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Blobun
CyanSorcery Developer
CyanSorcery Publisher
Q2 2025 Release
Game News Posts: 10
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (56 reviews)
Public Linux Depots:
  • [0 B]
Blobun OST Available on Steam!

Howdy! This is just a post to let you guys know that Blobun's OST is available on Steam! It has a launch discount, and you'll save even more if you already own Blobun. Check it out! https://store.steampowered.com/app/3583440/Blobun_Soundtrack/


[ 2025-04-03 22:23:12 CET ] [ Original post ]

Blobun v1.0.3

Howdy! Coming at you today with a new build of Blobun, as we continue to iron out issues and bring more polish to the Puzzle Editor, as well as making it easier for players to play custom levels. There's also fixes to bugs found with specific puzzle element interactions. Please see below the patch notes for a special message. Thank you! As always, here are the patch notes:

===== IMPORTANT =====


  • Many fixes below don't apply to the demo version.
  • [Editor] We significantly overhauled the Worldpak Editor panel to improve usability and make it more intuitive. We've listed a lot of changes, but there's a lot more we didn't list.

===== NEW =====


  • The Worldpak Select menu now has shortcuts for opening the game's data folders, so you can easily download and use custom levels.
  • Note: These shortcuts don't show up in the demo version, since the demo version can't load custom puzzles anyways.
  • [Editor] In the Worldpak Properties, you can now see a summary of worlds/stages, including how many special stages and required stages there are.

===== IMPROVED =====


  • The animations and layout on the World Select menu have been improved.
  • When loading a Worldpak which has stages without solutions, these stages will now clearly show on the Stage Select screen, but will also indicate that they're fully unplayable. This will allow players to let the level creator know that their Worldpak isn't done correctly.
  • Note: There's an override on puzzles which are in the "usermade" folder, where they'll show up with no solutions, but you can still play them (unlike Worldpaks in the downloads folder.)
  • Achievements under "Other Cheevos" (ones that aren't just related to how many puzzles you do) now have in-game hints on how to get them.
  • Hint arrows now have more animation so you can notice them easier.

===== CHANGED =====


  • [Editor] The "Resize Puzzle" window has been removed. Instead, various aspects of how the puzzle will be viewed + what size it is can be found on the "View" tab of the Stage Editor, where the cameras are.
  • [Editor] All internal IDs (pak, world, stage) are no longer shown in the editor.

===== BUG FIXES =====


  • Fixed a bug where ice blocks/generic lock blocks would allow a laser to pass through them when you undo.
  • Fixed visual issues with lasers when there was a block directly in front of them while they were trying to fire their laser.
  • Fixed an issue where stepping on an Electric Wire Base while in Steel state would cause it to not be usable when you try to step on it again later in the Electric state.
  • [Editor] Fixed the wrong hint being shown when hovering over "(Stages) Required To Beat"
  • [Editor] Fixed cursors in the editor being overwritten with just the default arrow.
  • [Editor] Fixed a bug where stage cameras were editable on read only worldpaks (though it wouldn't actually save.)
  • [Editor] Fixed a bug where stages with no solutions would make the hover text red, as well as the Delete dialogue (if you clicked to delete them.)
  • [Editor] Fixed various transparency issues with the ImGui_GM windows.

Special Note


Thank you to everyone who has played Blobun and sent us feedback/comments/praise/bug reports/etc! We're excited to bring you more updates, as well as implement new features and whatnot. However, we've come to the decision that we need a little bit of a break from the game before returning to bring in new features like input remapping. We'll still be doing lightweight patches as needed, with small fixes and whatnot. We're also working on some levels for an eventual level expansion. However, yea we just need a little break from it, maybe a couple weeks or so, before returning back to it in full force. Thank you for your understanding, and don't worry! We're not done with this game just yet.


[ 2025-03-28 22:02:13 CET ] [ Original post ]

Blobun v1.0.2 Puzzle Editor Beta

Howdy! Coming at you today with an update that mainly focuses on improving the puzzle editor and making it more user friendly. The puzzle editor has been present in the game for a while, but was largely a debug tool. Now, we're trying to make it easier for people to use. You can access it in the Extras menu, or by pressing Shift+Escape at any time. NOTE: Due to the Puzzle Editor using ImGui_GM for its interface, it's currently only available in Windows. Sorry! Also, the editor is designed only for mouse and keyboard input, so you can't use it with a gamepad. Please feel free to try it out and let us know what you think! Do note though, it's still heavily work in progress, so expect issues, and back up any worldpaks you make with it as often as you feel you might need to.

