Hey everyone,
We’re Snap Finger Click, the team behind Befuddle. We want to share an important update on the game’s development and its future.
As a team, we are massive fans of Befuddle’s core gameplay. The mechanic of decrypting brainy, pop-culture-based word puzzles (like ‘Cracking Corrupt’ for ‘Breaking Bad’ ) is something we truly love, and we know from your feedback on the demo that many of you do too.
Because we believe so strongly in this core idea, we also believe it deserves the best possible presentation. Over the course of development, we had a growing feeling that the game's art direction just wasn't aligning with the smart pop-culture gameplay we intended. It’s a "brainy word puzzle party game", and the art needs to shout that from the rooftops.
So, we've made a big decision: We are pausing development on the current version of Befuddle to go back to the drawing board.
This pause means we can create an updated version of Befuddle that truly matches our intentions. We’re excited to explore a new direction that feels cohesive with the brainy, hilarious party game at its heart.
We are an award-winning studio that cares deeply about delivering high-quality party games. Frankly, we want to deliver a game that "will stand shoulder to shoulder" with the very best of our other party games.
This will take time, and we'll be quiet for a while as we focus on finding the perfect new look. But we are more excited than ever for Befuddle’s future, and we will share updates when we feel the game is ready.
Because we are going back to the drawing board for a fresh start, we will also be deleting this Befuddle Steam page in the near future.
This means all wishlists and follows on this page will be lost. Steam will not be able to notify you when our new page goes live.
We strongly encourage you to sign up for the Snap Finger Click mailing list. This is the ONLY way we can notify you about Befuddle's future, including when we re-launch with a brand new Steam page.
We're incredibly grateful for your support and excitement so far. We can't wait to show you what Befuddle becomes.
All the best, The Snap Finger Click Team
This update marks an important milestone in the ongoing development of the game. Players can now explore newly added maps that expand the world and introduce challenging environments designed to elevate tension and immersion. These locations add variety to exploration and give the later stages of the game a stronger sense of progression. The final map is also nearing completion — currently around ninety percent done — and its update will be released within the next two to three days.
Several key improvements have been made to the game’s menu system, making it clearer, faster and more intuitive to navigate. Interactions are smoother, and settings are easier to access, allowing players to focus on the action.
Creature behavior has also been refined. Monsters now react more dynamically to the player and the environment, creating more intense and unpredictable encounters. Their detection, pursuit and general logic have been updated to make each confrontation feel more alive and threatening.
Narratively, this update expands the story with new dialogue, environmental hints and lore elements that shed more light on the world and its factions. These additions build greater context and give players deeper insight into the ongoing conflict.
This is a substantial update that enhances both gameplay and storytelling. Further updates will continue polishing the experience, but this one sets a strong foundation for what comes next.








\["Flowers Beneath A Starless Sky" is a prologue story for the game, written in the same style as the lore you'll be discovering in-game. [/i]The previous chapter can be found here.][/p]
You flex your power with hopeful focus. From the dirt, a purple hyacinth grows at cautious pace. You grasp the bloom and look within
Your thoughts are pulled to a maze of lilac hedges. Countless paths and passages lie ahead of you, and far in the distance a dark tower looms. You know you must reach it, and no obstacle will stand in your way.
Intuition guides you, turn after turn, charting a course through infinite chaos. You feel it as you move—there is no end to this place, no map would ever contain its sprawl, and one wrong move would send you wandering forever. You persist all the same.
These walls will not hold you.
Hour by hour, day by day you march, through twisted corridors and secret passages, past dead ends filled with mocking laughter and crossroads pleading to lead you astray. The tower draws ever closer. At last, an exit.
You step free of the labyrinth and onto a black sand beach. Waves lap at the shore, the horizon wide and empty save that distant tower. You carry on and swim forward through the murky water. Your progress halts, and the waves force you back.
You think, then scavenge for supplies to build a raft. It breaks apart at the same distance, and the waves force you back. You try to make a bridge instead, slow and methodical. It crumbles beneath you before long, and the waves force you back. You march defiant into the water. The waves force you back. You walk slowly from the shore. The waves force you back. You crawl forward. The waves force you back. You lie down in the sand. The waves crash over you and sweep you away.
You pluck the flower with a sigh. Clever and cunning, wise enough to pierce any riddle. Yet despair hangs heavy around their neck, a noose tightened by every failure. They would choke, crumble into hopeless despondency long before the end.
This one cannot save the sky.

