

“gather round little tadpoles, and let me spin you a yarn…”
Take on the role of an ornery but sweet little old lady and descend into a strange dungeon. Learn colorful spells that change the way you move and interact with the world around you. Solve mind-bending puzzles, or just hit stuff with your broom.
The only way to stop the decay of the world is by tidying up.
Features
- A glitchy pixelated aesthetic with quirky characters.
- Sweep away dust, decay, and monsters with your trusty broom.
- Wield spells that glitch the mechanics of the game.
- Hear the ramblings of a weird old crone.
What\'s new?
Stay warm with a cozy scarf! (new hidden outfit)
[/*]Modify the mushroom SOUL upgrade to be more interesting
[/*]Nerf the broomerang 2 upgrade
[/*]Hints towards the SOUL items and how to open the EYE door
[/*]fix some UI and pause menu bugs
[/*]update the mushroom hat, fisherman hat, and locust wing outfits
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42395099/d0b7c8537b0727832d85e16a46fa8b096ebfe17f.png\"][/img]
Edit:
Thanks everyone for your comment! I have decided I\'m going to work on a few more quality of life fixes, some slight balance tweaks, and a couple more NPC hints, but for the most part I will leave the game as is. It is COMPLETE!!!
See you guys in Babushka\'s Glitch Dungeon 2!!!!
[hr][/hr]Hello Everyone!
I\'m just a single person working on designing and developing Babushka\'s Glitch Dungeon, and I\'ve been so overwhelmed and happy by all the positive reviews and attention the game has gotten! Thank you all so much for the kind words, positive and constructive feedback, and everything in between. I\'m really so grateful.
Request for Feedback:
To me, the game feels almost \"complete\", but I still have a hankering to get in there and update a few things. Here are some ideas:
[olist]flowey Rework the Bosses: This has seemed like to me to be the most consistent feedback I\'ve seen on reviews. \"The bosses are a bit too action-y or janky. They don\'t engage with the \"puzzle\" mechanics as much as they could\". I think it could be fun to make these less demanding on twitch reflexes, and design them to be a bit more about solving a puzzle box while still interacting with the big boss characters.
[/*]james New Level?: I have several mechanics ideas that were scrapped or reworked, and there still is some additional map tiles in the game that are empty. I originally had planned to add a \"post-game\" or \"secret\" level that makes use of the additional power ups you get in the game, but so far when designing for them it feels hard to make it feel \"right\". Somehow I feel like it breaks the flow of the game, which is right now at a pretty good small length and pace. Similarly, I feel like I made the [strike]secret soul upgrades[/strike] too overpowered, and they don\'t seem to really work with the rest of the level design philosophy.
[/*]Parasaurolophus New Game + / More stuff to do on the Farm: Maybe you could find different characters hanging out in your farm after you beat some of the levels. Lol.
[/*][/olist]Any way, those were just some of my ideas, but I want to open the floor for your feedback. If you enjoyed the game, but feel like it would be GREAT with just one tweak or addition, let me know what you thought!
Like I said before, I\'m just one person working on this game, and now that it\'s out and I\'ve been working on it for so long I feel like it\'s a little hard for me to see it from an outside perspective lol. Ok bye.
Fix bug surrounding room navigation and rooms with wrapping edges.
added costumes!! they are hidden around the dungeon
[/*]game now will expand to fit the width/height of your device a little better. this helps it fill out the entire screen on the steam deck, for instance!
[/*]if you beat the game, you can get access to the advanced ???, lets you teleport to any room previously traversed
[/*]other minor bug fixes, and probably other minor bugs introduced
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42395099/15728080fca77cbffd9db95f0adcb796bec64f74.png\"][/img]
This should fix some edge case soft locks.
Hooray :D
idk why yet lol
- Added Turkish translation
- Improved Performance of CRT shader
- Autosave informational prompt added
- Made CRT Filter a little less fuzzy..
- Sprites and tiles should now not "glitch" if you have "Glitch Screen: OFF" in settings.
- Fix end of game stats not displaying due to CRT / UI changes.
- Changed splash screen
- CRT Filter now applies to UI/Text/Menu as well
- Made CRT Filter a little fuzzier..
- Fix Chicken Secret Room softlock
- Make inventory navigation a little smoother if you have heart containers.
- An NPC in the dungeon will now hint at map teleportation. This is available as soon as you have the map, I think. I'm going to improve the UI for menu navigation around this later.
- Show active spell in the inventory even if you don't have grimoire.
- Fix prompt to select or delete file not being shown.
- added option from main menu to go to credits
- Fixed mimic heart container dialog
Hi! I'm making a post to show off that the game runs great on Steam Deck! It's got controller support that works out the gate, renders fine and I think looks quite cute on it!
Several other players and reviewers have also commented that it seems to run fine for them on Steam Deck and haven't had any issue.
Anyway, this is unofficial, since official Steam deck verification happens separately by Steam staff.

See! See!! That's me!!! playing it and having a great time on the Steam Deck I got to test it out on.
- Added NPC who will appear outside of Boss Room when you die and offer to sell you an extra heart. Hopefully this will make the fights a little smoother! I may add more difficulty options later, please give me your feedback related to this!