OST Release


In case you missed it, we released the OST on Bandcamp! Eventually we'll get it on Steam and Itch, but other things are currently higher priority. https://cyansorcery.bandcamp.com/album/blobun-cosmogelica-ost

Launch Discount Ending Soon


Blobun is on the 10% launch discount for a couple more days, at the time of this post. Be sure to pick it up if you want it, or put it in your Steam wishlist if you want to pick it up later!

Future Plans


So what comes next? Provided there's nothing seriously wrong with this update, it'll be a while before the next one. We want to implement larger features and updates, but those kinds of things would require a lot more work than we can do in a weekly update (As a reminder, we're a plural system but are effectively a solo dev, so everything is handled by one person. Please be patient!) We've begun work on a content expansion for the game in the form of a Bonus Puzzles DLC, which will add a bunch more puzzles to the game. Due to the way the game was structured, worlds had to focus in introducing and mixing together a handful of mechanics, with the end serving as a challenge for all mechanics. This was nice and worked well, but also meant stuff happened like the fire/ice/etc mechanics from Mt. Bophades just not coming back until the end of the game. So, this Bonus Puzzle pack will have a free mix of puzzle elements. You'll revisit the same areas, but every puzzle will have something different. Also, they don't be super challenging or anything. They'll just be a fun mix of puzzle elements!

Patch Notes


As always, here are the patch notes. There's an important bit about input device issues at the bottom, so be sure to check it out:

===== IMPORTANT =====


  • Many fixes below don't apply to the demo version.

===== NEW =====


  • [Windows] A menu option has been added to "Extras" which allows access to the Puzzle Editor. It's still in beta, so expect issues!
  • Note: Unfortunately, the Puzzle Editor is heavily based around ImGui_GM, which is not available for Linux. So, the editor is currently only available in the Windows build.
  • [Windows] A new setting has been added which allows you to make the game be quiet when you've switched to another window. Unfortunately, the function this relies on doesn't work in Linux, so it's Windows-only for now.
  • [Editor] You may now specify what state Stephanie starts in. You'll find this in the stage options.
  • [Editor] A Worldpak Description field has been added. This doesn't show up in the game anywhere yet, but it will in the future, so be sure to put something there!

===== IMPROVED =====


  • Before, when using the "Solid Color Background" option, the background was still drawn anyways and then a solid color was drawn over it. Now, only the solid color is drawn.
  • [Editor] The Puzzle Elements window has been improved greatly. Now it has buttons with images on them, which will better convey the current state of the puzzle.
  • [Editor] When placing Octogems, the game will now let you know which ones you still need to place to complete the set.
  • [Editor] The game will now warn you when the sum of Warehouse Boxes and Warehouse Holes don't match.
  • [Editor] The game now will show you the current state of the Warehouse Blocks on the puzzle floor in the editor.
  • [Editor] When placing a puzzle element you can only have one of (ie player spawn, octogem tile) the game will now remove the old one from the playfield to make way for the new one.
  • [Editor] You can now place more than 2 of each type of Floor Portal. However, this is simply a convenience, as they'll only work if there's exactly two a matching pair. They will now be darkened if they're not paired up properly.
  • [Editor] When placing the spot where Stephanie appears in the puzzle, the puzzle will now reset and Stephanie will appear in the new spot.
  • [Editor] Many tooltips have been added to help understand what's going on.
  • [Editor] Many small changes have been made to improve the overall experience of using the editor (too many to list.)

