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Steam News3 August 202613d ago

Endless Snake update 19 July 2026 (and new game announcement)

I'm not the best in writing posts... so here are the updates of the last two months!

In this update10

Full notes

Full Endless Snake update

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

What changed

3 fixes5 additions7 changes5 removals
  • Performance
  • UI and audio
  • Events
  • Gameplay
  • Balance
  • Store
removedCrashes and soft-locksThe round-10 boss is visible now, so it can no longer kill you out of nowhere. The boss's body was never drawn at all while its segments were still lethal, and it charged at three times your speed from an unchecked centre spawn. It now renders with eyes and an HP bar, spawns away from your head, shows a 1.5 second inert dashed telegraph before it turns dangerous, charges at 2x instead of 3x player speed, and the boss round runs 60 seconds instead of 90.
removedCrashes and soft-locksPure Score no longer locks up after round 1. Nothing in the game ever advanced Pure Score past its first round, so the run froze forever, which is why this was reported as a crash. Round completion now flows straight into the next round without an upgrade picker for modes that skip upgrades.
removedCrashes and soft-locksReplays no longer freeze a few seconds in, and the fix repairs the ones you already saved. Starting a round by pressing the direction you were already travelling was discarded by the recorder, so playback stalled forever waiting at that round. The recorder now keeps that press, and the player supplies the current heading when playback starves. Watching a death also starts playing automatically, and the scrub bar reaches the true final moment.
changedCrashes and soft-locksShift+Tab brings up the Steam overlay on every screen, not just in a run. Menu and other non-gameplay screens stopped drawing frames, leaving the overlay nothing to appear over. A tiny presentation heartbeat now keeps the game presenting on every screen.
fixedThings covering the boardThe apples-needed panel no longer sits on top of the board. The fixed bottom-right goal panel floated over live cells at every resolution. It now docks in the left info rail above the build strip, and the board measures the real HUD cluster instead of guessing how much space to leave.
removedThings covering the boardHazard warnings no longer pop up over playable cells. The floating top-centre threat alert sat over live board cells and had grown to two lines of text. Those alerts now light the goal panel in the reserved left rail with a steady tint and no flashing. An automated check fails the build if a floating alert over the board ever returns.
5x to 2x, and Recovery pellets went20/40/6040/70/1005x to 2x, and Recovery pellets went increased, buffThat takes the total113116That takes the total increased, buff

Endless Snake changes

removedThe round-10 boss is visible now, so it can no longer kill you out of nowhere. The boss's body was never drawn at all while its segments were still lethal, and it charged at three times your speed from an unchecked centre spawn. It now renders with eyes and an HP bar, spawns away from your head, shows a 1.5 second inert dashed telegraph before it turns dangerous, charges at 2x instead of 3x player speed, and the boss round runs 60 seconds instead of 90.
removedPure Score no longer locks up after round 1. Nothing in the game ever advanced Pure Score past its first round, so the run froze forever, which is why this was reported as a crash. Round completion now flows straight into the next round without an upgrade picker for modes that skip upgrades.
removedReplays no longer freeze a few seconds in, and the fix repairs the ones you already saved. Starting a round by pressing the direction you were already travelling was discarded by the recorder, so playback stalled forever waiting at that round. The recorder now keeps that press, and the player supplies the current heading when playback starves. Watching a death also starts playing automatically, and the scrub bar reaches the true final moment.
changedShift+Tab brings up the Steam overlay on every screen, not just in a run. Menu and other non-gameplay screens stopped drawing frames, leaving the overlay nothing to appear over. A tiny presentation heartbeat now keeps the game presenting on every screen.
fixedThe apples-needed panel no longer sits on top of the board. The fixed bottom-right goal panel floated over live cells at every resolution. It now docks in the left info rail above the build strip, and the board measures the real HUD cluster instead of guessing how much space to leave.

