Winter Sale Discount
'Tis the season to move a few units. By the power of that Christmas miracle, maybe I'll be encouraged to get the game out of Early Access! As New Year's resolutions go, that's not bad.

Developer posts and news about this game.

'Tis the season to move a few units. By the power of that Christmas miracle, maybe I'll be encouraged to get the game out of Early Access! As New Year's resolutions go, that's not bad.

I know there've been painfully few developments in the past few months, and I'm sorry. I do aim to get the game out of Early Access someday, but I have to get the ball rolling again, and it's... you know, lead, or something. I've decided that the least I can do (actually, it is a

There was always supposed to be stronger gravity in the Mt. FaceMelter stage, because science, and that's finally now the case. Missing checkpoints have been added into Fossil-Vania and Echo Beach, also, and some minor design issues have been addressed. It's getting a bit more in

Today's announcement is just to say that there's been a good deal of nittty-gritty optimization to the game loop and state-checking - which, in all likelihood, no one would ever notice if I didn't make this announcement. It's just the right thing to do, I guess. The City-themed s

Implementing file I/O is far from my favourite thing in the world. Probably because I wanted it over with, I got a little ahead of myself, and tried to work in the SteamCloud functionality at the same time as the local stuff. This was ill-advised. Suffice to say, for now, your hi

After my impromptu hiatus, I got up the gusto to work on Reptomom today. To celebrate, there's a 20% discount on the game for the 2019 Summer Sale. I'm painfully aware of the remaining problems, but I'm dealing with them one by one. For example: The time grade calculation was fau

It's been a while, hasn't it? Thank you to all the curators who have redeemed my game key and written a review. I haven't read them just yet, but I do hope they're optimistic, maybe even positive to some degree. I've gotten into a bit of a slump, so there hasn't been much in the

I introduced a bug while trying to optimize the Extras > Concept Art screen. It should be fixed now, and your previous unlocks should have been restored. Also, there are a few new pieces to check out, making the whole collection thing more worthwhile! The length of the menu st

Hi all, I've got some new achievements implemented (with graphical assets, even)! The stats linked to these achievements should now persist through new sessions of the game - meaning you won't lose your unlocked art when you exit, for example. I've still got to make this true for

Hey all, I went to fix a bug in the Extras screen where you could view art before you actually had the coins to unlock it. Although that's fixed now, I seem to have somehow broken my Steamworks API implementation. The Steam client isn't being detected. I think this may have resul

There were two bugs in the grading system: the first was preventing proper calculation in the Desert stages - you take regular damage from the heat, and that was counting towards Hits Taken and lowering the grade. The second was causing a newer, but lower, grade for a stage to ov

I don't really grasp the inner machinations of Steamworks -- it's impressively opaque in a lot of ways, actually -- so it turns out that as soon as my build was approved (today), I was able to release the game when I'd intended all along (again, today). In other words, REPTOMOM i

Hey sportsfans, I've submitted a build to Valve. Thing is, I don't think it was the most recent one, which I wanted them to have - so I'm hoping that updating and making live a new build will ensure they get the version of the game that I intended. Anyway, as soon as Valve approv

Hi all, I may have been "Repto-mum" on the subject for a while, but rest assured, there has been slow but steady progress on the game. The Flame Breath item is now nearly 100% working, and (mostly) killing the enemies it's supposed to. This adds some survivability to encounters w

Hey REPTOfans, I've been hard at work implementing enemy behaviour for ... well, longer than I care to admit, but a good portion of the total development time is spent on these guys. Here, for example, is Acneopteryx. This little dude is making that awkward transition from bumpy-

*PLEASE NOTE!* For keyboard controls and other notes, please open the Quick Reference (link in right sidebar)! There are many known bugs in this demo version. It's still under heavy development and will be updated as time goes on!! There are no game-breaking bugs, so I hope you c