===== CHANGED =====


  • Stephanie is now slightly faster when she's not sprinting.
  • The "Victory Song" toggle has been removed. The game will no longer play the victory song upon beating the stage, and instead will just continue playing the background music (which overall seems to just be a better flow.)
  • [Request] Added the "R" key to the keys that'll restart the puzzle.
  • [Request] On the stage select screen, pressing left and right will now go up/down the stage list, rather than wrapping around on the same row. This allows you to navigate the stages sequentially just using the left and right keys.
  • [Editor] Octogems are now numbered from 1-8 instead of from 0-7.
  • [Editor] The Puzzle Element window can now be resized vertically.
  • [Editor] The slime bar showing the amount of the stage you still need to clear is now drawn while the editor is open. In addition, the timer is now drawn as well, even if you have speedrun timers disabled. However, the timer will only show the goal time, *not* the current player time.

===== BUG FIXES =====


  • Fixed an oversight where the game would give you a good chunk of achievements on Steam if you had played the itch version prior, but not all of them. Now the game will correctly give you all achievements it tracked on the itch version (including circumstantial ones.)
  • The game now correctly says that the default for Silly/Serious fonts is Silly.
  • You can no longer mash the back button in menus to make the game make the "menu back" sound a bunch.
  • [Editor] When changing the stage theme, the background music will update appropriately without having to reload the stage now.
  • [Editor] The current stage will no longer change its darkness setting when toggling the darkness setting of a stage that's not the current one.
  • [Editor] Fixed flickering on the puzzle when laying down certain puzzle elements (most notably, the conveyer belts.)

===== NOTES =====


  • We've found out about various weird input bugs on Steam, especially with the Linux version. We have no idea what's going on, so we just blanket enabled Steam Input on all gamepad types.
  • This means, if you're using a Playstation or Nintendo Switch gamepad on the game on Steam, you'll have to change the controller glyphs manually, as the game will no longer be able to auto-detect them.
  • We also forgot to publish default profiles for the demo version of Blobun on Steam for input, so those have been updated too.
  • The store pages on Steam no longer imply any Playstation controller support, since it seems like it was iffy without Steam Input. It *should* work now, but only because of Steam.
  • For itch players, your results may vary when using gamepads in general if it's not just a regular XInput gamepad. We've done everything we can to increase compatibility, but some things like the Nintendo Switch gamepad just wont work (This *seems* to be an issue with Gamemaker, but just not sure.)
  • [Editor] The Worldpak Format has been updated in this version.

===== KNOWN BUGS =====


  • There's still some quirks with the menus and whatnot when it comes to mouse controls. There's some we know about (like how scrolling is broken on long menus,) but feel free to reach out anyways!


[ 2025-03-22 22:35:27 CET ] [ Original post ]

Blobun v1.0.1

Howdy! Coming at you today with a patch build to Blobun which mainly focuses on bug fixes, but does also add a couple QoL improvements as well. We knew people would find bugs at launch, and they did find some that we knew about already, but they also found some really wild ones too LOL I wanna thank everyone who's been playing the game, sharing it with everyone, and purchasing it + doing Steam wishlists + reviewing/rating the game on Itch and Steam. It's very appreciated! (if you haven't done that yet, please do - it helps a lot more than you might think!) If you've been thinking about picking up the game, it's still on an introductory offer for a few more days, so get on that while it's on sale! By the way: A lot of people have been asking about a puzzle editor. The game actually has one, but it's very much a dev tool and isn't really intended for general use yet. It mostly works, and we've been improving it a lot, but you may encounter bugs or game crashes with it. You can read more about it and how it works on our forum linked below! Also apologies, but for now it only works in the Windows build of the game. https://forum.cyansorcery.com/viewforum.php?f=18 Also, the game was featured on Polygon, if you can believe it. Check it out! https://www.polygon.com/gaming/538959/blobun-lesbian-toggle-steam-lgbtq-option-setting Anyways, here are the patch notes for this build. As a reminder, we don't have any publishers or official playtesters or anything, so if you find anything wrong with this build, please let us know as soon as possible. Thank you!

===== IMPORTANT =====


  • Many fixes below don't apply to the demo version.

===== NEW =====


  • [Request] A new option has been added under Options->Sound Options which allows you to disable the victory song which plays when completing the puzzle. When disabled, the stage music will continue playing instead.
  • A little star has been added to the side of the slime meter in the top right when you replay a stage you've already beaten.
  • [Request] A new popup has been added whenever you turn the Lesbian Toggle off. (Not only is the message funny, but it also clears up any ambiguity about what the toggle is doing.)
  • [Editor] Tutorial arrows can now be placed in any puzzle, and aren't just hard coded to load in the three stages they loaded into in the previous build.