I'm not the best in writing posts... so here are the updates of the last two months! Most of this came from the steam community hub: the round-10 boss, the Pure Score freeze, the round-9 wall, the goal panel over the board. Thank you for reporting all of it with enough detail that it could actually be found.

Crashes and soft-locks

  • The round-10 boss is visible now, so it can no longer kill you out of nowhere. The boss's body was never drawn at all while its segments were still lethal, and it charged at three times your speed from an unchecked centre spawn. It now renders with eyes and an HP bar, spawns away from your head, shows a 1.5 second inert dashed telegraph before it turns dangerous, charges at 2x instead of 3x player speed, and the boss round runs 60 seconds instead of 90.

  • Pure Score no longer locks up after round 1. Nothing in the game ever advanced Pure Score past its first round, so the run froze forever, which is why this was reported as a crash. Round completion now flows straight into the next round without an upgrade picker for modes that skip upgrades.

  • Replays no longer freeze a few seconds in, and the fix repairs the ones you already saved. Starting a round by pressing the direction you were already travelling was discarded by the recorder, so playback stalled forever waiting at that round. The recorder now keeps that press, and the player supplies the current heading when playback starves. Watching a death also starts playing automatically, and the scrub bar reaches the true final moment.

  • Shift+Tab brings up the Steam overlay on every screen, not just in a run. Menu and other non-gameplay screens stopped drawing frames, leaving the overlay nothing to appear over. A tiny presentation heartbeat now keeps the game presenting on every screen.

Things covering the board

  • The apples-needed panel no longer sits on top of the board. The fixed bottom-right goal panel floated over live cells at every resolution. It now docks in the left info rail above the build strip, and the board measures the real HUD cluster instead of guessing how much space to leave.

  • Hazard warnings no longer pop up over playable cells. The floating top-centre threat alert sat over live board cells and had grown to two lines of text. Those alerts now light the goal panel in the reserved left rail with a steady tint and no flashing. An automated check fails the build if a floating alert over the board ever returns.

  • The Build window takes your clicks again, and BUILD is a proper toggle. Clicks and scrolling fell straight through the window into the game underneath, which is why clicking Close landed on the BUILD button below and reopened it. The window now receives its own input, BUILD or C opens and closes it, and it can be navigated with a controller.

Apples

  • Slow, Magnet, Multi and Ghost apples actually show up in Classic, Time Attack and Endless. Their spawn tables were dead code, so those apple types effectively never appeared. They now arrive on a roughly every-fifteenth-apple cadence, with a toast the first time you meet each one and Glossary entries. A long-standing multi-apple stacking bug was fixed along with them.

  • Special apples are easier to tell apart at a glance. The combo apple moved from gold to pink because it was coloured identically to the gold apple, the multi apple moved from red to lime, and the mystery apple moved from the magnet's purple to a brighter violet.

  • The blue apple in Endless finally tells you what it did. Shrink and combo apples joined the first-encounter toasts after several of you reported that the blue apple felt like it had no effect.

  • The pause-menu guide now lists only apples that really exist and ticks off the ones you have eaten. It is now the Apple Guide and Glossary: spawnable types only, each with its true in-game swatch including glow, a line saying where it appears, and a green tick against every type you have personally eaten.

Difficulty

  • The rounds 6 to 10 wall has been smoothed out. The grace cliff that hit all at once at round 6 is now a ramp that only reaches its floor at round 10, walls accumulate on a per-act cap of 40/52/64, and the Aggressor's peak-speed counterplay is actually reachable instead of dead code. On identical seeds, automated survival through the boss fight went from 1 run in 62 to 4 in 62, with the earlier curve unchanged.

  • The late roguelite rounds push back harder. Apple demand past round 8 rose from 0.5 to 0.75 per round, late grace tightened from 1.2 to 1.12, tier-2 hazard rooms escalate, and the board's wall cap went from 50 to 64. That doubled the measured falloff between round 20 and round 30 and cut the number of runs that simply coasted to the cap.

