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Steam News3 July 20261mo ago

Hand Almighty playtest is live and open to all!

Playtest build is now live Want to playtest Hand Almighty? The following video explains how and what it is you'll be testing. My original goal was to make the gameplay as simple as possible - one hand, one button.

Full notes

Full Hand Almighty update

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

What changed

0 fixes2 additions3 changes0 removals
  • UI and audio
  • Gameplay
  • Server
changedPlaytest build is now liveMy original goal was to make the gameplay as simple as possible - one hand, one button. Click on the monsters, buy upgrades, repeat. After spending 3 years on Coma Control and failing to release anything due to scope creep, I realised that one person working part-time on games must aim smaller. The result is Hand Almighty .
addedPlaytest build is now liveI'm not sure how, but I've landed on a vaguely Monty Python-esque art style. I'm not much of an artist, so I've been mashing together public domain paintings and photos in GIMP, and this kind of weird medieval monster art was the most fun to work with. There's also stylised versions of my own photos, including of my own hand (I do plan to add different hands in future - I'm not quite that narcissistic!).
addedPlaytest build is now liveThe playtest build is still a prototype. It's just one level with no music and no progression (everything in the demo is unlocked, for better or worse). Using challenges to unlock new content is high on my priority list - I want to give players more reasons to play multiple runs.
changedPlaytest build is now liveFor now, I'm looking for feedback on the core gameplay. What feels good, what doesn't, what's confusing, where you get stuck.
changedPlaytest build is now liveYou can write feedback in-game, but the best place is sharing it on the Discord server. I'll even watch you play it myself over Discord stream if you DM me! My Discord server is here . It's small, but we're friendly to newcomers!

Hand Almighty changes

changedMy original goal was to make the gameplay as simple as possible - one hand, one button. Click on the monsters, buy upgrades, repeat. After spending 3 years on Coma Control and failing to release anything due to scope creep, I realised that one person working part-time on games must aim smaller. The result is Hand Almighty .
addedI'm not sure how, but I've landed on a vaguely Monty Python-esque art style. I'm not much of an artist, so I've been mashing together public domain paintings and photos in GIMP, and this kind of weird medieval monster art was the most fun to work with. There's also stylised versions of my own photos, including of my own hand (I do plan to add different hands in future - I'm not quite that narcissistic!).
addedThe playtest build is still a prototype. It's just one level with no music and no progression (everything in the demo is unlocked, for better or worse). Using challenges to unlock new content is high on my priority list - I want to give players more reasons to play multiple runs.
changedFor now, I'm looking for feedback on the core gameplay. What feels good, what doesn't, what's confusing, where you get stuck.
changedYou can write feedback in-game, but the best place is sharing it on the Discord server. I'll even watch you play it myself over Discord stream if you DM me! My Discord server is here . It's small, but we're friendly to newcomers!

Playtest build is now live

Want to playtest Hand Almighty? The following video explains how and what it is you'll be testing.

My original goal was to make the gameplay as simple as possible - one hand, one button. Click on the monsters, buy upgrades, repeat. After spending 3 years on Coma Control and failing to release anything due to scope creep, I realised that one person working part-time on games must aim smaller. The result is Hand Almighty.

I'm not sure how, but I've landed on a vaguely Monty Python-esque art style. I'm not much of an artist, so I've been mashing together public domain paintings and photos in GIMP, and this kind of weird medieval monster art was the most fun to work with. There's also stylised versions of my own photos, including of my own hand (I do plan to add different hands in future - I'm not quite that narcissistic!).

The playtest build is still a prototype. It's just one level with no music and no progression (everything in the demo is unlocked, for better or worse). Using challenges to unlock new content is high on my priority list - I want to give players more reasons to play multiple runs.

For now, I'm looking for feedback on the core gameplay. What feels good, what doesn't, what's confusing, where you get stuck.

You can write feedback in-game, but the best place is sharing it on the Discord server. I'll even watch you play it myself over Discord stream if you DM me! My Discord server is here. It's small, but we're friendly to newcomers!

Every bit of feedback will help me improve the game for everyone and will make a Boobly laugh and smile somewhere...

Cheers!

James

Source

Steam News / 3 July 2026

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