Big announcement: Broken Fate is now House of Petals
We’ve officially rebranded Broken Fate, and the game will now be known as House of Petals. The gameplay, story, art, and development plans remain exactly the same—this is purely a name change to better capture the themes and direction of the game. Nothing you love is changing.
While it’s bittersweet to say goodbye to the old name, we’re excited to embrace a title that reflects the world and experience we’re creating even more clearly, and helps us stay focused on development without operational distractions.
Thank you so much for your support, for playing the demo, and for being part of this journey with us.
If you haven’t already, please consider wishlisting the game—it truly helps us out.

I'm happy to announce that Super Psycho Baseball is finally complete. Thank you for your support over the years. It was quite a journey to hit all these freaking home runs.
You might've beaten psycho mode, but can you beat the final final final boss? He's quite nice, but he must lose.
While the game is over, I will be sticking around to fix any bugs that might arise, and believe me, there are probably plenty. Feel free to post any issues you have in the comments and I'll address them immediately. My deepest apologies for taking so long. You know how it is.
Stay tuned for the announcement of our new game. For now it's a secret, but soon you will be gaming.
FINAL BOSS and NEW PARK (available in psycho mode only).
Achievement for defeating the game completely.
Various balance tweaks.
Bug fixes across the board.
From the first light of dawn… marches Tyriel — The Human Paladin.
A shield of iron will. A hammer guided by justice.
His Whirling Slash erupts in a radiant arc, striking all nearby foes and slowing their advance — the battlefield’s warning that his stand has begun.
With Defensive Block, he turns steel and sorcery alike aside, every strike meeting an unshakable guard.
His Protection Aura spreads outward, blessing his allies with fortified courage and hardened resolve.
And when the fight grows desperate… he calls upon Light Protection.
Holy brilliance engulfs him — attacks break, spells rebound, and Tyriel becomes a fortress of living light.
No breach. No weakness. Only unwavering defense.
Tyriel — The Human Paladin.
Where he stands… the line holds.
Stay Epic. Stay Brave.
Fixed
PvP Battles no longer start with all sorts of effects in the middle of the map
PvP now always awards coins, credits and destruction value as if difficulty was set to [c]Hard[/c]
this only affects the rewards that do not come from the arena but from destruction
PvPCruisers now award destruction value correctly, based on their health:
Goaterd: 5700 -> 4200
Hammerhead: 3900 -> 4200
Megalith: 7000 -> 10000
Pistol: 2200 -> 3200
Shepherd: 4000 -> 4200
the old system used incorrect values, not the actual health of the cruisers; this is fixed now
Increased drone limit to 100
One can no longer clone a drone to go over the drone limit
The game should now launch even without an internet connection (with obvious limits such as no pvp capability. Also records won't be recorded in such cases, so you may have to redo levels to get on the global leaderboard - will fix this in a later patch)
New weapon: Flamethrower, a short range, piercing, damage over time weapon that builds up range until maximum and leaves corrosion on parts it hits (unobtainable but can be used in the sandbox)
New ammo: Fuel, powers the flamethrower, different capacity and corrosion %
New stat: Corrosion, builds up as percentage of pre-mitigated damage onto a part and does (total corrosion * 0.1) / second unmitigable (currently) damage. Corrosion damage is displayed in orange
New flamethrower upgrade: Oxidizer, converts all damage to corrosion (100% of dps and the % of corrosion gotten from fuel)