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Get penguins home safely in Gentoo Rescue! Penguins must coordinate with walruses, who just want to escape into the water. Items let you break the rules in progressively more extreme ways. They come with drawbacks, though, so tread carefully.

Featuring

  • Penguins, walruses, and fish. They bring opposing win criteria, which complements the "blessing and curse" nature of the mechanics.

  • Rapidly expanding set of mechanics and emergent interactions.

  • Over 300 diverse, hand-crafted levels that are simple, instructive, but deceptively difficult.

  • An interconnected network of puzzles with item-based progression and metagame twists.

  • Journal for tracking mechanics, which also lists entries needed for the current puzzle.

  • A tiered hint system for when you're truly stuck. These teach a deduction-based approach.

  • 16 biomes distinguishing areas and mechanics.

  • Original music.

Accessibility

  • No time-sensitive inputs, with undo and redo binds that work through resets.

  • Use controller, keyboard, or mouse with customizable binds. (Note: Puzzle editor requires a mouse.)

  • Colorblind friendly with customizable colors.

  • Most puzzles are optional for progression, and a setting makes any puzzle skippable.

  • Map navigation system for quickly returning to anywhere you've been.

  • Old solutions are saved.

  • Many other QoL features and options.

Wishlist and join the discord

Join our small community and say hi! I love bouncing ideas off of players and answering questions.

Gentoo Rescue
JagriffDeveloper
JagriffPublisher
April 2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (139 reviews)
Public Linux Depots:
  • [0 B]
Intel x86 Mac Support Fixed!

It only came to my attention a couple of days ago that the Mac build was completely broken on older Intel x86 Macs. Luckily this was fairly easy to fix, and a new Mac build for 1.1.4 has been pushed. This has actually been a problem since I added Mac support ~4 months ago, but presumably players on older Macs refunded without reaching out. For this, I owe a special thanks to @eap314 in the discord server for raising the issue to my attention and being available to test!\n\nSince it\'s impossible for me to make an announcement about only a single thing, I\'ll use this as a gentle reminder for everyone to go vote for Gentoo Rescue at the Thinky Awards . The deadline is Sunday 23:59 UTC. Thanks so much to all of the support!\n\nAnyway, that\'s all for now. Happy new year!

[ 2026-01-02 20:37:25 CET ] [Original Post]
Thinky Awards Nominations (including GOTY!) and Steam Bundle Updates

Merry Christmas and Happy Holidays! Here\'s what\'s happening with Gentoo Rescue:\n\n

Thinky Awards

\nGentoo Rescue was nominated for three categories at the 2025 Thinky Awards!\n
    \n
  • Game of the Year\n
  • Best Challenging Game\n
  • Best Puzzle Design\n
\nThank you for everyone that put in nominations! It\'s amazing seeing my game next to so many heavy hitters in the genre. If you want to support further, do note that the GOTY category comes with a community vote. So please head over to their page and vote for Gentoo Rescue! \n\n\n

Puzzle Depot

\nThe Gentookeeper bundle (with Glowkeeper) has been extended to include another great 2025 puzzle game, Puzzle Depot. The bundle is active now with a 10% bonus discount, and you can get this discount even if you already own some of the three games. We were surprised to see that Steam doesn\'t let us easily rename the bundle, but hopefully in a few days this will become the Gentookeeper Depot bundle .\n\n\n

Soundtrack

\nThe full OST of Gentoo Rescue is now available . It\'s only $2, and can be obtained at a small discount of 5% if you buy it with the game.\n\n\n

Winter Steam Sale

\nGentoo Rescue is 15% off until January 5th. It\'s a great late Christmas gift!\n\n\n

Patches

\nUpdates 1.1.3 and 1.1.4 both went in recently. If you haven\'t played for a while, definitely check back to see a 1-2 new puzzles and a bonus. Also check out the community levelpacks on Steam Workshop! There is so much content that I\'m struggling to keep up...

[ 2025-12-25 16:46:33 CET ] [Original Post]
1.1.4 - Glowing locks and minor changes to early Transplant

Puzzle changes\n

    \n
  • Made Transplant.Inductive easier by [spoiler]giving no option but to use the cane to change the parity of the traps.[/spoiler]\n
  • Moved Transplant.Base so that it [spoiler]must be played before Inductive[/spoiler].\n
\n\nNew features\n
    \n
  • Locks for levels that contain a colored pinwheel will now have a rainbow glow. This fixes a design issue with some metapuzzles, and I regret that it took so long for me to realize such a simple fix!\n
  • Updated block icon in puzzle editor. Also added keyword BLOCK for it.\n
\n\nBugfixes\n
    \n
  • Journal entry for [spoiler]importing to multiple animals[/spoiler] now correctly unlocks if the [spoiler]import removes multiple items[/spoiler].\n

[ 2025-12-21 20:39:43 CET ] [Original Post]
1.1.3 - New puzzle, widescreen support, more custom colors, and more

This patch has been in the works for the last two months. It has ballooned in size to become quite a big patch. I hope you enjoy! This wouldn\'t have been possible without all of the feedback that I\'ve been receiving on Discord , on the Steam forums, on my Twitch stream , and elsewhere. Please keep it coming :)\n\nA little over a month ago I made post about all of the hype that was building around Gentoo Rescue. At that time the game had 81 reviews, and I was hoping to hit the 100-review threshold. Well I was blown away from the response, as Gentoo Rescue now has 154 reviews! Thank you so much for the support <3\n\nThere have been some requests for me to make the game\'s OST available, so I\'d like to announce that it\'ll be available within a week or two. Other than that, I don\'t have anything official to mention. Please stop by the discord server or my stream (links above) to say hi!\n\nNew content\n

