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Steam News6 January 20265mo ago

Andy Blast Devlog 1/6/26

Hello everyone! It has been nearly a year since my last update and now that things have almost settled into a sense of Normalcy I've found time to work on Andy Blast and to post a quick Devlog about it.

Full notes

Full Andy Blast Vs The Forces of Evil update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

1 fix4 additions3 changes0 removals
  • Gameplay
  • Fixes
  • UI and audio
addedAdded a parallax background with trees, shrubs, and grass
fixedFound and fixed a bug with the preferences file which might affect anyone who ran the demo in the past
addedAdded a few more sound effects to some levels and enemies
changedChanged the per-level checkpoint to be every 3 levels (one after each boss)
changedTweaked some existing art assets
addedAdded more death animations for new and existing encounters

Andy Blast Vs The Forces of Evil changes

addedAdded a parallax background with trees, shrubs, and grass
fixedFound and fixed a bug with the preferences file which might affect anyone who ran the demo in the past
addedAdded a few more sound effects to some levels and enemies
changedChanged the per-level checkpoint to be every 3 levels (one after each boss)
changedTweaked some existing art assets

It has been nearly a year since my last update and now that things have almost settled into a sense of Normalcy I've found time to work on Andy Blast and to post a quick Devlog about it. So here's a short list of things I've been able to do on the game!

  • Added a parallax background with trees, shrubs, and grass

  • Found and fixed a bug with the preferences file which might affect anyone who ran the demo in the past

  • Added a few more sound effects to some levels and enemies

  • Finished the framework for level 7

  • Started the framework for levels 8 and 9

  • Changed the per-level checkpoint to be every 3 levels (one after each boss)

  • Tweaked some existing art assets

  • Added more death animations for new and existing encounters

Right now my biggest hurdle is getting through that 90% barrier in game making and most of that consists of level design. As easy as my tools make it to slap a level together and call it done I want them to be challenging and fun while making some "better than the early 90's shooter" level of sense. So I spend a long time iterating over designs and agonizing about enemy and loot placement. In comparison, coding and entirely new monster is easy for me.

Stay tuned for more updates!

Source

Steam News / 6 January 2026

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