Skippy's Grand Escape news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3555360
- PriceNo longer available on Steam Store
- Release dateDec 10, 2026
- DeveloperTobias Mathes
- PublisherTobias Mathes
- Parent gameNot available
Genres: Action, Casual, Indie, Racing
Company pages: Developer: Tobias MathesPublisher: Tobias Mathes
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Skippy's Grand Escape Steam news
Skippy's Grand Escape news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Demo available now - 4 September 2026
The demo version has been approved by Valve đ€© which means it is available right now! For me this is very exciting news.On a side note some more news: I've received feedback that kids seem to enjoy the game, but have difficulties reading the skill descriptions for example. Hence, I'm going to translate the game. French and Spanish will be done by friends. I'll do German. Work in progress language selection screen - for the first game start only: Language will be automatically selected on the first start based on OS language. And of course a language selection dropdown menu also needs to be added to the options menu to change language at any time.Instant respawn added when dying, which was suggested by playtesters. It makes the game faster and increases flow :-) Very good suggestion!Default keys are now WASD instead of arrow keys to better support users with 60% keyboards. Everything canâŠ
- Demo under review - 28 August 2026
Quick notice: The demo version of Skippy's Grand Escape is currently in Steam's review queue.It seems it will take a few working days to get approval before it appears on the store page.Meanwhile I'm going to distribute some flyers at Gamescom 2026 today :-) Let's see if this makes some people interested in the game (indicated by wishlist additions).frontinsideDemo will be available for Windows and Linux/SteamOS, so it can be played on PC, SteamMachine and SteamDeck :-)
- August 2026 Update - 22 August 2026
Hi all,Another batch of wildly scattered additions and changes from all around the game:Trailer doneFinally, some moving images on the Steam page đDemo doneYouâll be able to play the tutorial, 3 levels of sector A, 3 levels of sector B and 2 levels of sector C. This means 8 out of 42 levels (= 19%). That might be a bit much content for a demo. However, it allowed me to create a demo without reworking the overworld or creating (and maintaining) a separate demo-overworld etc. And there is still quite a lot of stuff not included in the demo: Several skills, hardcore mode, many achievements, full-version leaderboards, 3 sector mechanics, all of the optional dark/x0 levels, i.e. 34 levels not includedIt brings a subset of the full version achievements, stats and even leaderboardsRGB lighting support added (off by default)Have your RGB hardware light up in the levels background colors, flashâŠ
- May 2026 Update - 27 May 2026
Hello there, again,Quickly wanted to share some of the latest developments from all around the game this time.FeaturesClassic Doom styled keycards added as a a homage and as a new mechanic for sector F, boosting the usability of the tactical beacon quite a lotThere are shielded enemies now in time attack and hardcore mode. These you canât just kill or disable. Hence, you must be a bit more careful and scout the area ahead of you. This should make route planning and skill selection a little bit more tactically challenging.ProgressAll levels are done â for now. Playtesting will certainly lead to a humongous amount of necessary changesEvery sector now includes an optional âdark/x0â level, increasing the amount of levels to 42! Optional levels take their sectorâs new mechanic and do something special with it. This could mean the level gets a bit more complicated or difficult or deadly. In aâŠ
- January 2026 Update - 31 January 2026
Hello there, again,Quickly wanted to show some of the latest developments.With a bit of context first:Many of the current elements regarding the visual and audio quality are in their first iteration. Some I even quite like in their current state. Most of the elements could benefit from an overhaul though.Since Iâm following a mostly hedonistic (aka unstructured) approach when it comes to what tasks to tackle next, Iâm already doing some graphical overhaul here and there, even though the game is not finished yet â and well knowing that there are more important tasks on the to-do list.The benefit of this approach is that I almost always work on tasks that I enjoy at that moment. And in the case of graphical overhauls, I immediately and always see the results whenever I test the game - which is also enjoyable for me.What's new? What changed?(Fully and quickly skippable!) splash screens, beâŠ
- We've got skills now! - 20 October 2025
Hello there, again,Skippy's Grand Escape (SGE) is a rather straight forward game: Find the exit and get there as fast as possible.To make this concept a little bit more interesting, there are various obstacles in your way: Enemies, traps, and some other mechanics revealed later in the game.To better deal with these obstacles, there was a plan to have 3 active skills pretty much from the beginning: Freeze Nova to get past enemies. The Tactical Beacon to minimize backtracking (Thanks @Troik for this great idea!) and Active Sensor Pulse that gives you some more information about your surroundings, thereby decreasing the need for trial and error.A whole skill system sounded WAY too ambitious and frightening in the beginning, and I told myself that it would make SGE too complicated anyways, as it is supposed to be a simple game.Having learned A LOT in the last couple of months, a skill systeâŠ
- Yet another Overworld redesign (and how we got there) - 19 April 2025
Greetings, Partly as a diary for myself, partly as an announcement for whoever might be interested, I'd quickly wanted to glance over the various stages of the game's basic structure in terms of how the player goes through/access the game's levels. The game started with the very simple idea of having several levels, in a specific order, increasing in complexity/size/difficulty. This means there was just one linear way through the game: You start at level A01, from where you'd get to A02, and so on. Saving and loading was easy back then, because the game simply needed to save and load the current level. The intention of the game is to make the players hunt record times / leaderboard ranks. This pretty much requires to make it possible to easily replay a level and to have a place where you can see your progress, rank and times. I also played around with idea of having several levels belonâŠ
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