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Steam News3 October 20259mo ago

Developer Diaries: sound design and the plans for the further development

Hello everyone, it’s Luden.io again — back with some fresh news! Great news As we mentioned in the last dev diary, our endless berserk mode is finally over. The result?

In this update2

Full notes

Full SuperWEIRD: Automation Roguelite update

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

Repeated intro

Hello everyone, it’s Luden.io again — back with some fresh news!

What changed

0 fixes2 additions6 changes0 removals
  • Gameplay
  • Maps
  • Balance
changedGreat newsAs we mentioned in the last dev diary, our endless berserk mode is finally over. The result? Impressive average playtime stats on the Poki platform! Just to remind you — hitting those numbers was a requirement for releasing the game on the web. Right now, we’re ironing out the details, but one thing is certain: the web release is happening! Stay tuned for updates, we’ll share more soon. Don’t forget to subscribe in the Discord not to miss it when it happens!
changedGame design ideasFirst of all, we finally sat down and drafted a design doc for the big Steam version of the game. For those who don’t remember: our plan is to first release a smaller version on web platforms to test the core gameplay. Once the basics are polished, we’ll expand the experience with more depth so there’s plenty to do in the midgame and endgame for the players.
changedGame design ideasWell, there are a few reasons. First of all, we wanted a dynamic map. One of our references — Cult of the Lamb — like many roguelikes, uses procedurally generated maps. In roguelikes, that system keeps runs fresh and varied.
addedGame design ideasBut in our case, progress on the map is permanent. So the islands shifting around serve a different purpose. The idea is to make players analyze how the map moves, plan missions based on that movement, and add a bit of pressure and randomness to keep things interesting. Basically, to mess with the player’s plans. What do you think — will islands moving between rounds stress players out, or add a fun layer of chaos? Let us know in the comments.
changedGame design ideasAt first we thought the map would be a set of rotating rings. But later we scrapped that idea in favor of floating islands. Why islands instead of rings? Honestly — simply because we love floating islands. And hey, it’s our SuperWEIRD game, so we get to have our quirks!
changedGame design ideasThe corruption, of course, won’t just sit idle — it’ll try to get in your way. Our task is to strike the right balance: not too idle-casual, not too stressful. That’ll mostly be a matter of tuning, so we’ll get to it later. For now, take a look at the enemy spawner and the evil robots going to battle our good robots.

SuperWEIRD: Automation Roguelite changes

changedAs we mentioned in the last dev diary, our endless berserk mode is finally over. The result? Impressive average playtime stats on the Poki platform! Just to remind you — hitting those numbers was a requirement for releasing the game on the web. Right now, we’re ironing out the details, but one thing is certain: the web release is happening! Stay tuned for updates, we’ll share more soon. Don’t forget to subscribe in the Discord not to miss it when it happens!
changedFirst of all, we finally sat down and drafted a design doc for the big Steam version of the game. For those who don’t remember: our plan is to first release a smaller version on web platforms to test the core gameplay. Once the basics are polished, we’ll expand the experience with more depth so there’s plenty to do in the midgame and endgame for the players.
changedWell, there are a few reasons. First of all, we wanted a dynamic map. One of our references — Cult of the Lamb — like many roguelikes, uses procedurally generated maps. In roguelikes, that system keeps runs fresh and varied.
addedBut in our case, progress on the map is permanent. So the islands shifting around serve a different purpose. The idea is to make players analyze how the map moves, plan missions based on that movement, and add a bit of pressure and randomness to keep things interesting. Basically, to mess with the player’s plans. What do you think — will islands moving between rounds stress players out, or add a fun layer of chaos? Let us know in the comments.
changedAt first we thought the map would be a set of rotating rings. But later we scrapped that idea in favor of floating islands. Why islands instead of rings? Honestly — simply because we love floating islands. And hey, it’s our SuperWEIRD game, so we get to have our quirks!

Great news

As we mentioned in the last dev diary, our endless berserk mode is finally over. The result? Impressive average playtime stats on the Poki platform! Just to remind you — hitting those numbers was a requirement for releasing the game on the web. Right now, we’re ironing out the details, but one thing is certain: the web release is happening! Stay tuned for updates, we’ll share more soon. Don’t forget to subscribe in the Discord not to miss it when it happens!

Game design ideas

Now to SuperWEIRD development news. What did we manage to achieve over the past month?

First of all, we finally sat down and drafted a design doc for the big Steam version of the game. For those who don’t remember: our plan is to first release a smaller version on web platforms to test the core gameplay. Once the basics are polished, we’ll expand the experience with more depth so there’s plenty to do in the midgame and endgame for the players.

So, behold our grand plans for the Steam version. And instead of a thousand words — here’s one picture:

Now imagine dozens of islands drifting in the sky, with the player starting out on their hub. The player flies between islands, each guarded by its own boss. Why floating islands, you ask?

Well, there are a few reasons. First of all, we wanted a dynamic map. One of our references — Cult of the Lamb — like many roguelikes, uses procedurally generated maps. In roguelikes, that system keeps runs fresh and varied.

But in our case, progress on the map is permanent. So the islands shifting around serve a different purpose. The idea is to make players analyze how the map moves, plan missions based on that movement, and add a bit of pressure and randomness to keep things interesting. Basically, to mess with the player’s plans. What do you think — will islands moving between rounds stress players out, or add a fun layer of chaos? Let us know in the comments.

At first we thought the map would be a set of rotating rings. But later we scrapped that idea in favor of floating islands. Why islands instead of rings? Honestly — simply because we love floating islands. And hey, it’s our SuperWEIRD game, so we get to have our quirks!

So, the goal is to defeat the boss and liberate the island from the mysterious alien slime — the corruption.

The corruption, of course, won’t just sit idle — it’ll try to get in your way. Our task is to strike the right balance: not too idle-casual, not too stressful. That’ll mostly be a matter of tuning, so we’ll get to it later. For now, take a look at the enemy spawner and the evil robots going to battle our good robots.

And here are our experiments with how the сorruption spreads over areas the player has already freed. We made these animation sketches before finishing the overall world map concept, so what you see here is the old radial version without islands. What do you think? Does it look cool?

On each island, the player builds production chains to quickly craft and arm robots that will take on the boss… But you already know this part from our earlier diaries — nothing new here.

But here’s the most important part.

Remember the pig in shades? Over time he’s become a

Source

Steam News / 3 October 2025

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