- Fixed some additional sounds that weren't on the SFX bus (so wouldn't be properly muted before). They were all "AudioStreamPlayer3D", and I forgot to search for them (all my other sounds are just "AudioStreamPlayer").
- Made snoring less loud
- Fixed it so that glitch slime scooting is on the SFX bus and will be properly muted if sound is turned off.
- maybe, fix race condition with crystal cutscene
- added angel egg finder NPC that will show up in the Haven hub after all crystal elders are freed.
- made granny sleepier.
- fixed screenshake to happen when GLITCH SCREEN option is turned on... not when it's off -_-
- Angler fish now shakes screen when crashing into the wall
- See how much LOVE you have in inventory.
- Allow you to disable LOVE in inventory (if you want a challenge for bosses..)
- Fix race condition that would allow you to get stuck if you tried to respawn too quickly after grabbing the "???" item.
- Make tutorial dungeon skip easier for metroidbrainiacs (and allow grimoire-less run via this route too)
- UI elements will hide themselves if the player is "under" them.
- NPCs who will "enchant" your items now have an indicator above their head.
- Add fourth save File if you want.
- If you missed the hearts that the Crystal Elders gave you, they should spawn in the main hub room now.
Evil Spores in Baba Yaga's Domain were flipping you whenever they hit the ground.... that shouldn't happen lol.
- You can now "jump" with analog input if you have configured jumping to be a Dpad input. Haven't generalized this to sweeping or other non movement inputs yet.
- Can now extinguish torches by sweeping them.
- Sweeping spores will now activate the gravity flip (unless you've thrown the broom). After all, you're in inhalation range.
- Big NPCs text prompts are better positioned, and no longer completely obscure granny when talking to her.
- Age-discriminatory NPC will have changed her ways if you meet her later in the game.
- Certain NPCs with unique smacking text will need to talk to your normally before showing unique smack text. This is mostly to make first time interactions less confusing/out of order with them.
- Gave eggs a small sparkle particle effect
- Moved an egg that was waaay too hidden somewhere less hidden.
-Fix some text getting cut off from end of level stats in localizations
-Remove an extra accidental angel egg
-Remove a single tile somewhere.
It's still not perfect, there's lots of overflow, but less things are cut off now.
There was a room in moldy spore forest where you could get stuck upside down & invisible in a grimoire-less run. There is now an upside-down mushroom tower you can bounce-climb up to hit a spore and flip yourself rightside up. It's a little tricky to do so... don't get stuck like that!
Also, End Credits were cutting off some text at the very end, so fixed that.
They've been here for a couple patches, but was waiting for the localization people to ensure that everything looked good in the game! I think we are good to go now though :) enjoy the game
- Fixed some localization issues with boss & level names.
- made version label visible on main menu w/o pausing
- tried to fix some instances of freezing after hitting the crystal
- tried to fix some instances of the respawn ability not actually relocating you
- fixed the softlock that could occur if you swang your broom before sneezing
- made it so jumping up walls with the LADDER spell no longer breaks up your movement
- gravity flipping no longer inverts controls
- adjusted baba yaga house to be a little less crazy
- warty seadevil and soul vessel bosses have a bit more time between certain actions
- made ladder spell a little less heavy. pressing down should now always be able to increase your gravity, regardless of spell type
- adjusted the position of an angel egg in the cricket caves to be less totally hidden
Also, update the Mac version to have all the latest changes. I'm a bit slower on updating Mac version.
- Added several more angel eggs. Final pre-DLC batch I think
- Added an achievement to track all angel eggs in the game. (still no item yet which tells you WHERE they are...)
- Angel eggs now give you 3 shards
- Spore Memory: [spoiler]now has a different effect. If you had it previously, you should have a message informing you[/spoiler]
- Broomerang: [spoiler]Warp is now an unlockable enchantment for 99 cubes from the Crone[/spoiler]
- Now, after you beat each respective level, there is a corresponding "spell" in the Haven hub room.
- "time aged" counter now stops as soon as end game screen is shown
at the moment, there is no in game reward or recognition for having all angel eggs... yet.
Really sorry about this one. I was testing a fix for another big and forgot to turn the upside down flag off... I will make sure nothing like this happens again.
- Also, working on improving the Grimoire-less run.
that's all really
- Crystal Elders behind bosses will now drop LOVE when you awaken them. (WARNING: This currently only spawns when you first free them, so make sure you catch it!)
- Added additional sandstreams to a certain room.
- When [spoiler]In fish mode, now you can ascend sandstreams[/spoiler].
- Reduced the amount of extraneous error logging.
- You can now push uncursed statues out of the way.
- Grimoires no longer automatically save the game when you get it.
- Added Italian Translation!!! Pending QA (Thank you Azzurra Iris Lea Monde!)
- French Localization Tweaks
- Fix transitions being invisible after restarting from End Credits.
- You no longer age once you beat the game (in real life too)
- Made Boss Doors w/ WeakEye open snappier.
- Room transitions will remember if you were running.
- Fixed issue with disappearing worms.
