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Steam News2 September 202510mo ago

Under Construction!

I've been a bit too quiet since the demo launch, but I had a reason that's both good and pretty stupid.

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Full Idlewood Outpost update

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What changed

0 fixes2 additions0 changes0 removals
  • Store
  • UI and audio
addedC) means that I'm dropping the current item/shop system and will replace it with something much leaner that I think will work better for this kind of idle game. I'm also dropping dialogs (for now), mostly because they're a lot of work to get right and that doesnt even count translations. Might add that back in if the populace demands it, but for now I'm cutting all the corners to get a new, solid demo out in time for Steam Next Fest.
addedIf this sounds scary, rest assured I'm making really good progress. Was sick last week but just in a few productive days I've managed to get most of the core systems back in place! And as of mid September I'll be off my current day job and FULL TIME GAME DEV for a while. So I'm pretty confident I'll get a new demo up and running within the next 2-3 weeks.

Idlewood Outpost changes

addedC) means that I'm dropping the current item/shop system and will replace it with something much leaner that I think will work better for this kind of idle game. I'm also dropping dialogs (for now), mostly because they're a lot of work to get right and that doesnt even count translations. Might add that back in if the populace demands it, but for now I'm cutting all the corners to get a new, solid demo out in time for Steam Next Fest.
addedIf this sounds scary, rest assured I'm making really good progress. Was sick last week but just in a few productive days I've managed to get most of the core systems back in place! And as of mid September I'll be off my current day job and FULL TIME GAME DEV for a while. So I'm pretty confident I'll get a new demo up and running within the next 2-3 weeks.

I've been a bit too quiet since the demo launch, but I had a reason that's both good and pretty stupid. As many of you have noticed, there's a couple issues with the game being unreliable when it comes to which clicks it captures and which fall through to the desktop and "steal" the focus from the game. Well, turns out this is a very specific and very niche issue with Electron (framework I used to build this) that doesn't have an existing solution. And given how hard that seems to hit Windows users, it wasn't really a tenable situation. So I've decided to port the game to Godot! I'm using that opportunity to a) learn Godot, which I've been wanting for a while, b) clean up the messy codebase and c) trim and improve the overall game design.

C) means that I'm dropping the current item/shop system and will replace it with something much leaner that I think will work better for this kind of idle game. I'm also dropping dialogs (for now), mostly because they're a lot of work to get right and that doesnt even count translations. Might add that back in if the populace demands it, but for now I'm cutting all the corners to get a new, solid demo out in time for Steam Next Fest.

If this sounds scary, rest assured I'm making really good progress. Was sick last week but just in a few productive days I've managed to get most of the core systems back in place! And as of mid September I'll be off my current day job and FULL TIME GAME DEV for a while. So I'm pretty confident I'll get a new demo up and running within the next 2-3 weeks.

Famous last words!

Source

Steam News / 2 September 2025

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