Ooohkay. I presumed as it was there, it was functional. Play more is the 'fix' :)
I was interested in the game, but I was also interested in how OHR fared as a commercial game engine when stretched beyond common RPG functionality, and it's been informative. I read in an interview you thought OHR was an engine where you thought you could reliably finish games. Did making Katja's Abyss go reasonably smoothly for you, or did you spend a lot of time seeking workarounds (as you mentioned) just to get the game to function as planned?