
SuperWEIRD is a roguelite about automation, building, and survival. It combines easy-to-learn automation mechanics with deep gameplay, where perfectionists can spend hours improving and optimizing production chains.
In this game, there are no right or wrong decisions — you can always start over and try a new strategy. Most importantly, it’s more fun with friends: play solo or with up to 4 players.
Experiment, combine, and create your own unique world — this is a true sandbox, where every fragment can be used in your own way.
Control your bots by marking paths and task points with flags. Build complex production chains to craft increasingly advanced and powerful weapons.
We make systemic games about programming and automation, and this time, we’ve finally decided to mix programming with co-op gameplay!
If you love system-driven games, follow us and add our new title to your wishlist!
In this game, there are no right or wrong decisions — you can always start over and try a new strategy. Most importantly, it’s more fun with friends: play solo or with up to 4 players.
Piece the planet back together
A SuperWEIRD planet has fallen apart into hundreds of Tetris-like fragments. It’s up to you to piece it back together!Experiment, combine, and create your own unique world — this is a true sandbox, where every fragment can be used in your own way.
Beware the corruption
On your journey, you’ll face many enemies: the vile Goofy Goo, who broke the planet apart, will get in your way — sending giant robo-bosses and smaller disgusting creatures. It also devours resources and constructions, making life difficult for everyone.You need more bots
Goofy Goo is strong — you won’t defeat it alone. You’ll need an army of rusty, clumsy lemming-like robots.Control your bots by marking paths and task points with flags. Build complex production chains to craft increasingly advanced and powerful weapons.
Save the locals
On the planet’s remains, you’ll rescue the locals from corruption. They’ll settle at your base and ask for all kinds of strange favors — like fetching “the third claw from the left” of a boss. In return, these quirky aliens will reward you with goodies, such as extra health, larger stacks, and increased speed.Co-op
Play solo or together with friends, both online or on a local server.Who we are?
We’re the developers of while True: learn(), Craftomation 101, and Learning Factory.We make systemic games about programming and automation, and this time, we’ve finally decided to mix programming with co-op gameplay!
If you love system-driven games, follow us and add our new title to your wishlist!
Developer Diaries: sound design and the plans for the further development
As we mentioned in the last dev diary, our endless berserk mode is finally over. The result? Impressive average playtime stats on the Poki platform! Just to remind you hitting those numbers was a requirement for releasing the game on the web. Right now, were ironing out the details, but one thing is certain: the web release is happening! Stay tuned for updates, well share more soon. Dont forget to subscribe in the Discord not to miss it when it happens!
First of all, we finally sat down and drafted a design doc for the big Steam version of the game. For those who dont remember: our plan is to first release a smaller version on web platforms to test the core gameplay. Once the basics are polished, well expand the experience with more depth so theres plenty to do in the midgame and endgame for the players.
So, behold our grand plans for the Steam version. And instead of a thousand words heres one picture:

Now imagine dozens of islands drifting in the sky, with the player starting out on their hub. The player flies between islands, each guarded by its own boss. Why floating islands, you ask?
Well, there are a few reasons. First of all, we wanted a dynamic map. One of our references Cult of the Lamb like many roguelikes, uses procedurally generated maps. In roguelikes, that system keeps runs fresh and varied.

But in our case, progress on the map is permanent. So the islands shifting around serve a different purpose. The idea is to make players analyze how the map moves, plan missions based on that movement, and add a bit of pressure and randomness to keep things interesting. Basically, to mess with the players plans. What do you think will islands moving between rounds stress players out, or add a fun layer of chaos? Let us know in the comments.
At first we thought the map would be a set of rotating rings. But later we scrapped that idea in favor of floating islands. Why islands instead of rings? Honestly simply because we love floating islands. And hey, its our SuperWEIRD game, so we get to have our quirks!
So, the goal is to defeat the boss and liberate the island from the mysterious alien slime the corruption.