    \n
  • A new puzzle called [spoiler]Boomerang[/spoiler] in [spoiler]Crowdsurf[/spoiler].\n
  • A new (post Replication) [spoiler]bonus solution[/spoiler] for [spoiler]Exfiltration[/spoiler].\n
\n\nPuzzle changes\n
    \n
  • Changed animal colors in [spoiler]Tango[/spoiler], [spoiler]NAG[/spoiler], and [spoiler]Mutual[/spoiler].\n
  • Removed extra tile from [spoiler]Thrusters[/spoiler].\n
  • Removed useless column from [spoiler]Exfiltration[/spoiler].\n
  • Changed [spoiler]Crowdsurf[/spoiler] to make room for new puzzle.\n
\n\nNew features\n
    \n
  • Support ultrawide aspect ratios.\n
  • Show saved (post Inception) [spoiler]exports in export popup[/spoiler] even when an [spoiler]export[/spoiler] is disallowed.\n
  • Don\'t show (post Replication) [spoiler]bonus solutions and percentages[/spoiler] until [spoiler]Replication has been beaten, for real[/spoiler].\n
  • Don\'t show (final ending) [spoiler]the game end animation and message[/spoiler] when loading the [spoiler]solved state on initial load or on undo[/spoiler].\n
  • Open \"end popup\" when beating any instance of the hub puzzle. Only relevant for custom levelpacks.\n
  • Set better defaults for puzzle editor hotkeys.\n
  • Puzzle editor hotkeys can now be customized.\n
  • You can now record journal entries for your custom puzzles that require [spoiler]importing[/spoiler].\n
  • Animal colors (including grey) can now be fully customized by hue/saturation/value sliders.\n
  • Added new \"Colors\" settings submenu.\n
  • Support usage of \" in puzzle names and hints for custom levels.\n
  • Added 180 degree rotation function to puzzle editor.\n
  • Special puzzle editor testing bind ctrl+shift+A to complete a puzzle with all [spoiler]exports[/spoiler] will now also unlock all [spoiler]imports[/spoiler].\n
\n\nBugfixes\n
    \n
  • Settings entry labels are now responsive to mouse hover.\n
  • Don\'t show the \"journal entry count\" at the bottom of the journal/hint menu when the hint submenu is open.\n
  • Fix animal from being deselected when 5+ moves were queued. This mainly affects players on low end machines with a 30 fps cap.\n
  • Fix rare bug where entering a new world while a lock is exploding could cause a different lock to be glowing.\n
  • Fix rare bug where spamming redos of (post Inception) [spoiler]exports[/spoiler] could cause animals to become very tiny.\n
  • Fix rare bug where animations for an item that was just (post Pickpocket) [spoiler]stolen by a mask[/spoiler] (in the same move) would not play properly.\n
  • Handle scroll clipping in the custom levelpack menu.\n
  • Fix bug where exiting the solver would sometimes change the puzzle that was being solved.\n
  • Fix bug in puzzle editor where an item discarded during testing would be gone from the puzzle upon returning to edit mode.\n
  • Fix bug in puzzle editor where it was possible to surpass the 12 row, 20 column limit on puzzles using the rotation functions.\n
  • Fix bug in puzzle editor UI that let players combine incompatible tile elements like trap and cracked tile or sublevel and [spoiler]export[/spoiler].\n
  • A removed item can no longer be added to custom levels by editing the JSON file. Steam Workshop levelpack \"hmmmmm\" (or something like that) will now be unplayable.\n
  • It is no longer possible to redo past the win state of a puzzle. Steam Workshop levelpack \"jank\" will now be impossible.\n
  • Fix journal entry for (post Crowdsurf) [spoiler]spring launch bounce[/spoiler] not unlocking if the animal just [spoiler]picked up the spring from the block it is bouncing off of[/spoiler].\n
  • Fix rare bug where (post Transplant/Contraband) [spoiler]importing into puzzle with multiple animal instances could sometimes not apply the import for every instance[/spoiler].\n
  • Catch and show error message for infinite loop caused by bug found in custom levelpack Combine.\n
  • Fix typo in (post game) [spoiler]end message[/spoiler].\n
\n\nMisc\n
    \n
  • Credit Michelle Caldeira for Portuguese translation of the Steam page.\n
  • Sort animals in (post Transplant/Contraband) [spoiler]import/export menu[/spoiler] by item based on when (roughly) the item is encountered.\n
  • Time text in end screen will now be gold if everything else is.\n
  • Added \"[cheat]\" tag to \"Allow skipping\" gameplay toggle.\n
  • Hints were improved for SO MANY LEVELS. Thanks for the feedback!\n

[ 2025-12-15 02:57:06 CET ] [Original Post]
Aliensrock, ThinkyCon 2025, festivals, and more!

Before getting into everything else, please note that Gentoo Rescue will be 20% off November 3 - November 17 to celebrate all of the below. This will be the biggest and longest sale yet, so don\'t let your friends miss this opportunity! Also, remember that you can get even deeper discounts by purchasing (or completing) either of the bundles:

  • Gentoo\'s Demon Wormholes: With 2023 and 2024 Thinky Award winners Can of Wormholes and Maxwell\'s puzzling demon.

    [/*]
  • Gentookeeper: With 2025\'s Glowkeeper, which is another underrated title that I highly recommend!

    [/*]

Why? Because so much is happening all at once!

  • Aliensrock , a popular puzzle YouTuber, has uploaded an (in progress) playlist of Gentoo Rescue on their channel! Their videos are always entertaining, so it has been a pleasure to watch him play. I want to welcome all of the new players to our Discord server , and encourage everyone to try out some of our amazing community levelpacks on the Steam Workshop once they\'ve completed the main game. Go check out their videos, and share some love with likes and comments, especially to the Gentoo Rescue videos.

    [/*]
  • We\'re now at 81 reviews, with a quick burst of 15+ from the last few weeks! This is undoubtedly due to the new attention from Aliensrock, so I\'m incredibly grateful to him and everyone that has taken the time to leave a review. I think getting to 100 (and beyond) is a real possibility. Hopefully this barrage of events will get us there soon!

    [/*]
  • The talks and schedule for Thinky Con 2025 have been released. I will be speaking on the opening day of the conference (Wednesday, November 5) about the puzzle solver I built for Gentoo Rescue. There are many other amazing talks on the schedule, so don\'t miss it! Okay, it\'s actually not big deal if you miss it because they\'ll have all the talks available on YouTube afterwards.

    [/*]
  • Gentoo Rescue will be part of 3 separate Steam events in the next two weeks!

    [list]
  • DevGAMM Awards Celebration runs November 3 - November 9. I don\'t know if Gentoo Rescue actually won anything, but I\'m so proud to see it accepted into this event.

    [/*]
  • Metroidvania Fusion Festival runs November 3 - November 9. Metroidvania enthusiasts are (rightfully) very skeptical about games claiming to be metroidvanias. I designed parts of Gentoo Rescue through a metroidvania (and partially metroidbrainia) lens, so I\'m excited to participate alongside more traditional examples in the genre.

    [/*]
  • Animal Fest runs November 10 - November 17. Save the penguins!

    [/*]
[/*][/list]

Anything else?

  • There are so many custom levelpacks on Steam Workshop now that I\'ve decided to start curating my favorites. Check out this collection of Dev picks !

    [/*]
  • I started streaming more regularly, and will continue to do so for a few days per week. Give me a follow and come say hi ! I\'ve played some puzzle games (including Gentoo Rescue custom levels), some competitive games, and other variety (including talk prep and some game dev). I\'ll actually be competing in a chill Silksong any% race with a few friends on Saturday, November 8 at (I think) 11am PST, so that should be fun!

    [/*]
  • I played around with Godot and made a silly October themed game Witch Cauldron . It\'s a free puzzly platformer on Itch.