===== IMPROVED =====


  • [Request] Turning off the Lesbian Toggle now also disables the music.
  • [Steam] Client Icon has been replaced with a higher resolution icon.

===== CHANGED =====


  • Reduced the time you need to wait to get the "Take A Good Look" achievement from 60 seconds to 30 seconds.
  • Adjusted the graphics on the floor portals to improve readability.
  • [Editor] Void Tiles now make the tile solid black, rather than just cutting a hole in the puzzle floor. (Note: No puzzle in the base game used these tiles.)

===== BUG FIXES =====


  • Fixed a bug where you couldn't get the "Take A Good Look" achievement depending on if you had "Sprint By Default" enabled or not.
  • Fixed Space Satellite not having a par time (If you completed the stage but your time wasn't under the new par time, your save will be updated to reflect this and you'll have to do it fast. Fortunately this stage isn't that hard.)
  • Fixed a spelling error on the "Adventurous Explorer" achievement.
  • Inputs are now reset when you change windows to/from the game, which should fix issues such as keys staying pressed because you released them when the window wasn't focused (causing the game to never be aware of that.)
  • You can no longer ignore conveyer belts by simply drawing a path with the mouse which goes in the completely opposite direction that they're trying to push you.
  • Fixed a bug where you could still melt ice blocks for one more move after changing from the Fire State.
  • Fixed where pits would show particles as if they were clearing a slime trail if you passed over them in the steel state.
  • Fixed a bug where going over slime traps while in the Steel state (a situation which doesn't come up in the game normally, since we didn't make any puzzle with this) would cause the game to crash.
  • Fixed a bug where lasers wouldn't destroy Stephanie if she happened to be just stepping out of an electric wire (but they *would* if you hit undo after moving.)
  • Fixed some inconsistent movement bugs with Enemy Spikes (most particularly on the puzzle Escape Containment.)
  • Stephanie will no longer look at Octogem tiles if the Octogem isn't there yet.
  • She also won't look at floating puzzle keys etc, which aren't there anymore to look at.
  • Lasers wont make a ton of extra particles every time you undo when they've been activated by electric floor panels (this was an incredibly situational bug.)
  • Floor Zappers will no longer deactivate just because you went over them in the Steel state.
  • Stephanie can no longer dodge lasers by sliding on ice/moving along a conveyer belt.
  • Fixed a bug where Stephanie could slide along ice/conveyer tiles to land right on top of a Warehouse Box.
  • Fixed a bug where ice/conveyers sliding you into a Generic Lock wouldn't actually consume the key you were holding, if you were holding one. (None of the base game puzzles had this setup.)
  • Fixed a bug where, not playing for a while and having your computer's lock screen come up could crash the game.
  • Fixed heat haze being left over from passing over conveyer belts and floor portals when in the fire state.
  • Fixed a bug where, with very specific timing, the "Puzzle Beat" music would start playing when moving to the next stage, causing it to be awkwardly cut off.
  • [Linux] Fixed visual issues where the game was supposed to be clearing large areas of the screen with a solid color, but simply wasn't for whatever reason.
  • [Editor] You can no longer draw puzzle elements on the playfield when the pause menu is open.
  • [Editor] Fixed a bug where Enemy Spikes wouldn't change the direction they were facing when rotating the puzzle.
  • [Editor] Whenever you make a change (ie. re-ordering stages/worlds) the game will reload the current puzzle if your change caused it to move positions in the worldpak. This fixes several bugs related to stale data being left over in various parts of the editor, which at best introduced weird quirks and, at worst, crashed the game.

===== NOTES =====


  • [Editor] The Worldpak File Format has been updated.
  • [Editor] Because of the fix to Stephanie sliding into warehouse boxes, you can now make a puzzle where her ice/conveyer slide is canceled by a warehouse box being at the end of it, opening up previously inaccessible paths.


[ 2025-03-15 23:08:16 CET ] [ Original post ]

Blobun out on Steam!

