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Invertigo

Invertigo Steam news

Wednesday Works Games | Jan 31, 2025 | game

Released

0players observed · 6 October 2026 - 04:15:13 UTC

AdventureCasualIndieSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Invertigo news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak10
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews20
  • Release dateJan 31, 2025
  • DeveloperWednesday Works Games
  • PublisherWednesday Works Games

Genres: Adventure, Casual, Indie

Company pages: Developer: Wednesday Works GamesPublisher: Wednesday Works Games

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Invertigo Steam news

Invertigo news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Improved movement mechanics, pressure plate overhaul and more - 25 June 2025

    Hi everyone,It has already been almost 5 months since the release of Invertigo. We are so happy to see people enjoying the game (and battle each other for the speed running records). We are back with another update to Invertigo with some big changes such as an overhaul of the pressure plates and improvements to the movement mechanics. We hope you enjoy!Full change log including hotfixThe pressure plate mechanics have been overhauled to fix the pressure plate jank for once and for all and make their behaviour more predictable. Parkour mechanics have been improved with the implementation of Coyote time, allowing the player to jump shortly after running off a platform.Other small tweaks to player movement code, largely related to grounding and standing still on slopes or mantling.Added button to clear all progress.Added V-sync toggle.Mouse jitter has been reduced.The framerate is now unloc…

  • Post-release fixes - 2 February 2025

    Hello everyone, We've brought out a new update, mostly just fixes all around. The biggest thing is probably that Steam Deck players should finally be able to play it as well, since that didn't work due to some broken resolution settings and an options menu that didn't function as a result. Have fun! Change log: - Fix resolution loading/initialization problem on non 1080p screens that could crash the options menu - Properly unlink the link mode when disconnected via mover - Fix typo in "Ophelia - 8" datalog - Make tutorial overlay texts not cut off for longer bind names - Add shorthand for middle mouse button for HUD - Fix some more reflection probe ranges on Coffee Break - Add reflection probe to exit airlock of Emergency Storage - Fix some collision issues on Emergency Storage room - Patch visible hole on Equipment Bay - Fix reflection probes on Equipment Bay - Fix tiny airlock gap on…

  • Invertigo official release - 31 January 2025

    We're thrilled to announce that Invertigo has now been officially released. We hope you'll have a great time with the game, it was definitely a special journey for us to make it and we can't wait to hear what you think, so don't forget to leave a review or reach us through the discord. There is now a 20% release discount of Invertigo as a thank you to everyone who has supported us throughout the years.

  • New demo release for Invertigo - 14 December 2024

    Hi everyone, We have released an updated version of the demo of Invertigo today. Play it through Steam: https://store.steampowered.com/app/1659520/Invertigo/ The new demo has a bunch of new functionalities and bugfixes. For example, you don't have to switch between the gravity modules anymore to use them. You can now use the gravity shift with the left mouse button and the gravity link with the right mouse button. 'E' can be used for the gravity hold module. Furthermore, the aforementioned controller support has been implemented. You can seamlessly switch between mouse and keyboard and controller while playing. Other UI updates include an overhaul of the pause menu. The menu now contains both the scoreboard and the lore menu. The level select screen has also been reworked and is now also included on the main menu. The settings have been updated as well with for example a new 'invert mou…

  • Start of the game, technical updates and secret levels - 30 October 2024

    Hi everyone, Since our last update we have continued to work on Invertigo and are really excited to share some of the progress with you. First of all, we can finally share our vision of the start of the game with you. The first level 'coffee break' you all know and love now starts with the player waking up in a chamber filled with glowing tubes. I could explain it all, but I think images say a lot more so here's a gif. https://i.imgur.com/4AiOns9.gif After that, there is a seamless transition to the original 'coffee break' level with a hallway, decorated with all kinds of plants. Besides the pretty visuals, we can also give you some technical updates. We are happy to tell you that we are in the process of implementing gamepad support to Invertigo. We are also in the progress of adding Steam achievements to the game for you completionists out there. And to wrap up this paragraph, we now…

  • Server room, air cleaning, reactor updates and new technical functionalities - 31 May 2024

    Hi everyone, It's been a while but we have a lot of progress we'd like to share with you. Firstly, a major overhaul has been made to the server room level to make the puzzle more enjoyable: platforms are now wider to prevent you from falling off of them and some alternatives routes/methods have been added to make the level more interesting to both speedrunners and casual players. We have also been working on new levels, such as the level 'air cleaning'. A tiny triangular level with a surprisingly tricky puzzle. You can see the current status of this level below. Besides this, we are continuously working on polishing our existing levels such as the reactor. Level design isn't the only progress we'd like to talk about. On the more technical side of things, an FOV slider has been added with a default setting of 90 degrees. But below you can also see examples for an FOV of 60 and 150 degree…

