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Steam News13 April 20262mo ago

Devlog 2 - Prototyping our Chaos

Welcome back to another Patchkins Party devlog! Last time, we showed you what the game is. Now let’s talk about how we got here… and why things ended up this chaotic.

Full notes

Full Patchkins Party update

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

What changed

1 fix1 addition5 changes0 removals
  • UI and audio
  • Store
  • Server
changedThe First Versions"Some of the biggest challenges we faced in the active development of Patchkins Party were around Object Production and how it interacted with the Grid System, mixing 2 different core systems without compromising the other aspects of the game, and breaking the flow was crucial before we continued to develop the game. " - Şule Erkan - UI/UX designer
changedThis one is coming specifically from Şule Erkan, who is the UI/UX designer:"Since the grid design created separation in the game, FPS was falling in the game. We solved the problem by simplifying the grid design and fixing the in-game FPS to 60."
changedThis one is coming specifically from Şule Erkan, who is the UI/UX designer:"We tried to design a unique Futuristic character to be freer in map design. Our main goal was to highlight the fun and funniness of the game, so we decided to make cute plush toys. We supported the funniness with the animations of the characters and the lobby design (such as WC, fart). To support the concept of the game, we settled the design by making the interface designs mainly with stitching and paper."
fixedOkan, our Junior Game Developer and Bug Tester, had this to say:The most challenging part for me was finding an alternative to the drawing mechanism and developing a method to improve the system. I resolved an issue that had been classified as a bug. I entered the images and text for the achievements on the store page.
changedOkan, our Junior Game Developer and Bug Tester, had this to say:I attempted to create sound effects for in-game objects, though most of them were not well-received.
addedOkan, our Junior Game Developer and Bug Tester, had this to say:I recorded daily changes made to the game in a spreadsheet. I captured screenshots for the trailer to be released in the store. I added a localization system to the game."

Welcome back to another Patchkins Party devlog!

Last time, we showed you what the game is. Now let’s talk about how we got here… and why things ended up this chaotic. 😈

Party Games and Chaos

We’ve always loved games where players mess with each other. We want Patchkins to continue threading that line between crashouts on Discord at each other, and extremely memeable moments.

You know the Drill:

  1. Someone sets up a perfect play

  2. Someone else completely ruins it

  3. Everyone laughs (or blames each other)

So we leaned into that.

The First Versions

The early versions were… very rough.

"Some of the biggest challenges we faced in the active development of Patchkins Party were around Object Production and how it interacted with the Grid System, mixing 2 different core systems without compromising the other aspects of the game, and breaking the flow was crucial before we continued to develop the game." - Şule Erkan - UI/UX designer

What Worked

Two things became obvious really fast:

Players will always choose chaos when given the right tools

Sabotaging everyone is fun

Missing a jump is way better when everyone else is struggling too.

That’s when we knew we could make this into something!

What Didn’t Work

Of course, not all things were good enough; some had to be dumpstered.

Early on, we had some problems:

This one is coming specifically from Şule Erkan, who is the UI/UX designer:

"Since the grid design created separation in the game, FPS was falling in the game. We solved the problem by simplifying the grid design and fixing the in-game FPS to 60."

"We tried to design a unique Futuristic character to be freer in map design. Our main goal was to highlight the fun and funniness of the game, so we decided to make cute plush toys. We supported the funniness with the animations of the characters and the lobby design (such as WC, fart). To support the concept of the game, we settled the design by making the interface designs mainly with stitching and paper."

Okan, our Junior Game Developer and Bug Tester, had this to say:

"In this game, I served as a Junior Game Developer and Bug Tester and found solutions to various bugs. I played a role in identifying most of these bugs.

The most challenging part for me was finding an alternative to the drawing mechanism and developing a method to improve the system. I resolved an issue that had been classified as a bug. I entered the images and text for the achievements on the store page.

I attempted to create sound effects for in-game objects, though most of them were not well-received.

I recorded daily changes made to the game in a spreadsheet. I captured screenshots for the trailer to be released in the store. I added a localization system to the game."

What Patchkins Became

At its core, Patchkins Party is about moments with friends.

Steam post imageMoments where:

  • Someone thinks they’re safe… and isn’t.

  • A perfect plan falls apart instantly.

If you read this far and are curious, you can check our official FAQ below! View on Steam

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Patchkins Party

Source

Steam News / 13 April 2026

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