- v2.11 - 12 August 2025
Hey hey, another patch is now up! Fixed an issue with Switches soft-locking a level, if they are only connected to nodes that stay completed and all nodes are fixed. Keep the bug reports coming, and hope you all enjoy, :D
- v2.10 - 3 August 2025
Hello folks, new patch is now live ✨ Changed Branches levels 15 and 17; both have had small redesigns to fix an issue for two node that are linked to a switch and both are linked to a 2nd switch. Fixed an issue with 'Read the Manual' achievement not completing. Added UI for the 'Read the Manual' achievement's entry in the Achievements screen, to list the remaining stories to complete when a few are left. Fixed an error on certain Decision Fatigue levels not loading, due to an error with the code for the 2nd router achievement. Enjoy!
- v2.09 - 23 July 2025
Hey folks, another patch is now up: Fixed a soft-lock related to routers when trying to fix a shard or goal/time/briefcase node on a following loop. Fixed a soft-lock related to routers when fixing the last node downstream of it, and one of those nodes is a goal/time/briefcase node. Fixed a router issue where: if a linked node is a shard, and it's fixed; then on the 2nd loop after being fixed the slot was staying 'completed'. Changes some behaviours with the 'Maximum Commitment' achievement: Briefcases: now all used characters on a briefcase are polled to check if they match the tracked Character in the current loop. Goals/Time/Shard nodes: the 1st character used to fix the node is stored across loops after being fixed, to compare with the tracked Character in the current loop. Fixes a shader variable issue for level select ring buttons. Apologies for the slow release on this one,Canvas
- 2.08 - 20 July 2025
Hey folks, another hotfix is now up: Fixed an issue where characters would place into the opposite team's Any Role slot Looking into another issue reported, keep 'em coming!
- v2.07 - 16 July 2025
Hey folks, just pushing a patch to fix a couple bugs that were reported: Fixed issue with placing a character on a node with 2+ slots, and the 1st slot is their icon, but they get placed into the 2nd or + slot. Fixed issue with Switch nodes, where on certain levels if you fixed a linked Goal node, on the subsequent loop the level would not re-appear, soft-locking the level. Fixed audio sliders in the Settings screen not changing audio levels as they were moved. Fixed UI sounds not being affected by the FX audio slider. Please keep reporting issues as you come across them, or if you're enjoying the game please leave a review 😁💭 - Canvas
- The 2025 Update is now live! - 12 July 2025
GOOD DAY ONE AND ALL.It is finally time to put this update live, and I hope you have an amazing time with it.Changelog notes are at the bottom of this post.After 675 commits, 8 builds, ticking at least 190 todo-boxes, a good 40+ shaders, and over 3000 loops of playtesting... Making this update has been a refreshing visit, one that renewed some vigor in me with being able to DO polish, to take this existing game and add to it in ways that end up giving it some new character. In the almost-5 years since I made it, I've grown a lot as a gamedev with a bunch of new skills & creative eye. Bringing those lessons back to what helped kick off a lot of things for me has been a real joy. Some of the days making this update became hard tedium (making levels is regularly very hard for me to muster energy for), and some days it felt like the work kept going and continuing and meandering and persisti…
- 2025: June Update - 30 June 2025
Hello hello folks! For those in the UK, I hope you've been enduring the heatwave (I AM NOT)!To jump to the main point of this post: I'm happy to announce the 2025 Update will release on the 12th July. This will come with a price increase to $15.99, and is an update to the existing app (i.e: not a DLC)TrailersOne big bureaucracy of games is the storepage admin - new store page copy, screenshots, artwork - but the biggest ache I find is trailers. Recording footage, re-recording footage, then editing it all.When I was making the original release, I wasn't really aware of DaVinci or other video software (on top of that I assumed they were pay-to-own, and I was averse to spending more at the end of a crunch production). So... I made the trailer in blender.Which was A MISTAKE. With the older version of blender I was working with! It is a tool that works. But with the version of blender I used…
- May Update - 31 May 2025
Hey folks, hope 2025 is going smoothly for you. It’s the end of May, and time for another blog! Progress At this point the 2025 update is looking really good and is nearing complete - I’ve done playtests of the new achievements to check they work, I’m now testing the existing game and fixing issues as I see them, and it’s all coming to a head of being releasable! Over the weekend just gone I’ve made a new build to validate it all works on a baseline level, which is always a good feeling to know that, yes, my game does still work, cool :thumbsup: :smiley: :thumbsup: There's a lot to highlight from this month of changes, so I'll pick out a few: On my list has been to revisit the colours of the nodes. Before they all shared tints because when I originall made the game, I was going with a 'one central resource for all objects' approach. Now they each have their own colours for their states,…
- April Update - 30 April 2025
Hey folks, hope the spring is treating you well. I got new sunglasses this month and i am SUDDENLY feeling a lot better in general. Weird 🤔🌞 Production is making good progress, I'm now at 18 of the 27 levels done, and getting into the testtweaktesttweaktesttweakte- repetition of ironing them out. One really fun part that's brought me smiles is coming to these levels without the worry of difficulty or teaching. Assuming the player is competent enough to get here is giving me room to ~get weird with it~, doing node combos like a chain of spinners. Adding time nodes as optional routes for more time rather than as necessary checkpoints. Throwing switches at really inconvenient areas. Making the time window a lot tighter so it's reachable *just* in time. The end result is some real fun challenging levels: This one in particular when I playtested was a proper focused scramble to get to the…
- March Update - 30 March 2025
Hello folks, got a March devlog just in time for the month to end - so it counts! Progress Overall the update is coming along. Portraits are on their way, I’m getting the first drafts of writing, and now I’m starting on levels. Designing the levels for the update after such a long time since originally making this game has been a process. Starting with drawing flows, then adding nodes into it as I implement. With them all plotted, now comes the hard part of playing & feeling out the timings. shaders and visual improvements are taking a backseat and getting triaged into ‘yeah’ or ‘nah’. The original push of visual quality is running out of steam in me, but the game feels a lot more ‘full’ of stuff going on. Some last effects/shaders are on the way though. Designing, Iterating It’s been a while but my memory is coming back: these vague rules of trying to make a level be finishable or clos…
- February Update - 9 February 2025
A month in, and this update is continuously moving along, The rebinding window is done Settings menu has had a small overhaul to be more usable Exposed a few more settings (for camera zoom, speed) Added more optionals - such as to darken the area behind the core to help with readability and as you can tell from above - a lot more effects are coming together! It's been revitalising to return to this game and actually have these shader ideas work out. Feels again like how the original game production was - a real test of my skills and a way to practice them. But having a working product as a base is... well it's just kinda neat tbh. I don't need to make a lot from scratch 😅 Next on my list is to work on the two new node mechanic ideas I had, and to give the story screen some love: A new shader to warp the scene and make it moody, but balancing the visuals to not be too distracting from t…
- Returning to the game in 2025 - 12 January 2025
Hey folks, i hope this winter is treating you alright. It's been almost 4 years since I started working on Forgetful Loop, and it's always been a little jewel for me personally since it helped unlock a lot in me - to make Day of Maintenance, to make other games, to try and tackle other large projects over the years. After finishing it, i was left nauseous at the idea of touching this project again from how intense working on it in the first place was - I basically just 7-days-a-week crunched for a couple months on it. But now, I've got the interest to come back and tweak it a bit, I won't promise a date, only that I am working on an update to do the following: Add rebinds Add character portraits Show more states on the nodes (eg: tints on the node bodies, downstream nodes of a broken fuse go red too) and polish the art: adding effects, shaders, particles and animations to the game It's…
- Build 42 - 14 July 2021
- If you've started level 2, it will immediately persist as completed. This is a workaround bugfix for when the Level 2's tutorial code soft-locks and prevents you from progressing.
- Build 41 - 15 June 2021
This build adds an error dialog that shows when your persistence/achievements/settings file wasn't loaded correctly. Right now I have a pretty basic saving/loading system which doesn't have backups, so if you encounter this issue, I'm afraid your progress will be lost completely. There's an Unlock All button in Settings > Persistence which unlocks everything in the game, so you can jump back to where you were & carry on. Kind of. (For settings, it'll just reset everything to defaults. You'll probably see the window flicker when in the splash screen when this occurs)
- Build 40 - 9 June 2021
- tweak text of camera reset toggle in setting menu - remove bug reporting button from menu (google form isn't being monitored anymore)
- build 39 - 6 June 2021
* Fix leaving halfway through Level 2 soft-locking other levels * Fix Level 3 being selectable if you haven't completed Level 2 * Fix Level 2 not checking whether you're looking at the top-most node when it changes state