  • Bugfixing scoreboard, updates to camera and more - 4 January 2024

    First of all happy new year! It's been a while, but we have been working hard on Invertigo and are very excited to share some of the progress we have made since the last announcement. First of all, as of just now there is an updated version of the Invertigo demo on Steam as of now. This demo contains two main updates: *Fixed the erroneous scoreboard high-score overwriting. Also, there is no lag spike anymore when starting a new level. *The new default settings have a new gravity shift camera and a ring beneath your character that indicates the ground. You can see the ring in the image below. These changes have been made to reduce motion sickness and orientation issues. For people who don't want the ring and want the legacy gravity shift camera this can be toggled in the settings. Besides these fixes we've also worked on new levels. One level we'd like to showcase is the reactor. Critica…

  • Recreational room and industrial corridors - 9 June 2023

    Firstly we want to give a warm welcome to all our recent new arrivals in the discord and on our Steam wishlist. We can't put into words how exciting it is to see our discord grow and to see people enjoy our game. So a big thank you to Creem for streaming our game and bringing it to a larger audience. The last few weeks we've been very busy with some of the levels for the full game so in this announcement we'd like to give a preview of some of our progress. One of the levels in current development is the recreational room. Tired of all the puzzling? Take a seat and stare at the beautiful palm trees while enjoying your 15 minutes of relaxation. Note = you still need to solve a puzzle to leave the recreational room ;). Furthermore, we'd like to show some early progress on a level called 'industrial corridors'. Some screenshots of the early blockout of this level are shown below. The indust…

  • Late Sunday Update! - 5 June 2023

    Hello all! Surprise late Sunday update :) UI & UX - Fix UI text bugs - Make new mode pop-up properly disappear with custom binds and scroll wheel - Fix fade after the last level not fading out if you switch level - Fix sound volume level not initializing properly from settings - Restart no longer brings you to the previous level if done in starting airlock Scoreboard - Fix bug with moves scores not saving properly - Make "around you" scroll to your entry properly on the scoreboard - Fix histogram not properly marking the bar you're in Movement & Mechanics - Smooth velocity over force zones in all directions: - Fix horizontal velocity not resetting after landing from jump - Reset horizontal velocity after some air-time - Increased air control and decrease jump momentum preservation to compensate - Fix view slowly centering Levels & Visuals - Fixed glitch spots where your head sticks out…

  • Invertigo Update: improved gravity shifts and scoreboard - 21 April 2023

    While we are still working hard on the full version of the game, we thought we could already provide you with some fixes and new features with an update of the demo. You can update the free demo of Invertigo on Steam as of today. This update contains the following fixes and features. Improved gravity shifts *The view tries to level with the floor now *A speed curve is used to reduce motion sickness *Gravity shifts in general are faster and smoother Improved scoreboard *Developer scores can be toggled on, which means you can also compete with our times if you want *The histogram to look at the distribution of results from the community has been improved *Steam avatars and as well as Steam friend icons are now included *The scoreboard is now also scrollable And one more thing: the gravity tool can now only be used after you open the door of the airlock. The era of speedrunning while doing…

  • Cold storage level - 15 March 2023

    Today we want to highlight the progress on one of our new puzzles called 'cold storage'. The process of going from an idea to a fully-fledged level consists of many steps. We start with a brainstorm about the purpose of the level within the story. This results in a sketch with a basic design of the puzzle. Afterwards a first blockout of the level is made in Unity. This is then used to make concept art to better flesh out the look and details of the level. After the concept art more details are added until we are happy with the end result. And we are very pleased with our final version of the cold storage level, which you can see below.

  • Vent control, server room, demo details - 20 November 2022

    In recent weeks we've continued polishing the levels that will be included in the demo. One of these is vent control, which we briefly showed in the last announcement. Since then it received an extensive rework as well as added details by means of decals and lights. See the current state of the level below. Another level we can't wait to show you is the server room, which will allow you to parkour in many unique ways. Can you best the most efficient path? Other levels have also been updated such as the coffee break level, which now has a secret room. We're interested to hear how many of you will manage to find this hidden place once the demo releases. The images below are in-game footage of this new room as well as other minor updates to levels such as the pantry and intersection levels. Now that the demo is coming closer we can give you some more details about it. The demo will contain…

  • Level design, UI updates, and technical fixes - 21 October 2022

    Since the last announcement we've continued working on level design, UI updates, and technical fixes. A few of the new levels that we've been working on are called vent control and a new parkour level and can be seen below. Part of the recent progress also concerns updates to already existing levels such as food processing and greenhouse. This includes more extensive artwork and details such as dirt patches. The levels also contain more interactable items such as lights and effects that only activate once the puzzle is solved. These levels are now in the final stages of completion in preparation for a new official demo for Invertigo that we'll release soon. More about that in the upcoming announcement. In preparation for the demo a lot of time was spent to solve bugs and to improve UI elements. This includes mantling and movement issues such as getting stuck on ledges, gravity tool erro…

