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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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