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🌈 $5 Tier: [Benedikt][David Martínez Martí]
The 5th patch is here! Sorry for the delay - work was really hectic this week. We're a week away from the 1-monthiversary, and only 13 reviews away from the magic number of 50 required for "Very Positive". Please continue to help spread the game around to other puzzle enthusiasts. Puzzle changes
I'm pushing this patch earlier than planned because I think some of the changes warrant it. As a result I'm not finished with hints for all bonus levels yet. Puzzle changes
It's almost 2 weeks since launch and I'm embarrassed to say that all levels still do not have hints. But I'm almost there! The only missing hints are for bonus levels, and those will be done in the next patch within the next few days. I keep saying it, and it keeps being true. The support and enthusiasm from the puzzle community is overwhelming. I'm glad you're liking the game and spending 30+ hours of your life to playing it. Please keep telling others about the game. I want to watch more YouTube videos and Twitch streams! I also want to start playing your custom levels, so please join the Discord server to share them! I might even make it a regular thing where I stream some user submitted levels. (Eventually I'll add Steam Workshop support, but for now Discord will have to do....) Here's the 3rd patch. Puzzle changes
I've noticed many players are already well past the 20+ hour mark and have finished, or are closing in. Others are just getting started and still wondering what that color spirally thing is for. I really love reading all of your comments about the game in reviews, on forums, and on social media. The more buzz around the game the happier the penguins will be, so keep it up! Without further ado, here's patch number two. Puzzle changes
Many players are accumulating insane playtimes, and I've been reading all sorts of excitement about the game. I appreciate this so much! I don't have any funding for advertisements, and to be honest, what makes the game special is hard to advertise. So I am incredibly grateful for your continued support in spreading the game to other players. I'm super proud to have no major bugs, no broken puzzles, and not even any reports of puzzle cheese! A large part of this is due to the many amazing playtesters. Hopefully this trend continues through future patches. Without further ado, here are the changes. Puzzle changes
Firstly I want to emphasize that the game is content complete. There are no missing achievements, no missing mechanics, no missing puzzles, and I have no intentions of doing any major redesigns. However, there is a never-ending list of things that I've wanted to do, but could not afford to either for monetary or time reasons.
Custom level support
The puzzle editor is available and functional, albeit with some lack of polish. Your created puzzles go to
as JSON files (that use a custom string format for puzzle parsing). I do recommend making a new folder (which can be done in-game) to separate out different puzzles, since puzzle name collisions within the same directory can cause issues. You can manually place JSON files in this directory, and play them through the puzzle editor using the "Test" button. This isn't great, and will be the main focus of post-launch development. The game is very long, so I expect to have some time before people really start going crazy with custom levels. The main things I intend to add here are:
It's time to dive in and get your mind melted by penguin absurdity! Gentoo Rescue will have a 10% launch discount for 2-weeks, which takes us through the upcoming Cerebral Puzzle Showcase. I hope this game brings you as much joy as it has brought me. If any issues arise, please don't hesitate to reach out to me on Discord (preferred), the Steam forums, or social media. I've taken today and tomorrow off work so that I can be extra responsive to any feedback.
Mark your calendar! The wacky penguins will be sliding onto Steam later this month on Thursday, May 22nd at 9AM PDT. If you want to follow development more closely, please join the Discord server and follow my personal account on BlueSky, and my Gentoo Rescue account on X.
Gentoo Rescue Demo is part of the Box-Pushing Festival, running April 21-28 at 10 AM PT! Gentoo Rescue is not a traditional sokoban game. The player controls multiple animals that move independently, and the "boxes" are the animals themselves. The animals move by sliding, and they can pick up items to gain new abilities - some of which allow for pushing, pulling, and other ways to manipulate other animals. The game plays like traditional sokoban games with: - Grid-based movement. - Discrete state-space. - Puzzles that can be deduced by working backwards from the "solve" state. Of course there non-sokoban influences as well, such as: - Many emergent mechanics for a rule-discovery focus. - Open-world of nested puzzles. - Meta elements, including recursion, [spoiler]redacted[/spoiler], and [spoiler]redacted[/spoiler]. If this sounds interesting, be sure to leave a wishlist, try the demo, and join the Discord server. I'm eager to get any and all feedback I can while extra eyes are on the game during the event, so don't hesitate to reach out. You can also follow my personal account on BlueSky and my Gentoo Rescue account on Twitter/X.