The corruption, of course, wont just sit idle itll try to get in your way. Our task is to strike the right balance: not too idle-casual, not too stressful. Thatll mostly be a matter of tuning, so well get to it later. For now, take a look at the enemy spawner and the evil robots going to battle our good robots.

And here are our experiments with how the orruption spreads over areas the player has already freed. We made these animation sketches before finishing the overall world map concept, so what you see here is the old radial version without islands. What do you think? Does it look cool?

On each island, the player builds production chains to quickly craft and arm robots that will take on the boss But you already know this part from our earlier diaries nothing new here.
But heres the most important part.
Remember the pig in shades? Over time hes become a fan favorite of both the community and the team, and we tried hard to keep him around. In a previous version, we thought the locals would settle at the shop hub. But players ended up just playing shopkeeper instead of automating, so we scrapped the shop system. Along with it, sadly, the locals disappeared too. Our game designer always reminds us: Dont fall in love with your ideas. But sometimes you just cant help it!
In the new version, the player still rescues locals on each island and brings them back to the base. But the base is no longer an economic hub with its own gameplay now its a place for progression and upgrades.

The result? A cleaner, more focused loop with the hub being just a metagame. And most importantly: the pig lives on!

Of course, keep in mind these are plans and concepts things may shift after web release feedback and Steam playtests. But this is the direction wed like to go.
By the way, were planning a closed beta playtest on Steam in the near future and really count on your feedback to make the game even better and more fun. Dont forget to subscribe to our Newsletter so that you don't miss the playtest!
[h2]Another big step: music experiments
[/h2]
We started sketching out tracks in our usual style ambient mixed with electronic sounds. Then we realized: the music should also capture the vibe of worn-out old machinery and clunky robots. That led us to revisit the great references Transformers and WALL-E.

We noticed how the sound designers there often remove high frequencies to make everything feel low, muffled, and weighty. And we thought what if we do the same, but with music? What if we go with muted strings and handpans instead of bright synths?
Below weve put two music options over gameplay footage:
Please tell us in the comments which one fits the game vibe better?
Honestly, were really tempted by the no highs approach. You know what the biggest pain in game sound design is? Everything sounds amazing on the expensive sound designers equipment but on cheap headphones it instantly turns into a mess. And, lets be honest, probably 90% of our players use headphones. Cutting out high frequencies might solve that problem since thats where low-end gear usually distorts the most.
So were still at a crossroads with sound your feedback is super valuable here.
And finally smaller things.
Weve started working on buffs and debuffs. How do you like these aura effects? We borrowed the idea from tabletop games!
Weve also prepared a big, detailed update for you about how we spent the whole summer reworking automation in the game and why.
Thanks for reading, sharing your thoughts, and testing the game with us. Your feedback truly helps us shape SuperWEIRD into something special.
See you soon in the next update and dont forget to add the game to your Wishlist and recommend it to your friends.
https://store.steampowered.com/app/3818770/SuperWEIRD/

Hello everyone, its Luden.io again back with some fresh news!
Great news
As we mentioned in the last dev diary, our endless berserk mode is finally over. The result? Impressive average playtime stats on the Poki platform! Just to remind you hitting those numbers was a requirement for releasing the game on the web. Right now, were ironing out the details, but one thing is certain: the web release is happening! Stay tuned for updates, well share more soon. Dont forget to subscribe in the Discord not to miss it when it happens!
Game design ideas
Now to SuperWEIRD development news. What did we manage to achieve over the past month?First of all, we finally sat down and drafted a design doc for the big Steam version of the game. For those who dont remember: our plan is to first release a smaller version on web platforms to test the core gameplay. Once the basics are polished, well expand the experience with more depth so theres plenty to do in the midgame and endgame for the players.
So, behold our grand plans for the Steam version. And instead of a thousand words heres one picture:

Now imagine dozens of islands drifting in the sky, with the player starting out on their hub. The player flies between islands, each guarded by its own boss. Why floating islands, you ask?
Well, there are a few reasons. First of all, we wanted a dynamic map. One of our references Cult of the Lamb like many roguelikes, uses procedurally generated maps. In roguelikes, that system keeps runs fresh and varied.

