You have been issued a rocket launcher to remove a garden shed. This is normal. Bring the target down, spare literally everything else, and try not to think too hard.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“DEMO IT is the first game we have ever made, and Early Access is how we would
rather make it — in the open, with players involved, instead of guessing for
another year and hoping we guessed right.

A demolition game lives or dies on two things: how the physics feel, and
whether each job is balanced fairly. Those are exactly the two things we can no
longer judge on our own. We have played our own jobs hundreds of times and we
have lost all sense of which ones are hard and which ones are simply unfair.
Players will tell us in a week what would take us months to work out alone.

We also want the people who turn up early to shape what comes next — which
tools get built, which jobs get made, and what this thing eventually becomes.”

Approximately how long will this game be in Early Access?

“We are aiming for somewhere around a year to eighteen months, and we do not
plan for it to run beyond the end of 2027.

That is an estimate rather than a promise. We would rather leave Early Access
when the game is genuinely finished than leave it on a date we picked before
anyone had played it. How long it really takes will depend a great deal on what
players ask for once they are in — if the feedback points somewhere we did not
expect, we would rather follow it than hold to a schedule.”

How is the full version planned to differ from the Early Access version?

“We plan for the full version to be considerably bigger than what launches
today, in four directions:

- More jobs. The Early Access campaign is a starting set, not the finished one.
We plan to keep adding jobs throughout Early Access, and to keep them varied
rather than just more numerous.

- More tools. Every tool in DEMO IT works differently from the others rather
than simply hitting harder than the last one, and we have more planned in
that same spirit.

- New kinds of job. We want to add objectives that ask something genuinely new
of you, rather than recombining the ones already in the game.

- A deeper upgrade path, so that what you choose to spend your stars on matters
more than it does today.

We also expect to revise what is already there. Some jobs, tools and areas will
be rebuilt as we learn what works and what does not — Early Access does not
only mean adding things, and the existing content is not frozen either.”

What is the current state of the Early Access version?

“DEMO IT is playable from beginning to end today. It is not a prototype or a
vertical slice — it is a small, complete loop that we intend to grow.

What is in the build right now:

- Six hand-built jobs, plus a free-play sandbox with no objective and no
scoring, for when you just want to knock something down.

- Four tools, each of which works differently from the others: the Blast
Charge, the Wrecking Ball, the Pocket Singularity, and the Shaped Charge,
which you place and then detonate.

- Five kinds of job: raze it in as few shots as possible, keep the debris
inside the drop zone, fold a building into its own footprint, take one wing
down while the one next door stays standing, and one job with no restrictions
at all.

- A star-based upgrade path. Every job pays up to three stars, and stars unlock
new tools, upgrade them across three power tiers, and buy extra loadout
slots. You can swap tools mid-job, and dial a powerful tool down when
restraint is worth more than force.

- Job select with per-job star tracking, a briefing before each job, a full
settings menu (resolution, VSync, frame cap, MSAA, render scale, shadow
distance, texture quality, volume, mouse sensitivity), and a progress reset.

- An in-game reporter on F8. It attaches a screenshot and the state of your
current job automatically, so you can file a bug without leaving the game.

What to expect, honestly:

- It is short. Six jobs is an hour or two on a first run. Chasing three stars
on all of them takes considerably longer, but we would rather you knew the
size of it going in.

- Balance is the least finished part of the game, and we know it. Star
thresholds are still being tuned and some of them are harsher than we want.
Completing a job is never the problem — the stars are.

- Keyboard and mouse only. There is no controller support yet.

- Single player only, English only, and there are no achievements yet.

- It is made by one person, so it will move in bursts rather than to a steady
weekly schedule.”

Will the game be priced differently during and after Early Access?

“We are not planning to change the price when we leave Early Access.

If that ever changes we will say so on the store page well before it happens,
and anyone who buys during Early Access keeps the finished game at no extra
cost.”

How are you planning on involving the Community in your development process?

