"Your soul... smells so tempting, you know."

“Was that the click of a trigger... or the whisper between my lips?”

October 30th – Succubus Soirée begins!

https://store.steampowered.com/app/2827230/_/
Combat Cat Studio
Thank you so much for playing the Type Ride demo during Steam Next Fest!
The downloads and wishlist adds far exceeded our expectations, and the whole team is incredibly encouraged.
Based on the feedback and requests we received from the demo, we’d like to share our plans for upcoming improvements.
Here are the main points we heard:
Gameplay leans too much toward pure typing and lacks strategic depth
Difficulty feels underwhelming
Not enough run-to-run variety
Players want rewards that reflect their typing performance
There were many elements we couldn’t include in time for the demo release, and we’re now actively addressing them.
In the demo, we feel we didn’t fully deliver on the “tension and choices created by combining effects.”
We’re revisiting risk–reward design and the sense of impact from effects (both visual and numerical feedback),
and we’ll be adding a large amount of new content.
Up to now, only Monster Cards could be added to your deck,
but we’re introducing a new card type: Override Cards.
In essence these function like equipment items, and can be equipped by performing an extra typing sequence
just before or after summoning a monster.
Override Cards can:
Boost stats
Grant/strengthen monster-specific skills
The order in which you play cards and which monsters you pair them with will matter even more!
We’re adding Shop tiles to the map.
This provides a way to converge on the build you want, speeding up deck upgrades and increasing the necessity of deckbuilding choices.
Together with the additions of monsters, items, and Override Cards, deckbuilding should feel much richer.
We’re implementing powerful Combo Skill that you can trigger based on your accumulated combo count.
They won’t be available constantly, but their impact is huge—and should create some truly electrifying board states.
Right now we see a split between:
- “No matter how hard I try, I hit a wall and can’t clear,”
- “I just kept typing and the run ended.”
We plan to reduce this polarization by increasing the weight of deckbuilding, and by adding additional tuning switches for Hard and above
(e.g., enemy HP multipliers, event encounter rate, combo grace window, etc.),
so you can fine-tune the challenge to your preference.
We’re exploring further additions and will keep pushing development forward.
We’ll share frequent updates on Discord—we’d love to have you join!
(We’re also continuing to collect feedback; please feel free to send yours via Discord.)
NOT__OK''

Someone spray-painted angry messages all over the gate! Something about... "abolishing the system" and "giving back freedom to the people"? But that's silly - nobody is kept prisoner in your establishment!
Who would have done such a thing...? 🤔 Ah! 🎥 Our cameras caught the perpetrator: a youthful, teenage-looking lady with dark hair and minty streaks through them! 💙🖤
Anybody know who that is...? Her name is Sybil, eh?
Well, looks like we've got ourselves an angry, rebellious anarchist on our hands... ⚡🔥 I suppose you'll have to meet her for a little chat 💬 - just to see what her views on male authority are. 🧍♂️👀
Maybe she can be reasoned with. If not...? Well... at least she'll clean up the mess she left. 🧽🎨
Hey everyone! 👋 We’ve decided to temporarily take down the demo while we work on some improvements based on all the awesome feedback you’ve shared with us.
Your comments have been super helpful in showing us what’s working and what needs a little more love. We want to make sure the next version feels even better to play — smoother, more polished, and more fun overall!
The demo will be back once we’ve made the necessary tweaks, so stay tuned and thanks again for all your support 💙




Pop-up windows now automatically adjust their position when near the screen edge
Fixed certain issues when using the “Always on Top” setting
Disabled Steam overlay
MacOS users may encounter an issue where global key detection stops working after the update.
To fix this, go to System Settings → Privacy & Security → Input Monitoring, remove BitBuddyDemo (make sure to use the “–” button to completely delete the entry), then restart the game and re-grant BitBuddyDemo input monitoring permission when prompted.

Hey everyone!
Here’s the first Early Access update packed with improvements, bug fixes, and a few quality-of-life tweaks inspired by your feedback.
Thanks so much to everyone reporting bugs, sharing ideas, and helping shape the game — keep them coming! 💪
Added new random dialogue lines for the Captain when joining the action.
The Captain now reacts differently depending on where he lands — whether on H.A.P.P.Y. or directly on the ground.
Snot-bubble Gundian will now trigger a bit earlier.
Added more magnesium to the 4-eye Nexus Stone.
Added mouse control to the world map — you can now select and start levels directly with a click.
Improved clarity in the options menu — the detected gamepad type is now displayed more clearly to avoid confusion.
Added full mouse control for audio and resolution settings.
Changed the alternative block move/rotate controls: move with WASD and rotate with Q/E.
Fixed an issue where the Captain’s death during an outpost re-raid could freeze the game and leave the siren looping forever.
Fixed an issue where damaged drones could remain stuck at the start of the next race phase.
Fixed an issue where the falling block preview could incorrectly block enemy shots above the building limit.
Fixed an issue where the pause menu could be opened before the level was fully initialized.
Fixed an issue where muting/unmuting the rubber ducks before talking to the mechanic could interrupt his dialogue and lead to a soft lock.
BounceHit achievement trigger fixed.
Updated Unity version to address security issues.
Thanks again for all your support and detailed reports — it really helps polish GunBlocks one update at a time! More fixes are already in the works, so stay tuned. 🚀
- Steve
The Tower Challenge Update is here!

New Level – Block 14: A towering new map featuring a huge central structure to climb. It’s the toughest challenge yet, built to test your precision, patience, and mastery of movement mechanics.

Level Unlock System: To unlock new levels, players now need to reach a specific total time on the previous one. The faster you are, the more you unlock!
This update brings more structure and progression to Block States, rewarding skillful play and determination.
Can you conquer the tower and earn your place among the fastest?