I'm not positive whether all of these are known issues by the Dev team, but glitch notes from the mobile version release:
System Details: iPhone 11 with iOS version 15.6
- I will likley be able to test an iPad version, too...but when the Android version comes out any day now, I can't help there.
1: Mute button in settings doesn't have a visual indicator (aka no check mark on the button when active), but low priority because it still works to mute the sound.
2: Shaky screen when teleporting, when using the teleporting function, the edge of the teleport map window "vibrates". The actual map itself is fine, so visual only, but very distracting.
3: Small buttons are hard to hit, some harder than others...the map teleport destination buttons especially almost seem offset and I have to consciously tap the screen lower than the button to get them to work.
4: Item crafting plans, only 1 of 3 work, so of the added crafting plans, which can only be found in the iOS mobile version and NOT the PC version (checked with multiple characters to verify), only the crafting plans for the original hammer work. The two in the Beacon just give the error message: NEW ITEM! - A "REALLY" LONG PLAYER ITEM NAME..........! that is exactly like what we've seen for half the clamshells in the lagoon. I suspect they are supposed to be crafting plans for the original pistols and original slingshot, (so thanks for being responsive to that request), but they don't work.
Note: I haven't explored everywhere in the mobile version, so there could be more that I haven't found yet.
5: Not a glitch but just a comment that the controls take getting used to, because my hand blocks part of the view of the screen, it's a lot harder to dodge around enemies if I don't want to fight, the phone wants to exit if I get too close to the edge of the screen, there is a different feel to scrolling through my inventory, and tapping the fight spinner has very different timing. It might be difficult if my ONLY option was the iPhone version, because I'm so used to larger screens and the accuracy of a mouse, but I wouldn't have any problems if my goal for a gaming session was farming (grinding fights, picking up items and boxes, and harvesting prepared items).
Overall = thank you! It's clear that the Dev team is being responsive to the community's desires, but that it has required overcoming a lot more challenges than we see on the outside. Keep up the great work!