Blobun is now out on Steam! Thank you everyone for checking out the demo and wishlisting it. The game's on a launch discount, so you can save money too if you pick it up now! Not much else to say here, but we truly hope you enjoy the game!


[ 2025-03-11 21:59:25 CET ] [ Original post ]

v1.0 Blobun Gold Build

Blobun is finished! This build brings all the remaining puzzles, graphics, and music into the game. It's all there from beginning to end, so get hyped about its release on Steam next week! Thank you so much to everyone who supported us and helped us to make this happen. We couldn't have done it without you! Please note, we're aware that there's some obscure bugs with the game, and we weren't able to finish input remapping in time. We can only ask for understanding, and we want you to know that although this is the 1.0 build, we won't just abandon the game! We'll continue maintaining it with updates, bug fixes, and (if it does well) new features as well. This is just the beginning of our journey! As usual, here are the patch notes (Please note, most of this applies only to the full version of the game.)

===== NEW =====


  • The game can now be beaten! To get the end game cutscene, you'll have to have beaten enough Crystal Cavern stages. If you've already beaten all of them, replay any one of them and this should make the ending appear.
  • Once you've seen the ending, it'll be available any time to re-watch from the Extras menu.
  • In addition to showing hints for a puzzle, you can now also hide them again.
  • The Frenetic Factory now has proper stage music.
  • The Autumn Grove now has proper stage music.
  • The Crystal Caverns now have proper stage music.
  • The Crystal Caverns now have a proper background.
  • The City of Lapines now has proper stage music.
  • There's new puzzles in the game, bringing it to a nice even 140 puzzles (20 more than our original goal!)

===== IMPROVED =====


  • Hint arrows are now animated.
  • Hint arrows will remain across puzzle restarts until you either beat the puzzle, move on to a new puzzle, or hide the hint arrows again.

===== CHANGED =====


  • Changed how textures are handled to address game hitching/pausing in the story sequences.
  • The Pathdraw Crystal will no longer show when you're not hovering over a part of the puzzle.
  • The camera framing of some puzzles has been adjusted.
  • The functionality of the Lesbian Toggle has been enhanced.
  • The "Sprint" prompt will now go away if you continue to move without sprinting, and wont show up for the duration of the puzzle.
  • [Full Game] Some of the puzzle blocks in the stages have been changed, as it was pointed out that we often used heart toggles, so we wanted to shake it up. This has no effect on the solutions of the puzzles.
  • [Editor] You can now unlock the puzzle zoom, giving additional options on how you want to present the puzzle.

===== BUG FIXES =====


  • Crystal Caverns' "Condensed Corridors" is solvable again (it was rendered unsolvable due to a bug fix we did previously regarding inconsistent turn distribution when sliding on ice. We thought we got them all, but missed this one.)
  • Fixed Stephanie ignoring the mouse cursor moving around when she's bored and looking around. Now moving the mouse cursor by her will get her attention.
  • Removed a debug feature which was accidentally left in the game (if you held 1! while a stage was loading, you could make the slime bars at the top and bottom go away. No idea what that was for.)
  • Fixed a bug where Stephanie and Audrey weren't removed from the World and Stage Select screens if the Lesbian Toggle was turned off.
  • The "Restart/Skip Puzzle" prompts will no longer stay on screen if you leave your mouse on that part of the screen and don't move it for a while.
  • Fixed a bug where the move counter could become desynced when going through portals (as well as some other puzzle elements.)
  • The above fix also fixed a bug where sometimes undoing to the beginning tile wouldn't reset the timer when Speedrun Challenge was enabled, unless you pressed "Undo" a few more times.
Again, thank you so much to everyone who made this possible. You are all awesome, and we can never thank you enough.


[ 2025-03-06 01:33:12 CET ] [ Original post ]

022225 Blobun Next Fest Build

Howdy! Coming at you today with a new build of Blobun, just in time for the Steam Next Fest! The intro cutscene art is finished, and everything's been all spruced up. If you didn't see, we've been updating a bunch of other stuff based on feedback since the initial demo launch. So, please check it out! For people with the full version, we've added 10 new puzzles. They're almost all in the game now! We're steadily getting there. Don't have much else to say here, so here's the patch notes:

===== NEW =====


  • [Full Version] There's more puzzles now. Good luck!
  • Stephanie will now look at nearby puzzle elements which are interesting to her, as well as the mouse cursor.
  • If idling for long enough, Stephanie will get bored and start looking around.
  • There's a new option in the Video menu which allows you to specify the window size.
  • We added an incredibly obscure secret. Can you find it?