  • Boost builds are worth taking now. Eternal Sprint regenerates three times faster, Long Burn's boost-eat bonus went from 1.5x to 2x, and Recovery pellets went from 20/40/60 to 40/70/100. Combo was pulled out of the always-on score-pressure slot. Auto-Aim Boost is now a top-five pick in the balance report.

  • Pure Score waits for you to press a direction before each round begins. Every round now holds on a "Round N, press a direction to start" prompt, the same gate the Journey uses, so no input is eaten in the first second and no opening is undodgeable.

Roguelite

  • Your chosen archetype shows up on the board in round 1. The archetype's signature element, whether that is a garden tile, a boost pellet, three extra length, a phase charge or a three second rush, now drops on the opening board straight away instead of waiting for the five-stack evolution gate.

  • Roguelite runs stopped dropping frames. The run HUD was rebuilding its entire panel stack every single frame, including the full RPG model and a nine-step forced-reflow text fit. That work is now throttled to 10 times a second, with the clock quantised to whole seconds.

  • Three new achievements for hard feats. Afterburn Specialist for reaching round 20 on a pure Boost build, Boss Slayer for three bosses in a single run, and One True Path for winning with one archetype. That takes the total from 113 to 116.

Achievements that could not be earned

  • Globetrotter and Spiral of Fate can finally be earned, and Globetrotter is backdated to scores you already have. Both existed with no unlock logic behind them at all. Globetrotter now tracks 1000-plus Classic scores on each of the three board sizes at any difficulty and retro-credits your stored bests on next launch. Spiral of Fate has a real detector for four same-rotation 90 degree turns at length 30 or more.

  • Spectator and Pomologist are unlockable too. Spectator had no trigger behind it and now pops the first time a replay actually plays. Pomologist demanded four apple types that have no spawn path anywhere in the game, so its completion now covers only the reachable set and credits you retroactively on your next apple.

Desktop Companion

  • New mode: a snake that plays along the bottom of your desktop while you work. A frameless strip docks to the bottom of your work area with a self-playing snake on a wraparound board, wearing your equipped theme and skin. Hover controls give you pause, speed, pin and exit, plus session stats, and it never steals your keyboard focus. You start it from the main menu.

  • Take the wheel from the companion snake and compete on its own leaderboard. Clicking the desktop strip hands you the arrow keys or WASD without the strip ever stealing focus, and clicking away gives the autopilot control again. Only runs you piloted by hand from before the first point until death count for the new Companion (Manual) board, which shows your rank and personal best in the strip and a full board in the Leaderboard screen.

  • The companion earns you a trickle of Journey XP, follows the time of day, and throws the odd gold-apple picnic. Apples it eats give one Journey XP per three apples, up to 60 a day. The strip's palette shifts through dawn, day, dusk and night in step with your real clock. Every 10 to 20 minutes a 20 second gold-apple burst rolls through.

  • The companion no longer freezes on a dead snake. Deaths caused from outside the run now restart the strip the same way ordinary deaths do.

Support continues

Endless Snake is not being abandoned. The list above is almost entirely forum reports, which is how it has worked since launch and how it will keep working. Post bugs, post balance complaints, post the things that annoy you in the discussions and they get read. Some of them get fixed the same week.

Something new from me!

I have been building something new: Casino Legends, a premium offline casino game. Five games on one floor, poker, blackjack, roulette, baccarat and slots, all sharing one bankroll and one career. Fifty named regulars who remember how you have treated them. You buy it once, there are no microtransactions, and no real money is ever involved, so you cannot lose any. The hook is the climb: you start as a nobody and the floor ends up knowing your name. Wishlist now: Casino Legends Trailer: https://youtu.be/H4VU0d1yK78

For bundle owners

Casino Legends is being added to the existing bundle: Chess + Checkers + Snake. If you already own the bundle, that means a substantial extra discount on Casino Legends from day one.

Source

Steam News / 3 August 2026

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