    [/*]
  • Due to all of this renewed interest in Gentoo Rescue, I am excited to say that I\'ll be returning to post-launch development in November. I have a long list of small fixes to make, so expect at least one more patch this year. Maybe more?

    [/*]
  • The Discord server has grown from all of this renewed interest, so I\'ve started making it more organized. This has involved a few special roles, one of which is for those that have \"solved something in-game without any reward\". Players can earn this reward by messaging me the secret message. I\'d like to give our small community a comfortable home to hang out, so all suggestions are welcome!

    [/*]

[ 2025-11-03 18:06:45 CET ] [Original Post]
1.1.2 - Hollow Knight inspired puzzle, some new features, and bugfixes

I\'ve taken a small break from Gentoo Rescue development, but I\'m back with a relatively large \"small update\". Most new features and bugfixes are for custom levelpacks, but there\'s also a new puzzle being added to the main game. Before going into details, I want to officially announce that Gentoo Rescue is now part of two Steam bundles! Definitely check them out if you\'re already a fan of Gentoo Rescue. Also, be sure to recommend Gentoo Rescue to anyone that has enjoyed these other puzzle games!\n\n

  • Gentoo\'s Demon Wormholes with Thinky Award winners Can of Wormholes and Maxwell\'s puzzling demon.\n

    [/*]
  • Gentookeeper with another great 2025 puzzle game Glowkeeper.\n

    [/*]

\nPuzzle changes\n

  • Adding an endgame optional puzzle called [spoiler]Pogo[/spoiler] based off of the interaction from the puzzle [spoiler]Bypass[/spoiler] in workshop levelpack [spoiler]Levels that shouldn\'t exist[/spoiler] by [spoiler]Mountebank[/spoiler]. It also has a bit of a Hollow Knight (and Silksong) inspiration, which may be evident from the name.\n

    [/*]

\nBigger features\n

  • The game will now autoload your solution to the hub puzzle, if it exists and if your saved inputs are empty. There was previously no way to recover your solution to a hub puzzle. This is more relevant for custom levelpacks, which might just be a single standalone level.\n

    [/*]
  • A teleporter that goes to itself is now officially supported. How do you think it will work? Try it out in the puzzle editor, or in some of the custom levelpacks. \\[Another shoutout to Mountebank for discovering this through editing the puzzle files manually!]\n

    [/*]

\nSmaller features\n

  • Moved \"Undo or Reset\" bind prompts from the center of the screen to the top.\n

    [/*]
  • Added A/B/C/D/E/F letter icons to button, gate, and trap icons used in hints.\n

    [/*]
  • End game popup for custom levels no longer shows the message intended for the main game.\n

    [/*]
  • The ending [spoiler]lock break animation[/spoiler] can now be canceled with redo. It was already cancelable with undo.\n

    [/*]

\nBugfixes\n

  • Fixed journal entry record button in the puzzle editor.\n

    [/*]
  • Removed item particle effects that would linger past an undo or reset.\n

    [/*]
  • Fixed a bug where the [spoiler]import/export[/spoiler] prompt would not show for levels with [spoiler]no imports[/spoiler] while an animal is moving.\n

    [/*]
  • Fixed (I think) an inconsistent bug that made it possible to [spoiler]import with grey animal[/spoiler]. If this ever happened to you, then this bugfix should retroactively remove them.\n

    [/*]
  • Bind prompts at the top of the screen (which were in the early levels of the game) will no longer be shown in custom levelpacks.\n

    [/*]
  • Improved the beginning of the launch animation for animals that will [spoiler]bounce[/spoiler].\n

    [/*]
  • Lessened the desynchronization between game logic and animations that can occur for very long moves involving many teleporters. This is still technically an issue at very fast movement speeds, but for normal speeds it should match very well now even for the longest Rube Goldberg machines that you can create in the editor.\n

    [/*]
  • Fixed the speed of (Lemniscate.Rift spoiler) [spoiler]animals that are bouncing off of teleporting animals[/spoiler] to match that of a normal bounce.\n

    [/*]

[ 2025-09-15 05:50:14 CET ] [Original Post]
1.1.1 - Bugfixes

I\'ve been streaming daily since the major patch and have had some time to play a few of the workshop levels. I\'ve had a fun time with meta in The Dragon, and also had this wonderful moment from Levels that shouldn\'t exist: (Big spoilers) https://www.twitch.tv/jagriff/clip/ZealousSpookyOilCeilingCat-9SPm5hkd3gKEM9UK\nDefinitely check these out once you\'ve completed the main game!\n\nIt\'s the last day of the 20% discount, so I wanted to squeeze in this small patch that fixes some bugs introduced in the major patch last week. These are mostly relevant for custom levelpacks, although the visual bug could be observed in the main game.\n

    \n
  • Fixed a visual bug where loading a puzzle while animals are in motion could cause them to show up in the loaded puzzle.\n
  • Fixed a bug where sometimes a puzzle under a grey animal could be mistakenly marked as visited after an [spoiler]export[/spoiler].\n
  • Fixed a bug where the hub and sublevels under selectable animals would not initially be marked as visited.\n
  • Fixed a bug where creating a puzzle that is solvable in 0 moves could softlock in the puzzle tester.\n

[ 2025-08-25 18:08:05 CET ] [Original Post]
1.1.0 - Workshop Levelpacks, MacOS Support, performance improvements, and more!

That\'s right, it\'s Gentoosday! This is a huge patch that contains over a month of small updates, as well as some exciting new features like Steam Workshop and MacOS Support. I am incredibly grateful for all of your support that has allowed me to continue work on the game post-release.\n\nSteam workshop\n

