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Steam News2 February 20265mo ago

3000 Wishlists! Thank you so much!

First of all, Thank you. Really. We are so happy to see all these fantastic reactions, posts, and videos about Perceptum! We're incredibly happy that you enjoyed the mood and the gameplay intentions of the game.

Full notes

Full Perceptum update

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

What changed

0 fixes2 additions2 changes0 removals
  • Gameplay
changedWe are so happy to see all these fantastic reactions, posts, and videos about Perceptum ! We're incredibly happy that you enjoyed the mood and the gameplay intentions of the game. We would never have imagined this kind of response before posting it, so thank you so much for supporting us.
addedThis week, we are working on a playtest patch to add new translations and fix some bugs. Maybe you didn’t notice the bugs, but we did. We also need to clean up the project’s code so we can keep working toward the final release on solid foundations. We want to take the necessary time to deliver a full game with the same level of quality as the playtest.
addedWe have almost finished the pre-production phase. Before moving into full production, we still need to add a few small mechanics and tweak the ones already implemented. We are planning a horror experience of around 4 hours . We would rather release a short and good quality experience than a 20-hour game with poor gameplay. We are aiming to release the full game by the end of this year , but nothing is official yet, it’s still too early to be 100% sure.
changedI honestly don’t know how to thank you. This game is really important to me. As a horror game fan, I wanted to create a horror game with real gameplay mechanics, not just a creepy mood and easy jump scares. We truly believe that gameplay is the best way to tell a story in games. and that horror can be deeply impactful through interactivity.

Perceptum changes

changedWe are so happy to see all these fantastic reactions, posts, and videos about Perceptum ! We're incredibly happy that you enjoyed the mood and the gameplay intentions of the game. We would never have imagined this kind of response before posting it, so thank you so much for supporting us.
addedThis week, we are working on a playtest patch to add new translations and fix some bugs. Maybe you didn’t notice the bugs, but we did. We also need to clean up the project’s code so we can keep working toward the final release on solid foundations. We want to take the necessary time to deliver a full game with the same level of quality as the playtest.
addedWe have almost finished the pre-production phase. Before moving into full production, we still need to add a few small mechanics and tweak the ones already implemented. We are planning a horror experience of around 4 hours . We would rather release a short and good quality experience than a 20-hour game with poor gameplay. We are aiming to release the full game by the end of this year , but nothing is official yet, it’s still too early to be 100% sure.
changedI honestly don’t know how to thank you. This game is really important to me. As a horror game fan, I wanted to create a horror game with real gameplay mechanics, not just a creepy mood and easy jump scares. We truly believe that gameplay is the best way to tell a story in games. and that horror can be deeply impactful through interactivity.

First of all,

Thank you. Really.

We are so happy to see all these fantastic reactions, posts, and videos about Perceptum! We're incredibly happy that you enjoyed the mood and the gameplay intentions of the game. We would never have imagined this kind of response before posting it, so thank you so much for supporting us.

Let me clarify a few things about the game’s development.

We are a tiny studio of two people: my brother (Matt) and me (Simon - Labelpastek). For this game, I mostly work alone, but Matt helps a lot with testing, design, and marketing. Sirinda Boungnasith also did a fantastic job on the monster’s visuals and animations. Kevin Fouineau is also helping us with marketing and streamer outreach. And of course, so many people in the community, especially on Discord, have helped us a lot.

This week, we are working on a playtest patch to add new translations and fix some bugs. Maybe you didn’t notice the bugs, but we did. We also need to clean up the project’s code so we can keep working toward the final release on solid foundations. We want to take the necessary time to deliver a full game with the same level of quality as the playtest.

We have almost finished the pre-production phase. Before moving into full production, we still need to add a few small mechanics and tweak the ones already implemented. We are planning a horror experience of around 4 hours. We would rather release a short and good quality experience than a 20-hour game with poor gameplay. We are aiming to release the full game by the end of this year, but nothing is official yet, it’s still too early to be 100% sure.

We would love to support consoles and VR in the future, but it’s not something we can confirm right now. It’s quite complicated for a small team. For now, our priority is to focus on the PC version and deliver the best possible game experience.

I honestly don’t know how to thank you. This game is really important to me. As a horror game fan, I wanted to create a horror game with real gameplay mechanics, not just a creepy mood and easy jump scares. We truly believe that gameplay is the best way to tell a story in games. and that horror can be deeply impactful through interactivity.

Feel free to share the game with people around you who love horror games, and don’t forget to wishlist it to support the project.

Thank you so much again. And now, back to work on the full game!

Simon - Labelpastek Duck Reaction

Source

Steam News / 2 February 2026

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