- Broomerang is now toggleable on/off through menu once you get it.
- [spoiler]Cricket Memory let's you dig vertically (up/down) with any spell active, and should no longer get you stuck on edges of rooms[/spoiler]
- I think I did one more thing but I forgot.
-Improved "time aged" calculation: time spent on intro video and menu no longer contributes to whichever file you loaded.
-Fixed bug where you couldn't skip past the intro cutscene the first time you start a new file from a fresh game open.
-Made room transitions a little less flickery.
- Made analog inputs work better on menus
- Game will remember your full screen setting now
- Pressing escape on end credits now takes you to main menu
Also, made grandma a little less heavy when LADDER spell is active.
Brought to you by Kurono Studios, and Ray TatPopers, respectively. Hooray!!
Me gusta Babushka.
-Adjusted an angel egg solution.
-Made Warty Seadevil "weak point eye" damage you if it hits you (this is the same with other bosses now)
-Made "got a treasure" and "beat a boss" jingle count as "Sfx" rather than "Music" for the purposes of muting them.
-Added "???" item that returns you to save point to the inventory.
-Some french localization tweaks.
** SPOILERS KIND OF**
-Localized map teleport text.
-Made "CUTE PET" cuter.
- Fixed a weird bug where just the RIGHT side of the Desert Boss could hit you when in the air.
- Added Clown honk and Crystal Hit SFX for each "hit" of a normal boss, to clarify what does and doesn't hurt them.
- Made it so the first Crystal Elder will enchant your broom if you failed to do so previously.
- Now, when you get the Grimoire's Memory, keyboard has the option to use 1-2-3-4 keys to swap spells.
- Some slight Warty Seadevil boss tweaks.
- Allow analog stick controls to change the direction of the broomerang.
Fixed an annoying unfair bug where ghosts would spawn "invisibly" in the latter half of the Vessel of Souls boss fight. They will always be visible when they are able to hurt you now!
But Babushka is now in French!!!! Meme time (it's grandma in french, who knew)
Brought to you by Dmitry Kornyukhov & Arty Ra
Removed input direction swapping, and made spells easier to re-get.
For the longest time, this issue has plagued me because I hadn't sat down and tried to fix it and looked stuff up properly lol. I was doing most of my development and testing with keyboard, but enough people complained so I tried to fix it once and for all!!!
As a result, I have done some changes to the configuration. If some of your controller mappings got messed up, I am sorry!!! It's for the greater good!! Maybe.
Let me know if things are still weird.
Sorry to my 8 Mac users for the delay
- It was caused by a weird thing where I was pausing the game when you get "hit", but then due to the fishing rod grabbing you, I never unpaused it....
- Made some transitions around the main menu a little nicer too.
- Introduced Evil Glitch Slimes, that ONLY hurt you when you're in Ghost mode. Seems a little evil.
- Removed an area that you could just hang out in and never die in Baba Yaga Boss fight. There may still be more areas like that but, I'm not gonna make the fight impossible.
Workaround for race condition issue where tiles don't remember being "dug".
wait I forgot what else I did. Oh well.
Oh yeah, you can skip the sneezing cutscene (and any future mini cutscenes) by pressing enter. Doesn't work on boss cutscenes yet.
Also, you should now be able to exit the game by pressing escape in the end credits (you had to HOLD it before, but I didn't indicate that in any way shape or form)
Woohoo! Also fix a small input bug related to the door. And change the game favicon and client image to be the little glitch face. It's cute, no?
- You can now set "talk" input separately from broom if you so choose
- Toggle whether "up" or "down" enters doors
- Warty Seadevil now will slightly chase you vertically when charging (credit CyberSe7en for the idea)
- Glitched Frogs in Warty Seadevil fight should be trickier and also cooler looking now.
- Change main menu theme
- Change end credits theme
- Change final boss fight theme
- Warty Seadevil speed very slightly lowered (16 -> 12)
- Warty Seadevil now spawns twice as many glitched frogs
- Vessel of Souls has slightly smaller hitbox on head when falling
- Baba Yaga's House now spawns Evil Spores in the first two phases.
- Evil Spores now contain holy auras which nullify your spells
- Baba Yaga's House boss arena now contains more mushrooms, less solid ground
I think this was the hardest boss, so did some small tweaks to make it more fair.
- Ghosts have smaller hitboxes, and take longer to respawn in boss arena
- Boss has a small charge-up period when doing the drill attack
- Boss jumping speed in air is now consistent and not dependent on the speed it was at at time of spin attack
Also, Localization try to respect user's default detected region
Also, also, fix small bugs introduced by some exported null variables.
Fix broken boss due to failed export, achievements now load in based on your save file if you beat stuff before I added support for them.
Unfortunately due to the way the save works for now, it won't add in the "beat the game" or "beat the priestess" achievements until you do it again.
Steam achievements seemed to crash the game, so reverted to previous working build.
Added the first set of Achievements!
In moldy spore forest, remove the advanced parallax to possibly increase performance.
I'll revert back to a simple background later, but I'm busy this morning ahh!!
Fix small bug with spells not spawning after getting glitched grimoire
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