    \n
  • There are already several levelpacks on the workshop now, and I look forward for more to come!\n
  • There is a new main menu button \"Custom\". The first time you select this, you\'ll directed to the Steam workshop page for Gentoo Rescue. There you can subscribe to custom levelpacks, which can can be played through the \"Custom\" menu.\n
  • One can also bypass Steam workshop by manually installing a custom levelpack into the directory: `/GentooRescue/Custom/`. Note that custom levelpacks installed this way will use the name of their hub level as the name of the levelpack, and that this name should not clash with any other manually installed custom levelpacks. Steam workshop levelpacks have a unique ID independent of its title.\n
  • Your time played and progress on each levelpack is stored by profile, and the levelpack saves are separate from the main save (and each other). They are also tracked by Steam Cloud, so your progress will stay when switching devices. You can find these saves in the Custom subdirectory of your player directory.\n
  • Solutions are now saved in the same file as the rest of your progress instead of a separate file. This affects the main save (`progress.sav`), but it was mostly done for custom levelpack support.\n
  • Added button in the puzzle editor to upload to Steam workshop. You can (and should) specify a title/description through this interface, not Steam\'s.\n
  • Steam workshop uploads will automatically generate a preview image based on your currently loaded puzzle, but you can manually specify an image by placing it at: [code]/GentooRescue/Images/.png[/code] I recommend a resolution of 800x800.\n
  • Subscribed Steam workshop levels will be copied to `/GentooRescue/Workshop` upon entering the \"Custom\" menu. This allows for offline support.\n
  • The guide should cover all of the essentials.\n
\n\nMacOS support\n
    \n
  • I\'m excited that more people can now play Gentoo Rescue!\n
  • Any serious MacOS specific bugs will get the highest priority for the next small patch. Please report any to the discord!\n
\n\nPuzzle changes\n
    \n
  • I\'ve refined some hints in various levels. I\'ve been doing this every patch without noting details, and will continue to do so. Keep the feedback coming!\n
  • Removed unintended solution from Quasar in [spoiler]Pickpocket[/spoiler]. Maybe the first cheese found? Not sure it qualifies a cheese because it was more difficult than the intended solution.\n
  • Swapped the positions of Vantage and Jailbreak in [spoiler]Path of Plain[/spoiler].\n
  • Changed Transpositions (in Exfiltration.Temporary) to make [spoiler]all swap imports clearly impossible[/spoiler], which allowed for the removal of the blue colored wall from Temporary.\n
  • Removed the blue colored wall from Foreboding.Flutter because it wasn\'t important. Same for Liftoff.Balance.\n
  • Added fog to a tile in Sustain to make an aspect of [spoiler]the meta puzzle of reaching the bottom left puzzle[/spoiler] easier. More specifically, a [spoiler]bomb import is now clearly useless[/spoiler].\n
  • Renamed Sustain to [spoiler]Herrings[/spoiler], Implant to [spoiler]Transplant[/spoiler], and swapped the names of [spoiler]Y and V[/spoiler]. Bonus points to anyone that can figure out why these changes were done!\n
\n\nPuzzle editor\n
    \n
  • Added a button to record journal entries to the puzzle editor. Click \"Journal\" in the editor, then confirm \"Record\". This will load the current puzzle in test mode. Upon exiting test mode, all journal entries that you performed during testing will be written to the current puzzle\'s list of \'Required for current level\' journal entries. This replaces the old method of entering the IDs by hand.\n
  • Added icon for normal/plain walls with the keyword PWALL. This can be used in your hints.\n
  • Fixed puzzle test bug where exiting the puzzle under test in the puzzle editor could cause the puzzle to be modified.\n
\n\nPerformance improvements\n
    \n
  • The goal was just to reduce loading times for custom levelpacks. However these optimizations will also benefit the main game, particularly for those on lower-end machines.\n
  • Optimized walls and tile objects.\n
  • Animals and items are now pooled instead of being allocated/destroyed on the fly.\n
  • Moved some important work from scripting to C++: tile generation/arrangement, animal organization, and loading static puzzle state.\n
\n\nSettings\n
    \n
  • Gridlines are enabled by default at the smallest nonzero thickness.\n
  • Added more ticks to the low end of the \"Base speed\" Gameplay slider.\n
\n\nMisc\n
    \n
  • Reworded some journal entries to remove slight spoilers. This comes at the cost of making a few entries less descriptive, but I think the tradeoff is worth it.\n
  • End popup on the hub puzzle now includes the total time played.\n
  • Mouse autohide is now disabled while in the Create submenu.\n
  • Increased size of some small text in various places. This was mainly done to help visibility on Steam Deck.\n
  • The music track will not be restarted upon changing biomes if the old and new biome use the same track.\n
  • Increased teleport animation speed to better match internal logic. This may be relevant for some cursed custom levels.\n
\n\nWhat\'s next?\n
    \n
  • General bugfixes.\n
  • Continued minor improvements to hints/puzzles, as needed. Watching your gameplay videos/streams really helps me spot tweaks that I can make, so keep sending those my way!\n
  • Puzzle editor improvements and polish.\n
  • I\'ll be streaming playthroughs of workshop levelpacks soon at https://www.twitch.tv/jagriff/.\n
  • I may also start making YouTube videos with some puzzle design examples / challenges, or other general dev commentary. Please let me know if there\'s any interest for this.\n
\n\nDream goals. Ordered by insanity (ascending). Don\'t count on these happening unless Gentoo Rescue becomes so popular that I can afford to quit my real job. \n
    \n
  • Localization support. This would have limited use on its own. Maybe community language packs?\n
  • Official support for Simplified Chinese, Japanese, and maybe other languages?\n
  • A DLC secret area with new or expanded mechanics? I intentionally left a place for this in the hub.\n
  • Mobile port? Switch port?\n
  • Challenge mode. Maybe this would have to be a separate game? I originally planned to ship with a score-based \"roguelike\" mode with leaderboards, but it was over-scoped and there were some design challenges that I couldn\'t address in time for launch.\n
  • Multiplayer. This would certainly have to be an entirely separate game. If you\'ve played Ricochet Robots, then you might have an idea for how this would work.\n

[ 2025-08-19 15:37:23 CET ] [Original Post]
Milestones, development, and demo

It\'s been over a month since the last patch, so I wanted to make a quick post to keep everyone updated on what\'s happened and what\'s coming.

Very Positive on Steam

The game received its 50th review a few weeks ago, and currently sits at 55 reviews with 100% positive ratings. I\'m very excited about this milestone because reviews are really the best way for the game to grow and reach more people. Thank you for the support!\n\nThe next milestone is \"Overwhelmingly Positive \" at 500 reviews, so there\'s quite a bit of work to do...

Playable for Steam Deck

Several players have reported a smooth experience on Steam Deck, so I\'ve been eagerly waiting for Valve\'s compatibility review. It finally happened, and now Gentoo Rescue sits at Playable. Valve highlighted that some text might be too small, so that\'s something I will be addressing in the next patch.

Thinky Games Article

Thinky Games published an article by well-known Steam puzzle curator Anokturnus. There are some spoilers, but overall I think it is a glowing recommendation that I\'m proud to receive.

Gentoosday, or is it Gentuesday?

If you\'ve been following me on BlueSky , then you would have noticed me posting about Gentoosday for the past several weeks. It just so happens that every Tuesday there have been simultaneous Twitch streams of Gentoo Rescue by sigma144 and fydaTECH . They\'re both very entertaining streamers and it has been a joy to watch content for Gentoo Rescue so regularly. Don\'t miss Gentoosday next week!

Are there any other streamers or content creators playing Gentoo Rescue? If so, please let me know because I\'d love to watch!

