Deep Blue Sushi Patch Notes
Every update, every fix, every change since Early Access launch.
This page tracks every Deep Blue Sushi update since Early Access launched on August 20, 2026. PaperPixel Games is rolling patches roughly every 2–3 days during the first weeks of Early Access, then will slow the cadence once core systems stabilize. Each entry below lists what changed, why it matters, and links to the relevant wiki page when one exists. If you are catching up after a long break, jump straight to the v0.1.6-ea.3 entry — it is the current build on Steam.
v0.1.6-ea.3 — Dining Table, Customer AI & Multiplayer Update (Aug 25, 2026)
The current Steam build as of this writing. PaperPixel focused this patch on restaurant quality — sticky dining tables, customers that wander into walls, and the recurring mid-rush disconnects that plagued launch week. This is the build you should be on.
Dining Table & Customer AI
- Stuck dining tables: fixed an issue where dining tables could become permanently stuck while waiting for a missing seat. Tables now reset their state after a configurable timeout so a held plate does not block service forever.
- Customer pathing: customers no longer walk into the wall behind the ChefDesk during the Friday-night rush. They use the proper pathfinding grid instead of the legacy straight-line spline.
- Patience re-balance: customer patience curves have been re-tuned. The “Angry Customer” stamp now triggers at a stricter timer so fewer tickets die on the pass for being one second slow.
- Customer overflow: customers now redirect to a holding area when all tables are full, instead of stacking on top of an occupied table.
Multiplayer
- Connection retry: clients now retry the handshake 3 times before giving up on a host migration, fixing the “kicked back to title” disconnects in long 5-player sessions.
- Outfit sync: player outfit pieces now sync correctly when a host migrates. Previously, a late joiner could see the new host wearing default chef whites instead of their saved preset.
- Lobby version check tightened: hosts can no longer start the game if a single player is on a different build — a regression from v0.1.5-ea.8 where the version check was bypassed under heavy packet loss.
- Voice chat ducking: when the local chat bubble appears, ambient ocean audio ducks by 6 dB so callouts are clearer.
Restaurant
- Trash bin capacity: increased from 4 plates to 8 plates so a long service does not require manual bin trips.
- Pass cleanup: dishes that have been on the pass for more than 90 seconds auto-despawn (with a brief visual flicker) so the queue never gets permanently stuck.
Bug Fixes
- Fixed: a save file that included a stuck dining table could fail to load in v0.1.5-ea.8. The save migrator now clears the stuck flag on first read.
- Fixed: the Otter NPC occasionally spawned inside a wall near the ChefDesk.
- Fixed: rare crash when a player toggled Player Collision ON→OFF during a service.
v0.1.5-ea.10 — Multiplayer, Save System & Restaurant Improvements (Aug 24, 2026)
A two-day-turnaround hotfix between the v0.1.5-ea.8 launch content and the v0.1.6-ea.3 restaurant pass. Mostly invisible infrastructure, but a couple of fixes players had been asking about since launch week.
Multiplayer
- Improved multiplayer performance, especially in sessions with more than three players. Distant kitchen props and idle divers now replicate at a lower tick rate.
- Reduced unnecessary network traffic for distant and inactive objects.
- Better late-join handling: the late joiner now appears on the surface near the boat instead of falling out of the sky above the kitchen.
Save System
- Cloud-save conflicts are now resolved by timestamp instead of by client-ID, so two PCs playing the same Steam account pick the most recent snapshot.
- Save files are now atomically renamed on write, so a power cut mid-session cannot corrupt the slot.
- Backups: the game now keeps one previous-generation save in the same slot, accessible from Settings → Save Data → Restore Previous Save.
Restaurant
- The ChefDesk pass window now glows red for the last 5 seconds of a ticket instead of the last 10, giving servers more visual urgency without changing the underlying timer.
- Side dishes and condiments now appear in their slot on the ChefDesk instead of teleporting into the server’s inventory.
- A new “Reset restaurant layout” option under Settings → Restaurant wipes table placement and re-seeds the default layout for players who want a clean slate.
Performance
- Frametime variance in a 5-player service is reduced by roughly 18% on the recommended-spec hardware target.
- Fixed a CPU spike on the first dive of every session where the ocean shader compilation was being kicked off on the gameplay thread.
v0.1.5-ea.8 — Multiplayer & ChefDesk Update (Aug 22, 2026)
The first major content patch after launch. Stability for 5-player lobbies, smoother ChefDesk interactions, and a new optional player-collision toggle.
Multiplayer
- 5-player lobby stability: long-running sessions with five players no longer drop members during the dinner rush. Sync drift on the order queue is fixed.
- Host migration: if the host leaves, the lobby hands control to the next-longest player without forcing a full rejoin.
- Late-join support: players can now drop into a run-in-progress after the restaurant has opened, and they spawn into the kitchen instead of the dive dock.
- Voice / chat sanity: cross-talk between local chat and proximity bubbles is filtered so ChefDesk callouts stay readable.
ChefDesk
- More reliable ChefDesk interactions: in the previous build, players sometimes double-triggered a station with one input. The hitbox is normalised and inputs now debounce per-station.
- Plate-up feedback: visible plate-up indicator when a dish leaves the ChefDesk so the server does not have to hover over the counter.
