
Flufftopia is a cute little clicker game with a story. Help your town to grow and eventually become Flufftopia! But wait… could there be even more?
Key Features
- An interesting story
- Two endings
- Cute graphics
- Relaxing soundtrack
This new version of Flufftopia brings the game finally to Steam with all new graphics and even more depth!
Hey!
Flufftopia: Fluffmazing Edition is almost finished. I finally have a release date: 21st of January 2026
In the last couple of weeks, I fixed several bugs and polished the game even more. The game is basically ready right now - if somehow accidentally the game would be released tomorrow, it wouldn\'t be a problem.
There is now a custom cursor which I really like, may fiancee had the idea for it!
You can also now watch the trailer of Flufftopia: Fluffmazing Edition which she also made!
Shortly before release there will be another progress report. Stay tuned!
Cheers,
Daniel
First of all, the big news! The game will come out January 2026. I\'m certain that the game will come out then! I don\'t know the specific date yet because I don\'t know the schedule at work and won\'t know it until the end of the December (if I\'m lucky before Christmas).
I used the November to tackle the loading times of the game. As I mentioned earlier they weren\'t horrible but I still wanted to improve them. On my Linux machine with integrated graphics I achieved roughly a one second improvement from 2.5 seconds to 1.5 seconds which is great.
On my Windows machine it took 5 seconds before and I got it under 3.5 seconds. That\'s still too high for my liking but I\'m happy that it\'s better.
Also, my mom played the game and she\'s certainly not an avid gamer. This helped to improve the game even more and find stuff that I would certainly miss after playing the games over and over again.
That\'s it for this month!
Cheers
Daniel
Hey!
Time for another update. I would LOVE to share the release date but I can\'t and the game will be delayed again. I\'m looking for Q1 of 2026.
The main reason is that I want to do this game right. At the moment, the game is playable from start to finish, saving and loading is done, it looks great.
So, what is left?
My fiancee will redraw a lot of the graphics (mostly shadows) and she will also do the trailer. Unfortunately, we don\'t have much time at our hands. Work and private obligations take up many hours of the day and we essentially have less than two hours a day for the game. I would love to do more in-depth testing right now but I need to take a break from testing to look at the game with fresh eyes.
Right now, I\'m working on performance related tasks and improving the loading time of the main part of the game. It\'s not that it takes like 30 seconds to load or something horrible but it\'s still noticeable (2-5 seconds). I already did a lot of steps to improve it but everything just shaves of a tiny bit of that loading time.
The performance improvements I achieved up until now are more pronounced. I managed to get 10%-30% more FPS in most parts of the game. It ran smoothly before (over a 100 FPS on my 9 year old development machine with integrated graphics) but improving it further certainly doesn\'t hurt.
That\'s it for today!
Cheers
Daniel
Hey!
Last time, I didn\'t even explain why I didn\'t have a proper image for the August Progress Update. One aspect that was halting development was that my fiancee didn\'t have access to a computer to work on visuals. Thankfully we are now much further along in regards to our apartment. There\'s still a lot to do but it\'s at a point that we can live and work pretty normal.
My tendonitis also got better - it\'s not 100% healed yet but it\'s getting there!
The game is getting more and more finished everyday. There\'s not much more that needs to be drawn, this could be by the end of the week, maybe a tad longer.
The biggest part of the game programming-wise that\'s not fully implemented yet is the save system. It\'s mostly a lot of busy work and testing. In September I worked on bug fixes, various small performance improvements and additional parts.
I also need to test the game a whole lot more to polish everything before release.
But overall, it\'s almost done.
I\'m postponing the announcement of a release date another time; I want to be absolutely sure before I say something.
Cheers
Daniel
Hey,
I\'m pretty late with the progress report but it\'s still August so it counts!
In August we moved to a new city and every aspect took longer than we initially planned. Unfortunately, my hand started hurting after the move and I got tendonitis. Tendonitis is actually one of my worst fears because it would hinder me working creatively - when Toby Fox described his wrist problems I felt the horror.
Thankfully, it\'s not extreme or anything like that and most importantly: It\'s in my left hand and actually getting better. That makes working at least possible albeit slower. I think it will still take a few weeks until it\'s fully healed.