Steam Workshop update is coming

There is a major update on the way, and it is very close! This update is mainly targeted at adding better custom level support, including integration of Steam Workshop. This has involved a lot of moving pieces, such as:

  • Reworking the save/loading system to work for any levelpack instead of just the one for the main game.

    [/*]
  • Integrating Steam APIs to upload and download from Steam Workshop.

    [/*]
  • Many performance improvements, particularly for loading. This was motivated by custom level support due to the structure of the new Custom menu, but it should improve the experience for the main game for those on low end devices.

    [/*]

Of course, the update will include lots of small changes as well. As for Steam Workshop support, I\'ve been grateful to have many community members eager to test. There are actually several levelpacks already uploaded:

  • The Dragon by TNTDragon. A long and very meta levelpack.

    [/*]
  • Levels that shouldn\'t exit by Mountebank. A smaller pack containing some very cursed things, some of which are actually impossible to create with the in-game level editor alone!

    [/*]
  • Some standalone levels by Hakush.

    [/*]
  • A cursed impossible level by me, which showcases an edge-case that I couldn\'t explore in the main game.

    [/*]
  • The levelpack from the demo.

    [/*]

So far I\'ve merely taken a peek at the levels and tried to remain mostly unspoiled. Along with the release of this major update, I will schedule some Twitch streams on my channel , where I\'ll play through community levelpacks, starting with these above. If that sounds like fun, give it a follow!\n\nIf you just cannot wait for this update, please join the Discord and reach out. Testing is the biggest piece of the puzzle remaining before I can push this out to everyone, so anyone willing to test is free to get it early.

Demo Retirement

The demo is already many patches behind the main game, and it\'s only going to get worse with the next update. I cannot afford the time to maintain it alongside the full game, and I fear that the current state of the demo could be giving a poor impression of the full game. The demo is also overly generous in how much it showcases, which could spoil some of the many big reveals in the game. I would like to go back and do a demo update sometime in the future, but until then, I\'ll be taking it offline alongside this major update. The demo will remain public on Itch, and I\'ll have the Steam Workshop upload for the demo levelpack for anyone wanting to revisit.

[ 2025-07-31 17:26:03 CET ] [Original Post]
1.0.7 - Undo/Redo repetition change and some bugfixes

One more round of bugfixes before I transition to new features. Unless something higher priority comes up, the next patch will focus on improving the custom levelpack experience with a dedicated menu and custom level progress saving.

On a separate note, Gentoo Rescue is currently part of the Steam Summer Sale for 10% off. If you are enjoying the game, please recommend it to others while it's a bit cheaper.

Input

  • Repeated undo/redo that occur from holding the bind will no longer perform the undo/redo of a reset. This makes it easier to undo/redo back to the start/end of a solution without accidentally going past a reset. Non-repeated undos/redos can still undo/redo a reset, of course.

    [/*]
  • Changed default keyboard bind of advanced bind "Slow" from Shift to Alt. Shift clashes with WASD, which means you could not move with WASD while slowing unless you specifically added binds "Shift+W" for move up, "Shift+A" for move left, and so on. This won't change anything for current players.

    [/*]

Bugfixes

  • Beam effect for special thing in Replication was broken.

    [/*]
  • It was possible to activate the special thing in Replication multiple times.

    [/*]
  • There was a rare situation that would cause the [spoiler]rocket[/spoiler] particle and sound effect to play even though the item wasn't used.

    [/*]
  • Double-clicking "Return to game" in the pause menu will no longer cause the pause menu to reopen.

    [/*]

[ 2025-06-28 18:06:17 CET ] [Original Post]
1.0.6 - Dragging and moonwalking

Patch 6 is here! I'm hoping I can finally get time to start improving the custom levelpack experience and add Steam Workshop support. No promises on any timeline because I am still prioritizing QoL suggestions, and addressing any points of unintended friction. Hearing your feedback and watching gameplay videos/streams has been very helpful for further improving the game, so keep sending those my way!

Speaking of custom levels, we already have a few community members creating them. Until Steam Workshop is ready, join the Discord to play and share custom levels. As we start to get more, I would like to do some regular streams, say 1-2 times per month, where I play some community levels.

Also I want to give a shout-out to Discord user StarlitEternity who has routed and completed a low% run of the game's "true ending". They managed to reach this ending while only completing [spoiler]55[/spoiler] levels for a progress of [spoiler]16.9%[/spoiler]. Wow!

Puzzle changes

  • Made Moonwalk much easier to solve by moving the red goal. Players were too easily reaching the optional hard levels before realizing that they could just complete and leave the world, so having an easy solution to this early world puzzle will better teach how the meta structure of the game works.
  • Moonwalk.Reciprocity now has the walrus start with the spring. Also added an extra tile in the bottom left to make the main deduction a bit easier to spot.
  • Added 2 fog columns to Liftoff.Countdown to make one of the early deductions easier.
Misc
  • Mouse users can now perform moves using LMB click-drag-release. This is not tutorialized anywhere, but there is feedback in the form of a stretching arrow in the direction of the drag. Some people will like this much more than LMB to select and RMB to move.
  • Gameplay setting 'Selection ring' will now also control whether the two different mouse arrows (one for RMB movement and one for LMB drag movement) are displayed.

[ 2025-06-19 05:09:05 CET ] [Original Post]
1.0.5 - Hints, grid lines, and Lemniscate improvement

The 5th patch is here! Sorry for the delay - work was really hectic this week.

We're a week away from the 1-monthiversary, and only 13 reviews away from the magic number of 50 required for "Very Positive". Please continue to help spread the game around to other puzzle enthusiasts.

Puzzle changes

  • Added hints for remaining levels. I am done! Feedback for improvements is still welcome, of course.
  • Moved the yellow goal location on Lemniscate. The old version was straight-forward from the starting position, but it was very easy for players to accidentally fall into an impossible state without realizing it. This is one of the biggest sins in puzzle design, and it should not occur unless the "realizing it" step is part of the main idea of the puzzle. In this case it wasn't.
  • Added 2 fog tiles to Pivots. This increases the uniqueness of the puzzle, making it more deducible.

Misc
  • (Post-Inception) Unused [spoiler]exit spirals[/spoiler] now animate by being pulled to the center instead of flashing.
  • Increased the size of grid lines because the lowest nonzero setting was unusable with FXAA, and barely usable with TAA/TSR.
  • Changed the look of the grid lines to be more "natural". You can still increase "Grid darkness" if you like the artificial look. I like the lowest nonzero thickness with darkness turned all the way down. I'm considering making this the default in a future patch. Thoughts?
  • Hint menu in puzzle editor now has a scrollbar so there is no longer a soft limit to the number of hints that can be added to a puzzle.
  • Don't show the journal entry tag icons in the "Required for current level" menu for undiscovered journal entries.
  • Added mention of font under assets in credits.