===== IMPROVED =====


  • The intro story art is done. If you want to see it, and don't want to start a new game, you can go to the title screen and find the option to watch it under "Extras."
  • The game will now recall what size the window was in the previous session and restore it.

===== CHANGED =====


  • The "Game not running at 60 ticks" message has been removed.
  • VSync now defaults to "Off." If you've ever toggled this setting, it wont change, but if you're just starting the game or have never toggled VSync, it will now be off by default.
  • The VSync toggle will no longer have any effect if the display output isn't 60hz or above.
  • The "Special Thanks" section now thanks you, the player. Sorry we forgot!
  • Added an *incredibly* rare sound that Stephanie may make when losing.
  • The special stage select menu music for Tranquility Islands has been removed. We want to do unique stage select screens for all the areas, but it won't be done in time. It'll be restored after release, alongside other songs.

===== BUG FIXES =====


  • The game will no longer show a finger pointing at a floor portal when using Path Draw controls if Stephanie doesn't make it there (ie. she runs into a lava tile or something and loses.)
  • Fixed graphical issues with the laser refractors.
  • [Editor] Fixed a bug where Stephanie wouldn't be aware of new entities placed right next to her, so they wouldn't be part of the undo tree. (Otherwise stated, if you put something like a powerup by her, had her move, and then undo, the powerup wouldn't respawn where it was.)


[ 2025-02-22 23:05:34 CET ] [ Original post ]

021325 Blobun Patch

Howdy! Coming at you today with a patch build to Blobun which fixes bugs that have been found and adds some polish (and a couple new puzzles for the full version.) Before we get to the patch notes though, there's something important to talk about: Speedrun Clocks. A lot of players have reached out to us with feedback about the game so far, and every single one of them said that they didn't like the timers. We heard you, and we've removed all of them. Because of that, we also removed the Steam achievements related to them, including in the demo version (more on this in a bit.) For the people who liked the timers, don't fret! A new "Challenge Modes" submenu has been added to the "Extras" menu on the title screen, where you can turn them back on. However, by default, they'll be off. You also wont lose any times you've gained, so don't worry about that! We wanted to keep the achievements that people had gotten in the demo version and not take them away, but since you can't get the speedrun times now unless you enable the above option, and also because so many people reached out to us about it, we decided it'd be better just to remove them. Thank you to the 76.7% of players who got a speedrun medal, 22.5% who got all of them, and 10.9% who went hardcore and got all the dev times! And again, sorry we had to take the achievements back. Now, here are the patch notes:

===== IMPORTANT =====


  • NOTE: Some of these changes only apply to the full version of the game.
  • We've removed all Puzzle Timers from the game based on player feedback. There's a new "Challenges" menu on the title screen under "Extras" to turn them back on, if you like. However, by default, no times will be shown.
  • Because of this, we've also removed all time-based Steam achievements from both the demo and full version. We wanted to keep the demo ones, but since you can't get those achievements without the timers on now, it makes no sense to keep them. Sorry!
  • The game will still keep track of times you've gotten in puzzles internally, so you don't have to have the timers visible for them to register. There is just no pressure to do so. However, you also don't need to have the timers on if you decide later you want to challenge yourself that way.

===== NEW =====


  • [Steam] You may now take screenshots of the game using F12. (We forgot to implement this, sorry.)
  • The game now will show the controls for "Sprint" and "Undo" on the bottom of the screen when you start the puzzle, or when you pause the game.
  • [Full Version] The full game now has more puzzles. Good luck!
  • [Full Version] The full version of the game on Steam now has achievements graphics.

===== IMPROVED =====


  • The Autumn Grove now has proper background graphics.
  • The City of Lapines now has proper background graphics.
  • All stages should have ambient sounds now.

