HomeGamesUpdatesPricingMethodology
Steam News2 April 20263mo ago

Pumpkin Reaper just leveled up BIG TIME 🎃

Demo is basically ready and the game feels so much better now it's actually wild.

Full notes

Full Pumpkin Reaper update

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

What changed

1 fix0 additions0 changes0 removals
  • UI and audio
fixedDemo is basically ready and the game feels so much better now it's actually wild. I went all-in on that juicy game feel - trails on EVERY projectile, blood splatters, color grading that still screams Halloween, coin tweens, fade effects, level-up pops, and full-screen damage flashes. Everything hits harder and looks cleaner. New hero Grim dropped with a full skill set: - Boomerang Scythe - Death Ground dash (now a proper pit) - Invulnerability - Second Life - Instakill - Appearing Ghost - Dark Whirlwind Plus the whole synergy system is live - skills actually combine in meaningful ways now. Passives for health, damage, crit, healing, speed, and more. Summon evolutions are way cleaner (named instead of numbers). Hidden skills have their own Gallery System so you can actually discover them properly. Shop got a full glow-up - animated cards, shadows, outlines, one-by-one pop-ins, fixed hover, and better flow. Skills hover system is smooth with auto-resize + auto-translate. No more cluttered unlockables. Procedural gen upgraded, wave tiles are now unique per stage, balancing tightened (waves ramp better, health chances halved, bosses feel right, 10-min late game curve). Sound design is next level - new music per wave/tree/boss, death track, burning effects, tornado + lightning, error munch on locked stuff. Tons of bug fixes (no more frozen bugs, timer issues, life zero on restart, floating text weirdness, etc.) and quality of life everywhere - bigger money/life UI, exit to main menu, store overrides, movement lerping, message system for portals/merchants, etc. Video guides moved in-game too. If you tried the demo before, this version is night and day. Come back and slap some pumpkins. Steam page: Pumpkin Reaper #indiedev #gamedev #roguelike

Pumpkin Reaper changes

fixedDemo is basically ready and the game feels so much better now it's actually wild. I went all-in on that juicy game feel - trails on EVERY projectile, blood splatters, color grading that still screams Halloween, coin tweens, fade effects, level-up pops, and full-screen damage flashes. Everything hits harder and looks cleaner. New hero Grim dropped with a full skill set: - Boomerang Scythe - Death Ground dash (now a proper pit) - Invulnerability - Second Life - Instakill - Appearing Ghost - Dark Whirlwind Plus the whole synergy system is live - skills actually combine in meaningful ways now. Passives for health, damage, crit, healing, speed, and more. Summon evolutions are way cleaner (named instead of numbers). Hidden skills have their own Gallery System so you can actually discover them properly. Shop got a full glow-up - animated cards, shadows, outlines, one-by-one pop-ins, fixed hover, and better flow. Skills hover system is smooth with auto-resize + auto-translate. No more cluttered unlockables. Procedural gen upgraded, wave tiles are now unique per stage, balancing tightened (waves ramp better, health chances halved, bosses feel right, 10-min late game curve). Sound design is next level - new music per wave/tree/boss, death track, burning effects, tornado + lightning, error munch on locked stuff. Tons of bug fixes (no more frozen bugs, timer issues, life zero on restart, floating text weirdness, etc.) and quality of life everywhere - bigger money/life UI, exit to main menu, store overrides, movement lerping, message system for portals/merchants, etc. Video guides moved in-game too. If you tried the demo before, this version is night and day. Come back and slap some pumpkins. Steam page: Pumpkin Reaper #indiedev #gamedev #roguelike

Demo is basically ready and the game feels so much better now it's actually wild. I went all-in on that juicy game feel - trails on EVERY projectile, blood splatters, color grading that still screams Halloween, coin tweens, fade effects, level-up pops, and full-screen damage flashes. Everything hits harder and looks cleaner. New hero Grim dropped with a full skill set: - Boomerang Scythe - Death Ground dash (now a proper pit) - Invulnerability - Second Life - Instakill - Appearing Ghost - Dark Whirlwind Plus the whole synergy system is live - skills actually combine in meaningful ways now. Passives for health, damage, crit, healing, speed, and more. Summon evolutions are way cleaner (named instead of numbers). Hidden skills have their own Gallery System so you can actually discover them properly. Shop got a full glow-up - animated cards, shadows, outlines, one-by-one pop-ins, fixed hover, and better flow. Skills hover system is smooth with auto-resize + auto-translate. No more cluttered unlockables. Procedural gen upgraded, wave tiles are now unique per stage, balancing tightened (waves ramp better, health chances halved, bosses feel right, 10-min late game curve). Sound design is next level - new music per wave/tree/boss, death track, burning effects, tornado + lightning, error munch on locked stuff. Tons of bug fixes (no more frozen bugs, timer issues, life zero on restart, floating text weirdness, etc.) and quality of life everywhere - bigger money/life UI, exit to main menu, store overrides, movement lerping, message system for portals/merchants, etc. Video guides moved in-game too. If you tried the demo before, this version is night and day. Come back and slap some pumpkins. Steam page: Pumpkin Reaper #indiedev #gamedev #roguelike

Source

Steam News / 2 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.