Bugfixes
  • Prevent animation of [spoiler]exit spirals[/spoiler] when first loading a puzzle in the puzzle editor.

[ 2025-06-15 16:58:38 CET ] [Original Post]
1.0.4 - New Trapeze and bigger unused [redacted]

I'm pushing this patch earlier than planned because I think some of the changes warrant it. As a result I'm not finished with hints for all bonus levels yet.

Puzzle changes

  • Replaced Trapeze (level in post-Accumlation world [spoiler]Crowdsurf[/spoiler]) with a completely new puzzle. The old version wasn't an amazing puzzle, and its idea also had already appeared in a similar form in another level. So I made a completely new level that explores a novel idea. I'm granting anyone that beat the old puzzle progress on this one because I don't want to spoil 100%-ers, but there is no relation between the old Trapeze and this new Trapeze. Give it a try!
  • Added blue wall to hub puzzle. This prevents another scarlet herring (see 1.0.3 notes), and should better hint at how to reach one of the endgame areas.
  • Hints for a couple of levels added.

Misc
  • Flashing [spoiler]export spirals[/spoiler] are now much bigger. I noticed players were having issues finding out what to do immediately after completing Inception. Hopefully this helps!
  • Fade "undo or reset" message when pause or warp menus are opened.
  • Tweaked tile shader to not show grid lines (when enabled) on the sides of tiles.

Bugfixes
  • Fixed flashing "water" in the black background of the space biome when using "Medium" graphics settings preset.
  • Using the "quick exit" bind while the end popup and journal are both up will no longer close the end popup.

[ 2025-06-06 06:29:41 CET ] [Original Post]
1.0.3 - Hints and a herring

It's almost 2 weeks since launch and I'm embarrassed to say that all levels still do not have hints. But I'm almost there! The only missing hints are for bonus levels, and those will be done in the next patch within the next few days.

I keep saying it, and it keeps being true. The support and enthusiasm from the puzzle community is overwhelming. I'm glad you're liking the game and spending 30+ hours of your life to playing it. Please keep telling others about the game. I want to watch more YouTube videos and Twitch streams! I also want to start playing your custom levels, so please join the Discord server to share them! I might even make it a regular thing where I stream some user submitted levels. (Eventually I'll add Steam Workshop support, but for now Discord will have to do....)

Here's the 3rd patch.

Puzzle changes

  • Removed a block on the left side of the hub puzzle because it created a possible scarlet herring; i.e., a red herring that is especially attractive. As much as the penguins like herrings, I do not.
  • Renamed puzzle `tmp` to `Temporary` to make it fit the naming style of the rest of the game.
  • Added hints for all puzzles in Replication.
  • Tweaked hints for a few other levels based on feedback. Please keep sending feedback my way!

Misc
  • Keep Warp bind prompt hidden until a sublevel has been seen. This is only relevant for a single level in the very late-game.

Bugfixes
  • Scroll wheel binds are given a special exception to not trigger "menu back" because of collisions with normal scrolling. However scroll wheel down could mistakenly trigger "menu back" from menus like warp, journal, pause, and settings if the end popup was visible. Now it cannot.

[ 2025-06-03 17:25:20 CET ] [Original Post]
1.0.2

I've noticed many players are already well past the 20+ hour mark and have finished, or are closing in. Others are just getting started and still wondering what that color spirally thing is for. I really love reading all of your comments about the game in reviews, on forums, and on social media. The more buzz around the game the happier the penguins will be, so keep it up!

Without further ado, here's patch number two.

Puzzle changes

  • Added hints for all initially reachable puzzles in Attraction and Contraband. This came with a few very very minor puzzle tweaks that I'm confident objectively improve the design.
    [list]
  • Removed unnecessary fog from Attraction.Hurl.
  • Removed unnecessary tile from Attraction.Tractor.
  • Changed the starting state of Attraction.Wrecker. This was done because the new version will do a slightly better job at encouraging the player to try an idea that [spoiler]would work if there were no magnet: move green down onto blue's target, and then hit it with a blue move right[/spoiler]. This isn't just a bait, but it shows off why this puzzle is interesting while hinting at the main idea for how to solve it. The old version, where blue started in the far left of the middle row, was further from revealing the key idea [spoiler]despite being technically closer to the solution[/spoiler].
  • Added colored wall to Contraband.Deeper to fix cheese that let players skip ~2/7 of the puzzle.
  • Refined journal entry unlock conditions for a few fog related entries to not include grey animals in fog. This affected the "Required for current level" entries for Ground_Rules.I and Liftoff.Extinction.
  • The following levels had some errors in their "Required for current level" entries, unrelated to the above change: Attraction.Fledging, Exchange.Displacement, Exchange.Stwap, Exchange.Timing, Exfiltration.G, Foreboding.Jackhammer, and Sustain.Chumming.
  • Added new (post-Replication) [spoiler]bonus solution[/spoiler] and reworded existing one for Lemniscate.EYO. Thanks to Mikan for discovering the new one!
  • Reworded (post-Replication) [spoiler]bonus solution[/spoiler] for Ground_Rules.Blockers.
  • Moved the position of Walk.Threading.
  • [/list]

    Misc
    • Added "LMB double click" bind prompt to sublevel button on hover. On unhover it goes back to the keyboard bind. Mouse-only is an option that the game doesn't teach very well, so hopefully this helps.
    • Removed "Awards" and "Challenge" sections from buttons corresponding to backup saves.
    • Achievements all marked as secret to avoid spoilers. I don't think anything there is super spoilery but just staying on the safe side since players can reveal hidden achievements on Steam. This was done through Steam, so it is not part of the build and actually went in Sunday night (PDT).

    Bugfixes
    • It was possible to use the quick exit bind to exit from a puzzle while the journal menu was opened if the end popup was also opened.

    [ 2025-05-29 04:01:02 CET ] [Original Post]
    1.0.1

    Many players are accumulating insane playtimes, and I've been reading all sorts of excitement about the game. I appreciate this so much! I don't have any funding for advertisements, and to be honest, what makes the game special is hard to advertise. So I am incredibly grateful for your continued support in spreading the game to other players.

    I'm super proud to have no major bugs, no broken puzzles, and not even any reports of puzzle cheese! A large part of this is due to the many amazing playtesters. Hopefully this trend continues through future patches. Without further ado, here are the changes.

    Puzzle changes

    • Added (post-Replication) [spoiler]bonus solution[/spoiler] for Ground_Rules.Movement. This will take away 100% from the couple of people that have earned it so quickly. :( There aren't any Steam achievements for 100% completion and it is just there for your own satisfaction, so I don't mind doing this very sparingly. This one in particular will take 30s to complete, so definitely no worries here. I'm open to adding more (post-Replication) [spoiler]bonus solutions[/spoiler] if anyone happens to discover something that is both interesting and not purely a subset of an existing puzzle. I'm certain there are some wild end-game things still remaining for the community to discover.

