. The current thought would be to encourage players to perform Afterbangs after landing a trick, especially if the trick is Stomped (resulting in a bonus points) Pole planting – we can't promise this is possible, as it would require some type of prediction system and special animations that would be dynamic enough to understand the terrain

– we can't promise this is possible, as it would require some type of prediction system and special animations that would be dynamic enough to understand the terrain Player hitbox too small, making landing on rails too hard – the issue here is that the skis are not completely physicalized. Right now the only "physical" part of the player that touches the ground are the feet. We have tried to physicalize the skis several times without luck, so this is a feature that will require a few more attempts before we get it functional

– the issue here is that the skis are not completely physicalized. Right now the only "physical" part of the player that touches the ground are the feet. We have tried to physicalize the skis several times without luck, so this is a feature that will require a few more attempts before we get it functional Landing physics – this is called IK (inverse kinematics) which allows dynamic moving of joints based on external influences. We have done a bit of work on this but will take a bit longer until we can implement it fully. IK will improve the look of landing as well as riding (as the player's body will better adapt to the slope)

– this is called IK (inverse kinematics) which allows dynamic moving of joints based on external influences. We have done a bit of work on this but will take a bit longer until we can implement it fully. IK will improve the look of landing as well as riding (as the player's body will better adapt to the slope) Ski tracks – although a seemingly simple feature, we have to consider how the tracks will affect multiplayer performance. If we want to have tracks remain over a session, they could end up causing performance issues, which is something we have to avoid

– although a seemingly simple feature, we have to consider how the tracks will affect multiplayer performance. If we want to have tracks remain over a session, they could end up causing performance issues, which is something we have to avoid More controls with the type of turns (carving) – We hope to add a more dynamic turning system (or at least better looking turns) when we update the animations later this year/early next

– We hope to add a more dynamic turning system (or at least better looking turns) when we update the animations later this year/early next No poles option + shorter poles option – We can remove the player's poles easily, but we would like this to be reflected in the player's animations too, so a proper implementation will be when we update the animations

– We can remove the player's poles easily, but we would like this to be reflected in the player's animations too, so a proper implementation will be when we update the animations Longer parks – we have a massive park area planned on the far-side of the mountain but just need the time to implement it properly

– we have a massive park area planned on the far-side of the mountain but just need the time to implement it properly Add skating to gain speed, not just pole pushing – this will come with new animation pass

– this will come with new animation pass Make map available by pressing M – can be implemented easily

– can be implemented easily Animation delay when grinding – this is a bug and will hopefully be fixed soon

– this is a bug and will hopefully be fixed soon In-game controls display – hopefully we can use the loading screen to display controls in the future

– hopefully we can use the loading screen to display controls in the future Better powder effects – particle effects can be very demanding so any improvements might require us to build our own system

– particle effects can be very demanding so any improvements might require us to build our own system Aspect ratio support – yup, just need the time (and some 4:3 monitors to test this on)

– yup, just need the time (and some 4:3 monitors to test this on) Names below the items – we have it set up in the back-end, we just have to connect it through and make sure items with long names are handled correctly

– we have it set up in the back-end, we just have to connect it through and make sure items with long names are handled correctly Better pose in shop – we will be doing another pass of the shop that will greatly improve its look (and the player's pose). We felt this was a fine system so that you can see all of the items at once

– we will be doing another pass of the shop that will greatly improve its look (and the player's pose). We felt this was a fine system so that you can see all of the items at once Settings menu (gfx, controls etc) – This will be hopefully implemented sooner, but is a bunch of UI work, so it can sometimes take a bit longer

– This will be hopefully implemented sooner, but is a bunch of UI work, so it can sometimes take a bit longer Store accessible while riding – We think this would be great, and shouldn't be too hard to implement, but just need to hook it up

– We think this would be great, and shouldn't be too hard to implement, but just need to hook it up Minimap / name runs – We plan to have run/area names but do not plan to have an in-game minimap. This doesn't fit the style of the game and we think it would make the experience more arcade-y

– We plan to have run/area names but do not plan to have an in-game minimap. This doesn't fit the style of the game and we think it would make the experience more arcade-y Chair lifts – we have the art but need the time to hook them up. Not a huge priority in our books

– we have the art but need the time to hook them up. Not a huge priority in our books Backpacks – these will be added eventually

– these will be added eventually Real-time stats (speed, airtime, vertical) – we track all of these values, but need a subtle way to display them on-screen

– we track all of these values, but need a subtle way to display them on-screen Balaclava + bandit masks at the same time – should be pretty straight forward to implement, but we'd rather focus on other elements of the game at the moment

– should be pretty straight forward to implement, but we'd rather focus on other elements of the game at the moment Bindings stay on skis – we are trying to figure out how to do this, unfortunately it's not as straight forward as it sounds

Long Term (4 months +)