
Be among the first to experience a snippet of gameplay that will eventually be the demo release, and help us make this game even better. Jump into our Discord to secure your spot!
Our fourth playtest will open up on November 17th @ 5pm EST and we will pass out keys to Discord members with the Playtester role.
Anyone that submits feedback from our playtest feedback form will be credited in our in-game credits as a playtester.
And again, thank you all for your support throughout our game's journey thus far. If you're sharing feedback, helping us playtest, or even taking the time to read this, Thank you🤍
The Halloween Shirt will no longer be unlockable.
Item Shop has been refreshed!
The Bomb and the Fabulous Frankfurter are BACK!
Menu Music back to normal.
Maps back to normal.

The prisoner outfit (which has just been sitting in the game files oops haha) is now Available!
Also there's this sick Traffic Cone Hat!
Also there's a fancy Golden Cap!
The Part Two of the Gamer update is still in development, which is supposed to add a new map, more achievements, more items and weapons, and a scoreboard for the free for all mode.
Speaking of the new map though, it's not going to be based on any of the current gamemodes in Toy Town. All that I'll say for now is that it will be simmilar to Bedwars.
Thanks for reading this, Thanks for playing Toy Town Mayhem, and I hope you have a great rest of your day!
In this minor patch we're adding Steam cloud saves to let you keep your total clicks and other game data across different computers - niche but requested.
We also made the legendary achievement unlock logic absolutely bulletproof even if Steam servers stop responding during a case open (an issue that actually happened to someone).
Reach out if you have any questions!
The Coconut Team.
Today I released the free Steam demo of my civilization-themed strategy card game, Bannerlands. This limited content version of the game has enough gameplay to get a feel for the design, and I'm excited to hear what players think.
Bannerlands is an ancient civilization roguelike deckbuilder, combining deeply strategic card battle mechanics with story-driven diplomacy. Write your history through procedurally-generated campaigns with hundreds of cards ranging from great pyramids and war elephants to sneaky spies and crafty merchants.
Where can I provide feedback?
Hello everyone!
I took a little break after Steam Next Fest. The event went well, but admittedly it's a part of game dev that takes more energy from me than what I normally do. And I was already a bit tired beforehand I think.
I'm posting this today to announce that I've decided to delay the release of Elfie: A Sand Plan to Q1 of 2026.
I've talked to silent swimmer, Elfie's composer, as well as the localizers that I've collaborated with to have the demo available in different languages. It's been a relief to hear their support for this decision as even though its not a significant change all things considered, turning the 2025 to 2026 on the game's Steam page felt relatively significant to me.
The timeline for the release was affected more significantly than I had anticipated from taken on a contract for something else. I kept working a lot on A Sand Plan in the first few months alongside this full-time work, and knew it would likely need to be pushed back a bit later than initially planned. But I think it was around the end of September that I knew I was pushing myself a bit too much as I felt the need to slow down.
In any case, this will allow me the time to go over the dialogues, puzzles and make sure the release version is at the same level of quality that I am satisfied with. And also do a bit more, as the feedback from Steam Next Fest was a great source of insight on features that would benefit the experience without taking anything away from the core experience. Things such as:
Adding color coding and patterns to indicate correct and incorrect positioning of blocks.
More hotkeys for picking blocks and also rotating blocks using different inputs.
Increased text visibility options.
So the extra time will also help implementing those extra elements. And also give the time for silent swimmer to add some more songs too!
I'm sorry to make you wait a bit longer for it, but I believe it will be worth it!
Thank you for your support,
Solomar
Hi engineers,
I'm back! I've had a pretty intense and busy couple months since the August update with my personal and family life. But I'm back at it. Luckily Lothsahn was still hacking away a bit on multiplayer while I was out, so that is still in the works.
My energy is being redirected at Final Factory now that stuff in my life has stabilized. I have one big content update planned and multiplayer planned as we head towards 1.0. Today we have a small but important patch that fixed a major performance issue.
See you all in the factory!
/Slims
0.2.0.104 Patch Notes
Fixed an issue in the VFX graph for antimatter nexus that was causing massive memory allocations on the GPU, which was responsible for stuttering and fps drops even on maps with only a few spawned.
Updated Unity version (6000.0.58) to fix a security vulnerability affecting Unity engine games
✨ Good news everyone! ✨
Shortly after initial release, a huge bug was discovered in saving and restoring your game in lil' Henry and Penny's Big Adventure Pack. A patch was released that temporarily removed that feature.
Well now, after many grueling hours in the lab, our engineers have fixed the issue! Saving and restoring is FULLY IMPLEMENTED in the Big Adventure Pack. No more will you have to sweat losing your progress with lil' Henry and Penny during their adventures.
Thank you and happy gaming!