    Journal
    • Lightbulb submenu icon now turns yellow when the current level requires a journal entry that isn't unlocked. This gives an easy check that something new is needed without risking a spoiler that could happen if you actually read through the journal entries needed for the current level.
    • If the journal/hint menu is opened while the journal popup message is on screen, then it will open to the most recently unlocked journal entry.
    • The journal entry popup message is now a button which opens the journal.
    • The journal/hint menu can now be opened while the end popup is visible.
    • If a new journal entry is unlocked while the message for the previous entry is showing, then the previous message is hidden and a new message is shown immediately. The old behavior would not show anything for the 2nd unlock.
    • Slightly reworded journal entry descriptions involving (Implant/Contraband) [spoiler]imports to use the word "import" instead of "level variation"[/spoiler].

    Puzzle editor
    • Allow exiting the puzzle select screen using undo/redo binds.
    • Added warning to puzzle select screen that a mouse is needed.
    • Added gameplay settings toggle "Enable solver", which defaults to off. The solver function in the puzzle editor is very resource intensive and may cause crashes.

    Misc
    • Added hints for all initially reachable puzzles of Liftoff.
    • Unbound mouse bind prompts will no longer show the mouse button icon unless the 'Mouse buttons' option is enabled in gameplay settings. If 'Mouse buttons' is disabled, then it will show a keyboard bind.
    • (Post-Replication) [spoiler]Bonus solutions[/spoiler] now more clearly indicate when they have not been completed with text that is more faded.

    Bugfixes
    • Under very rare cases it was possible to (Implant/Contraband) [spoiler]import without landing on the puzzle using the warp menu[/spoiler].
    • The level name for a loaded level would not display if (Implant/Contraband) [spoiler]the only known variation seen was not NONE[/spoiler].
    • If you were at the start of the hub puzzle and had not completed Ground_Rules (possible with 'Allow skipping' toggle), then reloading your save would mistakenly autoload you into Ground_Rules.
    • The second journal entry in the "Advanced" section was mistakenly being unlocked on any (post-Inception) [spoiler]export from menu[/spoiler].
    • Redo bind in warp menu while end popup is up will now correctly close the warp menu.
    • Reset bind in warp menu now correctly does nothing.

    [ 2025-05-25 18:49:51 CET ] [Original Post]
    So now what?

    Firstly I want to emphasize that the game is content complete. There are no missing achievements, no missing mechanics, no missing puzzles, and I have no intentions of doing any major redesigns. However, there is a never-ending list of things that I've wanted to do, but could not afford to either for monetary or time reasons.

    Custom level support
    The puzzle editor is available and functional, albeit with some lack of polish. Your created puzzles go to [code]/Puzzles/[/code] as JSON files (that use a custom string format for puzzle parsing). I do recommend making a new folder (which can be done in-game) to separate out different puzzles, since puzzle name collisions within the same directory can cause issues. You can manually place JSON files in this directory, and play them through the puzzle editor using the "Test" button. This isn't great, and will be the main focus of post-launch development. The game is very long, so I expect to have some time before people really start going crazy with custom levels. The main things I intend to add here are:

    • A special menu option for playing custom levels packs. You shouldn't have to go through the puzzle editor, and you should have basic QoL like the ability to save your progress - which the editor's "Test" function doesn't provide.
    • Level sharing through Steam Workshop. I don't expect many players will want to manually transfer files around. Plus this is very important for custom level pack discoverability!
    • Puzzle editor polish. I'll be making improvements based on feedback. I will be happy to write-up some detailed documentation on Discord if anyone is interested.
    Music and hints
    I intend on getting the missing pieces in before any non-speedrunners notice, but there are some (later) levels without hints and some later worlds that reuse earlier tracks. If you happen to get stuck on a level without hints, feel free to reach out to me. I'll send you some hints and make sure they get added in the next small update.

    Frequently requested features
    I make no promises that I will get to these, but they are things I would like to add sometime in the future if it becomes feasible.
    • Support for MacOS.
    • Localization. Outside of menus and the journal/hints (which are optional), the game is fairly text-free. Nevertheless, players with very limited English skills will struggle. If the game does well enough and it makes financial sense, then I would like to slowly add more languages as it makes sense. I've received a lot of feedback for Simplified Chinese, but am curious, what other languages should I prioritize?

    What else should be on my list?

    A sequel? Trust me - Gentwo Rescue is closer than you think.

    [ 2025-05-22 17:10:22 CET ] [Original Post]
    Gentoo Rescue is out!

    It's time to dive in and get your mind melted by penguin absurdity! Gentoo Rescue will have a 10% launch discount for 2-weeks, which takes us through the upcoming Cerebral Puzzle Showcase. I hope this game brings you as much joy as it has brought me.

    If any issues arise, please don't hesitate to reach out to me on Discord (preferred), the Steam forums, or social media. I've taken today and tomorrow off work so that I can be extra responsive to any feedback.

    [ 2025-05-22 16:30:54 CET ] [Original Post]
    Gentoo Rescue is releasing on May 22nd!

    Mark your calendar! The wacky penguins will be sliding onto Steam later this month on Thursday, May 22nd at 9AM PDT.

    If you want to follow development more closely, please join the Discord server and follow my personal account on BlueSky , and my Gentoo Rescue account on X .

    [ 2025-05-01 19:07:15 CET ] [Original Post]
    Box-Pushing Fest

    Gentoo Rescue Demo is part of the Box-Pushing Festival, running April 21-28 at 10 AM PT!

    Gentoo Rescue is not a traditional sokoban game. The player controls multiple animals that move independently, and the "boxes" are the animals themselves. The animals move by sliding, and they can pick up items to gain new abilities - some of which allow for pushing, pulling, and other ways to manipulate other animals.

    The game plays like traditional sokoban games with:
    - Grid-based movement.
    - Discrete state-space.
    - Puzzles that can be deduced by working backwards from the "solve" state.

    Of course there non-sokoban influences as well, such as:
    - Many emergent mechanics for a rule-discovery focus.
    - Open-world of nested puzzles.
    - Meta elements, including recursion, [spoiler]redacted[/spoiler], and [spoiler]redacted[/spoiler].

    If this sounds interesting, be sure to leave a wishlist, try the demo, and join the Discord server . I'm eager to get any and all feedback I can while extra eyes are on the game during the event, so don't hesitate to reach out.

    You can also follow my personal account on BlueSky and my Gentoo Rescue account on Twitter/X .