- Side dishes & condiments: small side dishes (wasabi, ginger, garnishes) now sit on the desk instead of teleporting into the server’s inventory.
- Trash bins: plates returned to the trash bin now despawn cleanly, fixing a memory leak that could slow the kitchen after long services.
Optional Player Collision
- A new Player Collision toggle in the lobby settings. OFF lets late-joiners clip through the kitchen during peak hours; ON keeps the chaotic Overcooked-style bumping that launch reviewers loved. Default is ON.
Quality Of Life
- Co-op-ready pause: only the host can pause, but the prompt makes it clearer that alt-tabbing does not freeze the lobby.
- Score recap on close: a summary screen lists tips earned, customer satisfaction, and dishes served at last call.
- Audio mix in five-player lobbies: ambient ocean waves are slightly quieter when the kitchen is busy, so callouts come through.
Bug Fixes
- Fixed: crash when a player disconnected inside a deep-zone cutscene.
- Fixed: trash bins sometimes held a plate that was never served, blocking new orders.
- Fixed: misaligned plate stack on the pass when more than three dishes queued up.
- Fixed: rare case where an Otter NPC spawned inside the wall near the ChefDesk.
Known Follow-Ups (still open)
- The Quest HUD can still flicker if a Sleep quest lands on the first quest of the run.
- Late-joiners occasionally spawn at the dive dock instead of the kitchen on Windows 10 64-bit with the GTX 1050 baseline GPU.
- A handful of Steam Overlay hotkeys overlap with cooking timing windows — PaperPixel flagged this for v0.1.6.
v0.1.3-ea.2 — Quest, Multiplayer & Localization Update (Aug 21, 2026)
Shipped the day after launch to fix the first wave of crash reports and clear the localization backlog.
Quests
- Fixed: the Sleep quest could fail to appear correctly on the first quest of the run, leaving the crew without an overnight trigger.
- Quest HUD elements now render in correct z-order so they no longer hide behind the recipe book.
Multiplayer
- Smoother handshake when a player joins an already-open lobby.
- Fixed: rare host crash when a player quit inside a service window.
Localization
- 31 UI and subtitle languages are now correctly seeded on a fresh install. Earlier launch-week builds occasionally fell back to English for two of the 31 languages on first boot.
- Right-to-left rendering hooks remain in place for future languages, even though the current 31 are all LTR.
v0.1.1-ea.6 — Launch Hotfix (Aug 20, 2026)
Same-day hotfix that shipped within hours of launch.
- Fixed an issue where shoreline sound effects could fail to play correctly for clients in multiplayer sessions.
- Added a lobby version check. Hosts can no longer start the game if players are using different game versions, and incompatible players are now kicked with a clear error message.
How To Read These Notes
Each version follows a v{major}.{minor}.{build} scheme during Early Access. The -ea.x suffix is the Early Access build counter — you should always be on the highest -ea build your library offers unless you have opted into a beta branch.
- Major bump: new content (fish, recipes, zones, restaurant features).
- Minor bump: balance or progression changes.
- ea build bump: bug fixes, localisation, co-op polish, hot patches.
How Patches Land On Your Machine
Deep Blue Sushi auto-updates through Steam. Restart the launcher or quit and relaunch the game to force an update to apply. The current build is shown in the bottom-right of the title screen and in Settings → About.
How To Report A Regression
When a patch breaks something new, post on the Steam Community hub with: your build string (from Settings → About), your GPU/driver, what you were doing when it broke, and a short clip if you have one. The PaperPixel team monitors Bug Reports tagged Pinned.
What To Expect Next
The current roadmap lists three more Early Access drops before content 1.0 — more recipes, a new mid-depth fishing zone, and a kitchen pass that supports controller players. The Early Access Roadmap tracks those in detail.
Related Content
- Early Access Roadmap for what comes after v0.1.6-ea.3
- Known Issues for crashes and UI bugs the team is still tracking
- Getting Started for the current gameplay loop after launch patches
- Co-op Tips for the lobby and role setup that pairs with the new build
Frequently Asked Questions
Quick answers to the most common questions.
What is the current build of Deep Blue Sushi?
As of August 25, 2026 the current Steam build is v0.1.6-ea.3 (Dining Table, Customer AI & Multiplayer Update). Steam auto-updates your client; you can also force it by restarting the launcher.
How fast does the game update during Early Access?
PaperPixel shipped launch (Aug 20), v0.1.3-ea.2 (Aug 21), v0.1.5-ea.8 (Aug 22), v0.1.5-ea.10 (Aug 24), and v0.1.6-ea.3 (Aug 25). Expect roughly every 2–3 days during the first month, then a slower cadence once core systems stabilise.
Will my save break on updates?
No save wipes have been needed so far. Cloud saves are supported, and v0.1.5-ea.10 added an atomic-rename save writer so a power cut mid-session can no longer corrupt your slot. Major content drops occasionally require a one-time NPC reset on the restaurant, but your fish inventory and unlocks persist.
Where do I find the full patch notes?
In this wiki page (we mirror and reformat Steam news for readability), in Steam news, in the official Discord patch channel, and on the Steam Community announcements tab.
How do I opt into beta branches?
Right-click the game in your Steam library → Properties → Betas → pick a branch from the dropdown. Only opt in if you are okay with crash-prone test builds.