The game is getting bigger and more polished. I\'m fixing small and big bugs and really like how much more there is right now in comparison of what I had initially planned. I certainly could have finished the game but as I said in the June progress report, I don\'t want to make just something good, I want to make a memorable game, something great.
Don\'t get me wrong, I would love to work on a different game. I have so many ideas which I would love to start working on but I won\'t right now. Also getting a few bucks of a new release would be nice right after the move, of course. But making something memorable is certainly worth it.
I have no ETA yet but I hope I will in September.
Cheers
Daniel
Hey,
in less than two weeks I\'m moving to another city and right now we spend a lot of time packing. It will be a bit stressful for a few weeks and I don\'t have that much time for Flufftopia, so there is no definitive release date for Flufftopia: Fluffmazing Edition yet. But I\'m working everyday on the game.
I\'m now certain that the delay was the right decision because I found a couple of bugs - some of them game-breaking - which are fixed now and would likely have been missed if I had released the game last month. More importantly, I\'m adding new parts which will make the game even better. incline
Cheers,
Daniel
Hey!
Flufftopia: Fluffmazing Edition is nearly done. Kind of. If I would lock myself in a room I could release the game in a few days. But I won't.
I watched a clip of a conversation between Jonathan Blow and Casey Muratori (you can watch it here ) and was inspired to put even more work into Flufftopia: Fluffmazing Edition. Why make something decent if I could make it even better with a bit more time. Sure, I would love to work on a new project (I think every gamedev knows this feeling) but the game could use a bit of extra time.
There is no release date yet but I plan on having a releaseable game in a few weeks, at max 2 months. And then I will tinker with it for a while. Maybe I will be really fast although right now there is a lot going on in my private life (positive but stressful!); we will see.
The only thing that is for sure, I want to make the game even better ... let's say fluffmazing!
Cheers
Daniel
Hey!
The release date is getting closer and it's looking good!
Unfortunately, I lost my job this month and it took a bit of my time to get a new one but now I'm employed again (started on Monday).
Nevertheless, there were a lot of different improvements made in the last couple of weeks, most notably adding more music, fixing bugs and starting to work on the save system.
I think releasing in June is still feasible but I'm not 100% decided yet, it depends how much I get done next week!
Aside from testing the game thoroughly to ensure as much bugs as possible are fixed, I need to finalize the save system and some story bits.
Next time, release date!
Cheers
Daniel
Hey everyone! steamthis steamthis steamthis
I wanted to write a little progress update for Flufftopia: Fluffmazing Edition. The June release is still very likely, every day I work a bit on the game and if time allows more. Right now, I think I could theoretically finish the game until the start of May but Im using the extra time to polish the game even more and add more depth over the original.
Aside from polishing the game and adding more depth, I still need to add the save-system which I usually do shortly before release but wont take much time since its more or less the same system which I used for my other Godot games.
There is also one ending which I still need to add but there is plenty of time left. Overall, Im very happy about the state of the game right now!
Cheers
Daniel

Six years after the release of the original game, I wanted to announce Flufftopia: Fluffmazing Edition! Built from the ground-up in the Godot game engine with all new graphics, I think it is the version the game deserves.
Why a new version?
Flufftopia was always one of the most played games in the SmokeSomeFrogs catalogue but never had a Steam release. Many times I thought about releasing it on Steam but it had a couple of things I wanted to change beforehand.
Most of the graphics for the original game were made in a very short time and never really updated. Some of the workers which came with later updates were more detailed. My fiancee redrew all the graphics and I think it now looks way better.
There were also a couple of ideas I wanted to introduce into Flufftopia. Since I have very little experience with Unity but a lot more with Godot, I decided to code the entire game again.
Overall the game looks better and is bigger than the original one!
Release date?
Most of the game is already done. Im still working on parts of the endings and there are a few more things I want to put in the game before I release it. Im planning for June!
Platforms?
Windows and Linux.
Price?
It will be priced higher than the original one but I havent decided how much exactly.
Contact?
If you have any questions, please write me an email to protagonist@smokesomefrogs.com

Minimum Setup
- Memory: 4 GB RAM
- Graphics: Intel HD 520 / Vega 3 / GT 1030
- Storage: 100 MB available space
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