  • Progress update - 3 September 2022

    Since our last announcement we've continued to work on the detailed design of multiple of our total of 25 levels. Two levels which we'd like to share with you are called 'coffee break' and 'equipment bay'. Coffee break is one of the earliest levels in the game as is intended as a place for staff on the station to relax. It is connected to a lot of other elements of the ship and as such it has a maze-like aesthetic to it. Here below are a few screenshots of the level. The second level comes along quite a bit later into the game and is called the equipment bay. As the name suggests it is used to store parts of the station and contains tools to fix any damage to the facility. Finally, we'd like to mention a few technical fixes and developments. The movement-related mechanics have received a full overhaul to make it feel more natural and to fix issues such as the ability to slide over steep…

  • Progress update - 7 July 2022

    In the previous announcement we mentioned our progress on the greenhouse level. Since then we've decorated the level with a lot of plants, flowers, and other assets to make it look like an actual greenhouse. This is the first time that we've used these foliage models in-game so let us know what you think. We now also have a lot of decals, small details which can be added to assets and which we can use to make the levels feel more unique and lively. Below is an example of an asset with decals. Finally, we've also been working on another level called 'water management'. You might've seen some early concept art for it in an announcement a few months ago, but now we have an actual blockout.

  • Progress update - 21 May 2022

    Since our last announcement we've been working on new assets and functionalities which we've directly implemented into the greenhouse level, a level which you might've already seen a few times in previous announcements. We'll go over the updates one by one. Firstly, we now have six new differently sized wall panels which allow for a much more varied aesthetic. The greenhouse level in general has been updated significantly with new assets and updated lighting. The plants still need to be added, but the level is very close to being done. When you play the eventual version of the game, be on the lookout for any easter eggs or hidden rooms. We already mentioned the data logs which can be found in each level, but there's also for example this secret room. Finally, a lot of new pillar models have been made which can be used as support structures or platforms from which to jump to other parts…

  • Progress update - 29 April 2022

    It's been a while since the last announcement and we've made a lot of progress since then that we'd like to share with you. Firstly, we've been working on some new levels. One of these is currently known as the 'pantry level'. A blockout with basic lighting has been made, which you can see below. The level starts in a reddish industrial area and eventually ends with a puzzle based on the concept art from the previous announcement. Secondly, the pillars shown in the previous announcement have now been implemented and can extend based on triggers in the level such as pressure plates or timers. The pillars themselves have also received slight upgrades to their design and panels have been made to surround and encase the pillars. Finally, the game now also supports triggerable force fields. These can for example be used to activate a stream of particles with a lever as can be seen below. The…

  • Progress update - 24 March 2022

    We've continued working on Invertigo the last few weeks and here's some of our progress. Firstly, we've made a few more assets for the game. This includes foliage models for the greenhouse level. You can see some of the new plants models below. We've also expanded tweaked the pillar models and added versions with broken glass. Secondly, we also have some new concept art to share. Specifically, we've been working on concept art for the pantry/kitchen level. The eventual version of the level will contain conveyor belts and many different food items, but even without that the current concept art should already give you a good idea of the kind of gravity bending puzzles we want to implement. Thirdly, we'd like to mention a few other additions and bug fixes. The system to implement data logs into the game, shown with the concept art a few announcements ago, has now been implemented into the…

  • Progress Update - 4 March 2022

    Here's an overview of our work on Invertigo since the last announcement. Firstly, we're very happy to tell you that we've now completed the block-out of level 3, the large storage room. You can see some screenshots of the level below. The only things we still need to add are a few story-related elements, material textures, and VFX such as fog particles. But in principle the level is now playable from beginning to end with our intended final assets. Let us know what you think. We've also been working on new assets that will be needed for some of the upcoming levels. This includes new see-through pillars which you can see below. The spawn airlock has also been upgraded with improved lighting and a redesign of the model to fit better with the rest of our assets. Furthermore, we've also started work on a new level. This level is called 'big vent' as its working title and will require the pl…

  • Progress Update - 3 February 2022

    To dress up the physical levels, we've been working on designing new modular elements such as panels and pipes. Here's an overview of some of these new elements as well as an implementation of the new pipes to the right in level 3. Of course an announcement wouldn't be an announcement without new concept art. Here's a sketch for one of the, later levels in the game. We specifically used this one to test some of the new modular elements. Finally, we'd like to show something completely different. For quite some time we've been working on the storyline for the game. We've now finished the basic outline of the plot and have started working on a more detailed script. One of the ways to communicate the story to the player will be by means of data logs that can be found throughout the levels. Here's a prototype version of one of these data logs for level 1. It's a short interview with Norman,…

Patch notes and updates

S.noRelease datePatch nameGID number
12 February 2025Post-release fixes1790214123176091
221 April 2023Invertigo Update: improved gravity shifts and scoreboard5133583099799337708

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