“Discord is where the development actually happens, and it is the best place to
reach us. We are in there most days — posting work in progress, putting two
options side by side and asking which one people prefer, and running changes
past players before they ship rather than after.

The Steam discussion boards are the second place we watch, and we read them.
Anything important that starts on Discord gets brought back there as well, so
you never have to join a chat server to follow what is going on or to be heard.

Wherever you talk to us, press F8 in the game to open the reporter. It attaches
a screenshot and the state of the job you are playing, so filing a bug costs
you about fifteen seconds and lands with us directly.

What we are most hoping to hear:

- Which jobs felt unfair, and which star ratings you could not work out how to
reach. Balance is the part we are least able to judge for ourselves.

- Anything that looks wrong in the physics — a collapse that did not behave,
debris falling through the world, a score that made no sense.

- What you want built next. Tools and jobs are the two things we can add
fastest, and we would rather build the ones people actually want than the
ones we assumed they did.

- Clips. If something spectacular or ridiculous happens, post it. Watching
other people play is the quickest way for us to find out what this game is
actually good at.

We will keep the roadmap public and post notes with every update explaining
what changed and why — including the things we tried and backed out of.

Discord invite: https://discord.gg/dbYw6BZCcf”
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Join the DEMO IT! Playtest

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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

CONGRATULATIONS. Your local Municipal Demolition Authority (population: you) has approved your request to destroy things using the least appropriate tool available for the job.

Need to remove a garden shed? Here's a rocket launcher. Overkill? There is no such thing as overkill. There is only "insufficient budget for more explosives," and frankly, that's a you problem.

The catch: the neighbors are watching. The building next door is not part of this transaction. Every window you shatter, every fence you launch into orbit, every unrelated structure you turn into modern art — that's coming out of your score. Precision matters. Precision, when wielded by someone holding a wrecking ball the size of a small moon, is a skill you will now be forced to develop.

THE PROCESS, AS DOCUMENTED BY OUR LEGAL TEAM (there is no legal team):

  • ASSESS. Look at the building. Locate the load-bearing walls. Pretend you know what that means.

  • DEPLOY. Select from a curated arsenal of tools no structural engineer has ever signed off on.

  • REGRET NOTHING. Physics takes it from here. You don't get to take it back.

  • BE JUDGED. A star rating descends from the heavens to inform you exactly how much collateral damage you are personally responsible for.

  • DO IT AGAIN. One button. No cooldown on ambition.

THREE APPROVED DEMOLITION METHODS:

  • IMPLODE — the building goes down, straight into its own footprint, like it's ashamed of itself.

  • TOPPLE — the building goes down over there instead, on your command, for reasons.

  • SPARE-A-WING — surgically remove exactly one part of a building, and leave the rest standing there, confused.

THE TOOLSHED (all tools pre-approved by nobody):
Precision charges, for when you want to pretend you're a professional. A rocket launcher, for when you don't. A wrecking ball with genuine, physical momentum, because gravity should also suffer for your choices. And one (1) additional tool that we are legally discouraged from describing in detail.

No two collapses fall the same way. Every run is a new act of very calculated chaos. Go get a three-star rating. Or don't, and let the neighborhood deal with the consequences.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This game uses AI-generated audio effects (via ElevenLabs) for a limited set of sound effects, layered and processed alongside licensed library sounds. As a solo developer on a tight budget, this let me create specific, bespoke sounds without the cost of a full custom audio pack for assets that are only used a handful of times.
Some of these may be replaced with human-composed audio as the game develops.

System Requirements

    Minimum:
    • OS: Windows 10 / 11
    • Memory: 8 GB RAM
    • Graphics: Nvidia RTX 30- series or AMD equivalent
    • DirectX: Version 11
    Recommended:
    • OS: Windows 11
    • Memory: 16 GB RAM
    • Graphics: Nvidia RTX 30- series or AMD equivalent
    • DirectX: Version 12
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