===== CHANGED =====


  • When you first start a new puzzle, in addition to the puzzle title and location, it'll also show the keys for restarting and skipping the puzzle. This should help make it more obvious that these keys exist and that you can use them.
  • These popups will also now show whenever you make a mistake, just in case Undo isn't enough to get you out of whatever jam you're in.
  • Changed some fonts used around the game to improve the presentation.
  • When the mouse is held down, a light green path will be drawn between the end of the current path and the mouse cursor.
  • The extra animation for getting a low time will now only show if your new time is lower than your previous time, or if you've just gotten the speedrun medal. (When timers are enabled.)
  • Added a slight delay to the "Confirm" prompt showing on popup messages to help prevent accidentally clearing them before you can read them.
  • Because of the removal of speedrun times from general gameplay, the popup explaining how they work has been removed.
  • The popup for getting all speedrun medals has been adjusted, and now just congratulates you for solving all the puzzles in an area (It's also been changed to show up when you beat the last puzzle in an area, rather than when you get all medals.)
  • Updated the visual theming for the City of Lapines.

===== BUG FIXES =====


  • Because of a previous bug fix we did, at least one late-game puzzle became unbeatable. We've fixed Victory Road, but if any other puzzle seems impossible, please let us know. We'll let you know if it's actually impossible or if it's skill issue.
  • NOTE: The above bug did not affect the demo. All demo puzzles are beatable.
  • Fixed a bug where playing the demo version and then playing the full version would cause the full version to return to the title screen when trying to load a game.
  • Did some refactoring of how menus are drawn to fix several bugs and issues. All menus should be better now, but there might be a menu we missed. If you see a weird menu, let us know!
  • The above refactor fixed the hitboxes for the stage select menu panels not lining up with their visual position.
  • It also fixed scrolling on any menus that are taller than the screen is (none of these exist in the demo version.)
  • Stephanie will no longer turn around to face the electric wire she just came out of.
  • Light sources on Enemy Spikes are now correctly aligned with their movement.
  • The timer will no longer reset when you've run out of undo steps. Otherwise stated, the timer will reset when you undo back to the initial position, but if the puzzle has more than 100 moves, then the timer will not reset on undo anymore (you'll have to start it over.)

===== KNOWN BUGS =====


  • Once in a while, undoing the very first step of the puzzle doesn't affect some puzzle elements, but we're not able to reliably reproduce it. If you figure out a way, let us know, as this causes the puzzle to be desynced!
  • There's still some quirks with the menus and whatnot when it comes to mouse controls. There's some we know about (like how scrolling is broken on long menus,) but feel free to reach out anyways!


[ 2025-02-13 23:26:07 CET ] [ Original post ]

020725 Blobun Patch

Howdy! Coming at you today with a patch build to Blobun which fixes bugs that were found with the demo, as well as adding some features which were requested. (Note: There's more features that have been requested, but we chose to go with the easiest/most important ones first.) Make sure you're playing 20250207 to get these updates! (you can see the major build number on the title screen, in the bottom left corner.) Here are the patch notes:

===== NEW =====


  • [Feature Request] You may now hold the undo button to undo faster, rather than having to press it for each undo.
  • Added an option that prevents you from overlapping your own slime trail by treating it as if it were a solid wall.
  • (Note: We were gonna add this anyways, but multiple people requested it so we fast tracked it.)
  • Added a Controls screen to the pause menu during gameplay (this shows whatever you last used, so will switch between gamepads and keyboard.)

===== IMPROVED =====


  • [Feedback] The animation for when you get a Speedrun Medal in a puzzle has been greatly improved.
  • [Feedback] The amount of time you have to hold down the button to restart/skip a puzzle has been reduced from 1 second to half a second.

===== CHANGED =====


  • Removed the "Exit to Desktop" function from the pause screen, as the pause menu was getting pretty packed.
  • Changed the formatting of the pause menu some. Now it's left aligned, and there's icons on each menu item.
  • "Gameplay Options" have been split into two menus. Now, visual related options can be found under the new "Game Visuals" menu on the options main page.