But in our case, progress on the map is permanent. So the islands shifting around serve a different purpose. The idea is to make players analyze how the map moves, plan missions based on that movement, and add a bit of pressure and randomness to keep things interesting. Basically, to mess with the players plans. What do you think will islands moving between rounds stress players out, or add a fun layer of chaos? Let us know in the comments.
At first we thought the map would be a set of rotating rings. But later we scrapped that idea in favor of floating islands. Why islands instead of rings? Honestly simply because we love floating islands. And hey, its our SuperWEIRD game, so we get to have our quirks!
So, the goal is to defeat the boss and liberate the island from the mysterious alien slime the corruption.

The corruption, of course, wont just sit idle itll try to get in your way. Our task is to strike the right balance: not too idle-casual, not too stressful. Thatll mostly be a matter of tuning, so well get to it later. For now, take a look at the enemy spawner and the evil robots going to battle our good robots.

And here are our experiments with how the orruption spreads over areas the player has already freed. We made these animation sketches before finishing the overall world map concept, so what you see here is the old radial version without islands. What do you think? Does it look cool?

On each island, the player builds production chains to quickly craft and arm robots that will take on the boss But you already know this part from our earlier diaries nothing new here.
But heres the most important part.
Remember the pig in shades? Over time hes become a fan favorite of both the community and the team, and we tried hard to keep him around. In a previous version, we thought the locals would settle at the shop hub. But players ended up just playing shopkeeper instead of automating, so we scrapped the shop system. Along with it, sadly, the locals disappeared too. Our game designer always reminds us: Dont fall in love with your ideas. But sometimes you just cant help it!
In the new version, the player still rescues locals on each island and brings them back to the base. But the base is no longer an economic hub with its own gameplay now its a place for progression and upgrades.

The result? A cleaner, more focused loop with the hub being just a metagame. And most importantly: the pig lives on!

Of course, keep in mind these are plans and concepts things may shift after web release feedback and Steam playtests. But this is the direction wed like to go.
By the way, were planning a closed beta playtest on Steam in the near future and really count on your feedback to make the game even better and more fun. Dont forget to subscribe to our Newsletter so that you don't miss the playtest!
[h2]Another big step: music experiments
[/h2]
We started sketching out tracks in our usual style ambient mixed with electronic sounds. Then we realized: the music should also capture the vibe of worn-out old machinery and clunky robots. That led us to revisit the great references Transformers and WALL-E.

We noticed how the sound designers there often remove high frequencies to make everything feel low, muffled, and weighty. And we thought what if we do the same, but with music? What if we go with muted strings and handpans instead of bright synths?
Below weve put two music options over gameplay footage:
- The familiar ambient style you know from our other game
- The dynamic muted strings version we made basing on our low frequencies theory
Please tell us in the comments which one fits the game vibe better?
Honestly, were really tempted by the no highs approach. You know what the biggest pain in game sound design is? Everything sounds amazing on the expensive sound designers equipment but on cheap headphones it instantly turns into a mess. And, lets be honest, probably 90% of our players use headphones. Cutting out high frequencies might solve that problem since thats where low-end gear usually distorts the most.
So were still at a crossroads with sound your feedback is super valuable here.
And finally smaller things.
Weve started working on buffs and debuffs. How do you like these aura effects? We borrowed the idea from tabletop games!

Weve also prepared a big, detailed update for you about how we spent the whole summer reworking automation in the game and why.
Thanks for reading, sharing your thoughts, and testing the game with us. Your feedback truly helps us shape SuperWEIRD into something special.
See you soon in the next update and dont forget to add the game to your Wishlist and recommend it to your friends.
https://store.steampowered.com/app/3818770/SuperWEIRD/
[ 2025-10-03 15:17:53 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 16.04+. SteamOS
- Processor: 2.0 GHzMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Intel HD Graphics 3000
- Storage: 100 MB available space
GAMEBILLET
[ 6483 ]
GAMERSGATE
[ 2513 ]
MacGamestore
[ 1962 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB













