- 1.0.9 Patch notes - 6 September 2026
Ohhh boy, it's been a while! The summer is over, so it's time to get back to work. I've been sitting on some changes for a while, and finally gathered enough energy to make some more fixes and push a bugfix update. (So yeah, despite the wait, there are NO NEW FEATURES on this build.) Crashes fixed - fix crash when freezing Suenpentu and going to Forest's Cover (Thanks, Goose_Isnt_Cooked!) - fix crash with sauna sfx Bigger fixes - fix music breaking in 2-3 (thanks, JudgeRumble!) - fix FC stone 6-4 not being attainable in the intended way - fix scanning yourself during the ***TANA fight - make accidental clipping to Mount Ohto harder Smaller fixes - fix annoying jumps in FC 2-3 and 2-4 - fix Kuakkurj ammo despawning too early - fix comet boss music stopping too late Smallest fixes imaginable - remove confusing plural from stone 2-7 text - edit spelling in some runes - change Humppalakki t…
- 1.0.8 Patch notes - 27 June 2026
To commemorate the Steam summer sale, some new fixes are now live! Bigger fixes - achieved achievements are saved to the savefile to record them even when there's no connection to Steam API - on the title screen, check the savefile for unachieved achievements and achieve them if they're unachieved - change Yellow ending logic to prevent softlocks (thanks to Zeimd, SirQuaren and Malkav0!) - fix Käpälikkö remaining hidden on death (thanks, someone from disborb!) - fix a rare comet bossfight bug where the fight continues during a cutscene (thanks, oposdeo & Space-G!) - add a safeguard for the rare case of some entities staying on screen from the previous form in the comet bossfight (thanks, oposdeo!) - show Kulukija on the map more consistently (thanks, MrTechnodromE!) Smaller fixes - fix Kuovi & Suorastas not always appearing where they should - do not show passage rite effects in Forest'…
- 1.0.7 Patch notes (+update to achievements!) - 20 June 2026
...aaaand of course I broke a thing with 1.0.6, so 1.0.7 is already here. Quite a lot of other small fixes ended up in this one, as well. And one big one! Change to the achievement logic - The big one is a change to how some achievements are added and removed. - Now all the lettered grade achievements are achievable at once without tinkering, and the game doesn't take previous ones away. - When you have gotten an achievement, the game will reward the lesser ones when entering the title screen, so you will now be able to get the missing ones by opening the game. - If you still don't get all of the grade achievements, however, you will now know there is something you have not found in the game... - Also, do note that three achievements are still NOT YET achievable. Regression fixes - fix Luikero form 3 regression - this fixes the number of EMUUROM scannable to the same as before 1.0.6 (th…
- 1.0.6 Patch notes - 16 June 2026
Surprise! Accidentally broke a minor thing with 1.0.5, so 1.0.6 is already here. Long overdue fixes - fix Ohtomuer' softlock (thanks to watermalone1, boink, Cy, Arc Impulse) 1.0.5 Regressions - fix broken puzzle in 6-4 (thanks, PoZZ!) Late-game fixes big and small - fix Forest's cover data persisting when deleting save (thanks, PoZZ!) - fix Kuakkur' room transition bugging (thanks, Paah!) - remove Emuu skip (thanks, PoZZ!) - fix Emuukehto softlock (thanks, PoZZ!) - remove cheese from Kerreejä last phase - remove cheese from Vuarapeora last phase - fix a block not getting removed without resetting the game (thanks, PoZZ!) - fix Piäkonna not always respawning after going to Forest's cover mid-bossfight (thanks, MariiMu!) - fix clip to 6-7 from 6-8 in Forest's Cover (thanks, Drauce!) Let's hope I didn't break anything this time... - borb
- 1.0.5 Patch notes - 16 June 2026
It took a bit longer time to add these fixes in... but here they are! Smallest fixes imaginable- fix Muavilukko pronunciation - fix the dots in 6-2 signpost (thanks, Brian!) - fix 4-1 4-8 boundary in Forest's cover map (thanks, Infomantis!) - fix Varotus sfx playing offscreen (Thanks, calfromkansas and Space-G!) - fix Rain world name in credits (thanks, Goggles_Dreaming. sigh) QoL stuff- remove Ohto respawning too early offscreen (thanks, Trost!) - make Pomppu despawn slower offscreen - fix Pomppu despawning if seen as Astral ghost - make throwing Pomppu easier in 6-4 - fix boss music not triggering (thanks, Brick and Olexa!) - simplify glitch logic, do not glitch Myrryshattu hat - reveal bear stack with the Astral ghost in 8-1 - reveal clouds after Räkätin is beaten - reveal clouds after Per'sus is beaten - fix 3-8 cloud puzzle in Forest's cover - fix rain not appearing if a cloud evol…
- 1.0.4 Patch notes - 4 June 2026
It's the biggest patch yet! Let's get to it:Smallest fixes imaginable - fix Vuara music triggering too early - make Ilives form 2 appear only after the birds have escaped - fix tile in dex (thanks, MH25) - add keys for the rest of keycodes (thanks, Yagamoth) - fix wrong message in a signpost 6-2 - fix 7-2 signpost area missing (thanks, Perseus!) - fix text missing from stone (thanks, Infomantis!) - fix dots in 3-8 (thanks, MH_25) - fix signpost numberings (thanks, Lhumm) - fix water tile (thanks, fizzzzy) Small fixes still - fix clipping from Ohto in 6-8 - fix data rate displayed in RED end - make any hat with the orange hat work for a rite signpost (thanks, I1an!) - fix Tonttu hat in the astral mode (thanks, Olenananas and Perseus) - fix Luikero length not preserving on teleport (thanks, Kin and Perseus!) Skip prevention procedures (sorry, speedrunners) - fix skip in 2-8 Forest's cover…
- 1.0.3 Patch notes - 1 June 2026
A lot of fixes in this one, including a feature to autofix broken saves so you don't have to send your savefiles for me anymore (hopefully!) :D Small fixes - fix rune (thanks, Lopes Doria!) - minor Neva level tile edits - edit Neva chord volumes - fix Ilives appearing too early in 2-5 Bigger fixes - fix Ahavena clipping through a wall (thanks siir, l1an, Milan, Ohagi) - fix softlock with a Kilippari (thanks, Olenananas!) - fix Pomppu sometimes not respawning in (thanks, andrewkraevskii!). - fix modularity persisting in (thanks, Xyncht!) - fix softlock (thanks, Paah etc.) - fix softlock in if player jumps to 4-1 (thanks, jane & balrogquote!) - fix clipping after second phase of (thanks, SirQuaren!) - fix softlock in (thanks, SirQuaren and jane!) Really big fixes - auto-fix broken saves when loading the game (thanks, Pentacus!) - fix save-breaking issue that I thought was already fixed go…
- 1.0.2 Patch notes - 28 May 2026
Just in time for the Thinky Direct stream, a new version of EMUUROM is available! Also, cloud saves should now work for Windows and Mac - we're working on getting it working on Linux as well. NOTE: If you play on two computers, be sure your savefile is synced to Steam Cloud before you start the game on another computer. Otherwise Steam could overwrite your main save with a fresh one (and it doesn't always warn about overwriting your save in some cases)! Big changes - Fix Steam-related crash when starting the game - Add an error message if Achievements unavailable - Fix softlock and graphics glitch in Ohtomuer (thanks, Boink, Cy, and others!) - Fix Ohtomuer starting when \ - Add a path to 2-4 to prevent locking you out (thanks, jengamouse!) Small changes - Fix Harju root rune - Make Seeväsheenä faster to unfreeze - Fix port graphics in 5-2 - Fix incorrect area texts in the map (thanks, c…
- 1.0.1 Patch notes - 26 May 2026
Thanks to all the new players (there are so many of you! Wow!), we got a ton of bug reports... which means the first patch is due!Early-game patch notesNew QOL feature: Mavonsilimä can be used to reset Luikero to save it from many conundrumsFixed title screen message about an incompatible save (Thanks, hbar!)Signpost 4-4: added a comment from Kulukija about saving the game before resetting (Thanks, Olenananas!)Fixed softlock in 4-2 by adding a route out (Thanks, Krakenpine!)Fixed random flashing in some rooms.Late-game patch notes\ now shows on map when being \.Timer fixes in \.Fixed a late puzzle being skipped by making \ scan slower (Thanks, pjootrz!)Prevented skipping to \ before getting any \. (You know what you did, Infomantis :D)Some known issues (not fixed yet)Steam cloud saves do not sync between Mac and Windows machines. (Should work fine if you're only using one platform or th…
- EMUUROM IS OUT! - 25 May 2026
Happy EMUUROM day, everyone... The game is finally available on Steam!It’s been a hectic month. I can’t believe the game is finally done. I most certainly am. I started this project as a jam game for the Fantasy Console Jam 3 in 2018 to try out if I could make games with a TIC-80 fantasy console… and 8 years later, after countless delays and yearly devlogs, it’s finally out...Okay, that's all i can muster to write right now. :D Happy exploring, everyone - see you in Emuulehto!
- EMUUROM is Steam Deck Verified - 21 May 2026
EMUUROM has officially passed Steam Deck Verified, with launch coming May 25. Built entirely inside the TIC-80 fantasy console, EMUUROM lands at the handheld's sweet spot: low resource use, pixel-perfect rendering, native controller support, fast load times. The whole game fits in 3MB. Bring 30 hours of hand-made puzzle-solving, creature-scanning, and Savo dialect deciphering anywhere. Launches May 25. Demo live now. Wishlist now to be notified when it launches:
- EMUUROM out May 25, earlier than planned - 7 May 2026
EMUUROM launches on Steam May 25, 2026. Earlier than planned. Surprise! Due to Mina the Hollower launching on 29th, we had to make some quick adjustments to our launch schedule... So EMUUROM will already launch on May 25th!! Huge thanks to everyone who's wishlisted, shared the game, or sent kind words. There have been setbacks on the way, but right now we only need to make the finishing touches, so I know we can pull it through. I can't wait for you to play the full game! (Btw, If you haven't tried the demo yet, it's still up for grabs.)See you on the 25th!
- EMUUROM x Coyote Time Publishing + Release Window Update! - 21 April 2026
EMUUROM has a publisher!!Hello all! Just wanted to share some big news: EMUUROM has officially teamed up with Coyote Time Publishing!You most likely haven't heard of them before - Coyote Time is a new Finnish indie publisher, and EMUUROM is joining Voltage High Society and Warena as games they publish. I was quite prepared to self-publish EMUUROM, to be honest, but the stars aligned when I talked to Jussi of Coyote Time at the Umeå Game Conference. He later messaged me about a possible collaboration, and here we are! What does this mean for you? Well, not much, really. I'm still the one making the game, and I'm having the final say with creative decisions. Coyote Time handles the publishing and business stuff (the part I frankly have less experience with, or less interest in handling)... so I can spend more time on development! With a publisher comes a publishing schedule, naturally, an…
- 0.8.2.1 - Cerebral Puzzle Showcase! - 6 August 2023
Hello again! To commemorate being part of the Cerebral Puzzle Showcase event, I built a new demo version of EMUUROM! It's version 0.8.2.1, and it contains many quality of life updates, and even some new content as well. See, during some playtests I've noticed people are starting to doze off during the intro cutscene. I had to do something about it! And eventually, I did. I did have a nagging feeling that besides being rambling and technical in nature, the intro didn't really serve its main purpose, that is, give a clear goal for the player. I liked the general geeking-outery in the old intro, but after all, I had written much, but said a little. I had to think about how to approach overhauling the intro. I didn't like the thought of rewriting everything, but it seemed more and more inevitable by the minute... Then, one day, when I was taking a shower (somehow, that's where these kind of…
- 0.7.0 Intuitive interface (and many other changes) - 21 February 2023
After a long period of radio silence, it's time for a new demo! Last autumn, I was stuck in a "just effing get it released" rut, which ultimately didn't get the game any more done than what it was. Thanks to the power of constructive feedback (and friends, mostly friends), I'm back! And now I'm in a productive "I want this game to be its best version / but let's also get this done someday" mood! I've quietly been busy working on two major areas: crafting a new, more consistent UI, and making many long overdue bugfixes. Now those two checkboxes are ticked, and it's time for a new demo! To commemorate a new release, I've even updated the Steam page. New gifs, new descriptions... do you like it? Oh, and here's the changelog for aaaall the things I got done for 0.7.0! Changelog UI Overhaul map UI, make it fullscreen. Map now opens in the room player is in Show found & scanned constellations…
- 0.6.3 Runes of EMUU - 29 September 2022
Oops, new update!? Surprise! I've updated the demo a few times now, so it's time for a new changelog devlog thingy! These updates pack mostly some new visuals, let's start with the biggest one: runes! I had a busy weekend and created a runic alphabet system from scratch. I've dreamed of having one in EMUUROM for a long time, and last Friday everything just started pouring out of me... I guess the time was ripe! The runes represent letters arranged into syllable units, and it's designed for writing my mother's tongue: the Savonian dialect of Finnish. By a friend's suggestion, I call them EMUURIIMUU ('riimu' means rune in Finnish). I'd like to talk about the system in detail, so I'm gonna write a longer devlog in the future - stay tuned! Runes are not the only change, though - for example, I also added some new graphics to the intro cutscene. It felt a bit too barren and text-heavy, so at…
- 0.6.1. Pageturner's paradox! - 13 September 2022
Hello again! EMUUROM development is going smoothly. We're nearing the finish line - there's only two bosses & ending cutscene left to implement... and then the game is done! Can you believe it?! Maybe the game WILL be released this year, after all! As late game development has progressed, there have been some changes on the early areas as well. I had a playtesting session last month that resulted in a few important UI fixes. I wanted to incorporate those fixes into the demo as well - it makes the beginning of the game just a little smoother. Sooo, the rumours about 0.5.4 being the final demo were greatly exaggerated... Changelog: Add flashing lights warning Make Dex UI make more sense Add page indicator to dex view Clearer boss progression Make scanner rotation a bit slower Fix some text entries Refactor Save format (breaks old saves.) Fix palette bug with controller Fix scanner collisi…
- 0.5.4. Have you heard of EMUULEHTO? - 23 July 2022
I've updated the EMUUROM beta and now the demo catches the beta, going from 0.5.1 straight to the most recent version: 0.5.4! The most striking change is visible right after running the game, but there's also more.... Changelog: - a new cinematic intro! - new flavor text in forms of poems! This means many signposts were rewritten completely. - many EMUUROM descriptions updated as well - an updated HATTU room (secret) - level design fixes for a smoother experience
- 0.5.1 vauhtista - 16 June 2022
A new update already? And it's not bugfixes??? As per popular request, EMUUROM now has a SPEEDRUN MODE. For the time being, it can only be toggled with keyboard by pressing SHIFT+R. When I update EMUUROM to use the TIC-80 version 1.0, speedrun mode will be available for toggling in the pause menu. Changelog Speedrun mode! Press SHIFT+R to toggle. Faster soft resetting in title screen faster config mode skip Speedrun timer tied to real time instead of game time: soft resetting adds up to the timer now! For version 0.5.0 players: Save format changed a bit to accommodate the new mode, so you will see a "Save data compatible" message which means your old save was converted to the new format successfully.
- 0.5.0 Mjäy - 14 June 2022
I've been quietly working on Harju, the second-to-last area, which is now finally done - only one area left! Development of Harju has introduced many tweaks to tutorial area as well, so I decided to upload a new demo build to itch.io and Steam. There's nothing critical, but the overall experience is all the more smoother for the tiny changes. 0.5.0 changelog Intro cutscene dialogue changes Intro cutscene: Maire has a cartridge now Easier to ride on Kaakanas Shorter bossfight Changes in signpost texts Minor changes in level design A new Hattu design Some other stuff I forgot