===== BUG FIXES =====


  • Fixed a bug where you couldn't click on a tile directly adjacent to Stephanie in any direction if there were any tiles directly next to her that would block her movement.
  • Removed a debug message that popped up when you pressed 1 (!) on the keyboard. We often bind debug stuff to this key and forget to take it out again though, so maybe in the future there will be something else we leave behind?
  • Fixed the "60hz" message showing up on the story sequence when texture decompression doesn't happen fast enough.
Thank you everyone who's played the demo so far! People have really liked it, and we're happy


[ 2025-02-08 00:02:25 CET ] [ Original post ]

Blobun Demo Is Out!

Hello! We've released a new demo for Blobun which features a selection of 20 puzzles from the full game. Touch every tile and see if you can solve them all in this casual puzzle game! Thank you for checking our game out! We hope you enjoy it. Please let us know, and remember to wishlist it if you like it! (You may also leave a review on the demo page, if you wish!)

Check out the demo here:


https://store.steampowered.com/app/3401180/Blobun_Demo/


[ 2025-02-06 22:11:27 CET ] [ Original post ]

The Slime's Curse

Stephanie is an explorer and adventurer. One day, she comes across a magical amulet, which seems to be turning water into slime. Upon touching it, she is also transformed into slime! Now, Stephanie needs to travel across the world to try to find a way to free herself of this curse. A witch in a remote forest is rumored to be able to help, but will Stephanie find her way? Or will she just have to get used to her new form...

Solving Puzzles

Solve numerous grid-based puzzles across a variety of worlds. The goal is simple: To complete the puzzle, touch every tile. However, there are many tricks and traps that will get in your way. Blocks that obstruct your movement, dangerous lasers, and impassable lava are just some of the many hazards you'll encounter on your journey.

Upon completing a puzzle, you'll be rated on your performance. Clear the puzzle quickly and without making mistakes, and you'll be able to progress! You're not required to complete all the puzzles, however, so don't concern yourself with tricky ones.

Puzzle Elements

From blocks that raise and lower when you touch switches, pools of lava and water that you must traverse, and lasers that block your path, there are many obstacles in your way! Can you figure out all of them?

State Changes

Change to the ice state to skate on water, or change to the fire state to step safely over lava. Each state has different interactions with the puzzle elements, so you'll have to keep your wits about you as you move through the puzzles.

Features

  • A large variety of puzzles and puzzle elements to keep the gameplay fresh and engaging.

  • Change your state between Fire, Ice, and more to completely shift how you approach a puzzle.

  • High resolution art that looks great on any display.

  • Made a wrong move? You can undo mistakes and try again. Try each puzzle as much as you like!

  • The timer does not start until you make your first move, so you have as long as you like to assess the puzzle.

  • If a puzzle is too hard, you can skip it! (But it wont count toward your progress.)

  • Keyboard support, as well as support for many popular gamepads.


MINIMAL SETUP
  • OS: Ubuntu or similar Debian based
  • Processor: 64bit Required
  • Graphics: OpenGL ES 2.0Additional Notes: Game has assets for up to 4K displays.

GAMEBILLET

[ 5944 ]

6.79$ (15%)
10.73$ (17%)
18.39$ (8%)
16.52$ (17%)
44.49$ (11%)
17.59$ (12%)
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41.49$ (17%)
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27.88$ (20%)
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16.54$ (17%)
31.14$ (11%)
33.59$ (16%)
16.99$ (15%)
11.74$ (22%)
16.97$ (15%)
33.59$ (16%)
21.20$ (15%)
17.19$ (14%)
GAMERSGATE

[ 1934 ]

3.0$ (70%)
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21.59$ (46%)
7.5$ (50%)
6.37$ (36%)
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1.28$ (91%)
5.63$ (81%)
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6.0$ (80%)
4.14$ (86%)
0.85$ (91%)
0.6$ (85%)
10.0$ (75%)
8.5$ (66%)
6.8$ (83%)
MacGamestore

[ 1837 ]

4.99$ (88%)
13.99$ (30%)
1.48$ (75%)
35.49$ (11%)
5.99$ (70%)
1.19$ (88%)
27.49$ (8%)
21.99$ (12%)
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25.99$ (7%)
45.99$ (23%)
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0.99$ (80%)
26.99$ (10%)
1.19$ (92%)
27.89$ (7%)
2.24$ (55%)
13.49$ (10%)
5.59$ (63%)

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