    [ 2025-04-21 06:20:31 CET ] [Original Post]
    Release date update

    I am sorry to say that I will not make the "April 2025" release date that has been on the store page for the last few weeks.

    Gentoo Rescue is a passion project that I have worked solo on for over 2 years. The game is gigantic with 50+ hours of hand-designed content, which is not even including the puzzle editor that will be available on day one. The decision to delay launch has not been easy, but ultimately I do not want to jeopardize all of this hard work by releasing the game before I feel that it is perfect. Gentoo Rescue is also being developed on the side, and unfortunately the original date is not playing nicely with my full-time job and other life obligations.

    It's not far off, but there are still some things that still need a bit more time. For now the store page has been updated to read "Q2 2025".

    If you want to follow development more closely, then please join the Discord server and follow my personal account on BlueSky , and my Gentoo Rescue account on X .

    [ 2025-03-30 20:30:17 CET ] [Original Post]
    Steam NextFest

    Gentoo Rescue is part of Steam NextFest!

    This comes with another round of many small improvements. Here's some of the more noticeable ones that appear in the demo:
    [olist]

  • "Warp" menu to quickly return to old puzzles. This also shows your progress on each level.
  • Improved UI for [spoiler]importing[/spoiler] items, both manually and through the warp menu.
  • Smoother zooming in/out with special animations for the animal on the level being zoomed.
  • Smoke effect on rocket.
  • New journal entry specifically for launching towards water.
  • Better bind prompts for mouse.
  • Wall bump and water splash particles now scale correctly with level size.
  • An end screen for the demo with a special message.
    [/olist]

    I'm still hard at work on adding more polish for the final release. If you have any feedback or find any issues, please reach out!
    Discord BlueSky Twitter
    - Jagriff
  • [ 2025-02-24 12:14:56 CET ] [Original Post]
    Demo update 0.5 - Closing in on release!

    The previous demo was intentionally long so that I could gather as much feedback as possible. This new version has a much more appropriate length of only 17 puzzles. The full game will have nearly 300. The demo covers:
    [olist]

  • "Ground Rules", which is the starting world showing the basic movement and win conditions.
  • "Progression", which introduces the basics of the spring item.
  • A couple "Teaser" levels that briefly show off some other mechanic(s), but without the appropriate progression that you'll see in the full game.
  • Some bonus content that requires discovery of deeper spring mechanics.
    [/olist]

    Yes, some post-game exploration is still necessary to complete all demo levels, because I just couldn't help myself. I expect most players will spend:
    • 20-60 minutes reaching the "end screen", and
    • 30-90 minutes completing all 17 puzzles.

    This demo version also brings in a couple months of development updates, which includes some QoL and polish. Here are the big ones which are relevant for demo:
    • Old solutions are saved. Re-entering a puzzle you've completed will put you at the end of the puzzle. You can still undo/reset to play the puzzle again, or perform many undos followed by redos to replay your solution.
    • Entering puzzles through the menu is more streamlined, particularly with regards to (end-of-demo spoiler) [spoiler]bringing items into levels[/spoiler].
    • Animation of locks being destroyed when a level is completed.
    • Visuals updated with much more biome variety.
    • Main menu updated to be more streamlined, and with new artwork.
    • Improved UI in menus and in-game.

    The release date is not officially set, but I can say that it is closing in. I'm still tirelessly working to perfect all aspects of the game, so if you find any issues, please reach out. Join the Discord server and post any feedback or questions there, or just PM me (Jagriff). I'm also consistently posting updates to BlueSky and Twitter . Any follow / like / repost would be much appreciated!
  • [ 2025-01-02 23:24:41 CET ] [Original Post]
    Demo update 0.4 - Revamped progression now with 30 puzzles!

    I've gathered a lot of feedback on the previous demo, and the consensus is that it was still too difficult. I agree, and I've identified that this was not because of the mechanics or the puzzles themselves, but because the progression was too fast.

    Demo version 0.4 completely reworks the world puzzles and the overall organization of puzzles. The early experience is now much more representative of the full release. With 30 puzzles, there is more room for tutorial puzzles without sacrificing too much of the post-game bonus content. Don't worry! There are still difficult puzzles and teases of late-game mechanics that come without any on-boarding. It's just that they are now 100% optional.

    The full version of the game is coming along nicely, but I wanted to take this detour to update the demo. It's very important that I get as much feedback as possible, and now that the demo is a better representation of the full game, the feedback will be more valuable. Want to join the conversation? Join the discord! After discord, our twitter is the next-best place to get updates and follow development.
    Be on the look out for an announcement later this year!

    [ 2024-10-05 22:40:22 CET ] [Original Post]
    Demo update 0.3 - Journal system and easier hubs

    The new demo features a journal system, which will track the discovered mechanics and interactions. Once unlocked, each journal entry reveals a description and video demonstration. Players can be confident about what they've learned, and they no longer need to worry about forgetting old mechanics. Additionally, the journal features a lightbulb "hint" button, which will show all journal entries that are needed for the current level. This will remove uncertainty about whether the current level needs a new discovery, or if it just uses old mechanics in a new way.

    The main hub levels "The Beginning" and "Vignette" were also tweaked to be a bit easier.

    "The Beginning" was particularly difficult for its place in the demo, and this difficulty was not very interesting, so it's been greatly simplified to make it easier for the player to reach new puzzles. It still features all of the same bonus content as the previous version, except the sub-puzzle "Siblings" has been removed. "Siblings" was not a great reward for the amount of secret discovery that the player needed to do to reach it. The demo also already has way too much secret and bonus content as it is.

    The change to "Vignette" was much smaller. We just removed one crucial step from it, which was done because "VIgnette" already introduces a lot of new mechanics - including the meta elements.

    We hope the journal system and simpler hub puzzles will round out the difficulty curve a bit. The on-boarding is still quite a bit rushed compared to the full game, but we believe the new demo is much closer than the old version.
    Please join our discord for feedback!

    [ 2024-08-15 19:03:17 CET ] [Original Post]
    Major demo update!

    Demo has been updated! The new demo features metroidvania-esque elements, where backtracking is rewarded and different levels can influence one another.

    This demo contains 15 puzzles, and will take roughly:

    • 30+ minutes to reach the end screen
    • 100+ minutes to complete all puzzles
    • 150+ minutes to obsessively complete literally everything (don't do this)

    I wanted to cram as much as possible into this demo, so on-boarding is a little rushed. Things will ramp up a lot more nicely in the full game. Please reach out if you have any issues, especially any accessibility or QoL concerns.
    Please join our discord for feedback!

    [ 2024-07-26 15:03:53 CET ] [Original Post]

    Minimum Setup

    • Storage: 1 GB available space

    Recommended Setup

    • Storage: 1 GB available space
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