I am sorry to say that I will not make the "April 2025" release date that has been on the store page for the last few weeks. Gentoo Rescue is a passion project that I have worked solo on for over 2 years. The game is gigantic with 50+ hours of hand-designed content, which is not even including the puzzle editor that will be available on day one. The decision to delay launch has not been easy, but ultimately I do not want to jeopardize all of this hard work by releasing the game before I feel that it is perfect. Gentoo Rescue is also being developed on the side, and unfortunately the original date is not playing nicely with my full-time job and other life obligations. It's not far off, but there are still some things that still need a bit more time. For now the store page has been updated to read "Q2 2025". If you want to follow development more closely, then please join the Discord server and follow my personal account on BlueSky, and my Gentoo Rescue account on X.
Gentoo Rescue is part of Steam NextFest! This comes with another round of many small improvements. Here's some of the more noticeable ones that appear in the demo: [olist]
The previous demo was intentionally long so that I could gather as much feedback as possible. This new version has a much more appropriate length of only 17 puzzles. The full game will have nearly 300. The demo covers: [olist]
I've gathered a lot of feedback on the previous demo, and the consensus is that it was still too difficult. I agree, and I've identified that this was not because of the mechanics or the puzzles themselves, but because the progression was too fast. Demo version 0.4 completely reworks the world puzzles and the overall organization of puzzles. The early experience is now much more representative of the full release. With 30 puzzles, there is more room for tutorial puzzles without sacrificing too much of the post-game bonus content. Don't worry! There are still difficult puzzles and teases of late-game mechanics that come without any on-boarding. It's just that they are now 100% optional. The full version of the game is coming along nicely, but I wanted to take this detour to update the demo. It's very important that I get as much feedback as possible, and now that the demo is a better representation of the full game, the feedback will be more valuable. Want to join the conversation? Join the discord! After discord, our twitter is the next-best place to get updates and follow development. Be on the look out for an announcement later this year!
The new demo features a journal system, which will track the discovered mechanics and interactions. Once unlocked, each journal entry reveals a description and video demonstration. Players can be confident about what they've learned, and they no longer need to worry about forgetting old mechanics. Additionally, the journal features a lightbulb "hint" button, which will show all journal entries that are needed for the current level. This will remove uncertainty about whether the current level needs a new discovery, or if it just uses old mechanics in a new way. The main hub levels "The Beginning" and "Vignette" were also tweaked to be a bit easier. "The Beginning" was particularly difficult for its place in the demo, and this difficulty was not very interesting, so it's been greatly simplified to make it easier for the player to reach new puzzles. It still features all of the same bonus content as the previous version, except the sub-puzzle "Siblings" has been removed. "Siblings" was not a great reward for the amount of secret discovery that the player needed to do to reach it. The demo also already has way too much secret and bonus content as it is. The change to "Vignette" was much smaller. We just removed one crucial step from it, which was done because "VIgnette" already introduces a lot of new mechanics - including the meta elements. We hope the journal system and simpler hub puzzles will round out the difficulty curve a bit. The on-boarding is still quite a bit rushed compared to the full game, but we believe the new demo is much closer than the old version. Please join our discord for feedback!
Demo has been updated! The new demo features metroidvania-esque elements, where backtracking is rewarded and different levels can influence one another. This demo contains 15 puzzles, and will take roughly:
Get penguins home safely in Gentoo Rescue! Penguins must coordinate with walruses, who just want to escape into the water. Items let you break the rules in progressively more extreme ways. They come with drawbacks, though, so tread carefully.
Penguins, walruses, and fish. They bring opposing win criteria, which complements the "blessing and curse" nature of the mechanics.
Rapidly expanding set of mechanics and emergent interactions.
Over 300 diverse, hand-crafted levels that are simple, instructive, but deceptively difficult.
An interconnected network of puzzles with item-based progression and metagame twists.
Journal for tracking mechanics, which also lists entries needed for the current puzzle.
A tiered hint system for when you're truly stuck. These teach a deduction-based approach.
16 biomes distinguishing areas and mechanics.
Original music.
No time-sensitive inputs, with undo and redo binds that work through resets.
Use controller, keyboard, or mouse with customizable binds. (Note: Puzzle editor requires a mouse.)
Colorblind friendly with customizable colors.
Most puzzles are optional for progression, and a setting makes any puzzle skippable.
Map navigation system for quickly returning to anywhere you've been.
Old solutions are saved.
Many other QoL features and options.
Join our small community and say hi! I love bouncing ideas off of players and answering questions.
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