- Pendulum Meadows Gazette - 25 July 2026
Welcome back to the Pendulum Meadows Gazette. This week the whole platform is riding the rails — Steam Train Fest is on, July 20 through the 27th, and the discounts run deep. Now, I know not everyone here is a train person. Neither am I, not really. But that's exactly why I want to point you toward it. Every so often a festival like this drags a genre into the light and you find something that has nothing to do with timetables and everything to do with feeling. Case in point: RUNNING TRAIN | 走ル列車!. I clicked on it half out of curiosity, and it genuinely caught me off guard. The graphics are good, sure. But that wasn't the part that got me. It's how real it feels. Not "realistic looking" — real. Sitting there, hands on the controls, I wasn't watching a train. I was driving one. That gap between looking at a thing and being inside it is a hard one to close, and this one closes it. Go see…
- Pendulum Meadows Gazette - 11 July 2026
Welcome back to the Pendulum Meadows Gazette. The Steam Summer Sale has been in full swing, and I hope you managed to snag something you'd been circling for a while — you know the feeling, the one you keep hovering over but never quite commit to. I did my own damage this week, no regrets. But sales come and go. What stays is the work, and this week the work went well. So settle in — I've got good news to share, same as always. #1 Level Polishing — Tier 3 Lineup : I polished four more levels this week, all from the Tier 3 lineup. This tier is where the difficulty starts to climb — syncopation, split-letter generation, the kind of rhythm that trips you up if you're not paying attention. My job here was a balancing act: let that challenge come through honestly, but never let it spike into something unfair. I got granular with it this time. One example — the moments where you have to press…
- Pendulum Meadows Gazette - 4 July 2026
Welcome back. This week ran long — I started social media. Development pushed harder than usual. Curation kept going. A lot moving at once, but I wanted to share where each piece landed. #1 Level Polishing — Type Spawn Zones : I worked on four levels this week, all focused on the spawn area of letters. None of these are the hardest levels in the game, but they're not throwaways either. I wanted them to feel readable — not chaotic, not flat. So I gave each one a quiet rule of its own. A rhythm to the spawn pattern you can sense before you can explain. Hope it lands for you. #2 Social Media Content — First Videos Coming : My first videos drop soon. Nothing grand. I studied a bit about how short-form actually travels, then made something. The plan is to test formats, watch what players respond to, and keep adjusting. Honestly, it's been more fun than I expected. #3 Curation — Still Going :…
- Pendulum Meadows Gazette - 26 June 2026
Welcome back. I'll be honest with you — most of this week didn't go into my own game. It went into Steam Next Fest. Over 4,200 games this round, and I spent days digging through them, looking for the ones that stay with you. Did you find yours? The one you didn't even know you were waiting for? I hope you did. There's a particular joy in that kind of search — and it's the same joy I try to fold back into everything I make and share here. Anyway. Let me tell you what did get done. #1 Arcade Mode Polish & Font Clarity : I polished all four levels of Arcade Mode — the lower-difficulty ones. Coming back to them after a while was more fun than I expected. The font legibility had always nagged at me, so I gave it a proper pass this update. The difference is bigger than I'd hoped, and I'm genuinely happy with it. #2 Social Media Asset Overhaul & Curation : I rebuilt every social media asset fr…
- Pendulum Meadows Gazette - 20 June 2026
Last week, the second demo went live. After rounds and rounds of feedback, it's genuinely energizing to see how far the game has come. Every bit of that progress traces back to you. None of it would've happened alone, and I mean that. Thank you. I'll keep folding your feedback in, chasing a better experience with every update. Three things left on the road ahead: polish the game until it's launch-ready, get serious about marketing, and start building toward the long-term vision of this one-person studio. Here's where things stand on each. #1 : Arcade Level Polish — Two Levels Done : Both early-game arcade levels got a visibility pass this week — readability is noticeably better now. The second one was an extra treat to work on; it's one of the very first sketch levels I built for this game. #2 : Social Media, Waking Back Up : Reactivating channels that had gone quiet. New social assets…
- Pendulum Meadows Gazette - 10 June 2026
Welcome back to the Pendulum Meadows Gazette! I have some news worth stepping away from whatever you're doing for — Demo 2 is officially out. If the first demo left any impression on you at all, this one is a different animal. More songs, a new mode, and a noticeably different atmosphere. I'll get into the details below, but let's just say: if you haven't tried it yet, now would be a good time. #1 Story Mode — Now Playable : Demo 2 introduces Story Mode for the first time. Unlike Arcade Mode, it's designed with a more accessible difficulty curve, making it a gentler entry point into the world of Pendulum Meadows. Whether you're new to the game or just curious about the narrative side of things, this is your chance to experience it before the full release. I wouldn't sleep on it. #2 Four Tracks, Three New Stages : The first demo shipped with three tracks. Demo 2 brings four — and three o…
- Pendulum Meadows Gazette - 1 April 2026
Welcome back to the Pendulum Meadows Gazette. April's here, and so is another week of quiet, steady work behind the scenes. No grand announcements this week — just the kind of progress that doesn't always make noise but keeps things moving forward. Build testing continues, a few rough edges are being smoothed out, and something I think you'll enjoy is getting closer. Let's get into it. #1 Ongoing Build Testing & Bug Fixes : I'm still deep in build testing this week. Nothing dramatic — just the kind of persistent, unglamorous work that holds everything together. Small issues keep surfacing, and I keep knocking them down. The second demo track is getting closer. I won't put a hard date on it, but it won't be long now. #2 Reworking the Game Packaging Visuals : I've been revisiting the game's packaging imagery. The previous version felt a little too static for a rhythm game, so I'm editing…
- Pendulum Meadows Gazette - 25 March 2026
Welcome back to the Pendulum Meadows Gazette. This week's news is a little different — there's no new feature to unpack, no experiment to walk you through. Instead, I'm here to tell you that something bigger is quietly taking shape in the press room. For the past several weeks, I've been putting out update after update — six of them, back to back. Each one was a small piece of a larger puzzle. Now, I'm in the middle of pulling all of those pieces together into a single build. A proper one. The second demo build. It's not quite ready to ship yet — but it's close. And I wanted you to know. #1 The Second Demo Build Is in Final Testing : Everything from the past six consecutive updates has been packed into this build — every fix, every improvement, every small detail I kept refining along the way. It's the most complete version of this game I've ever put together. #2 Four Levels, Now Open t…
- Pendulum Meadows Gazette - 20 March 2026
Options menus don't often get their own issue. But this one earned it. The original options layout was built around a concept — an LP vinyl record, fitting for a game where music is everything. You'd spin through the options by rotating the record. It made sense in theory. In practice, it was unfamiliar enough to confuse people. So it's been rebuilt. The new layout takes its design from something on the back of that same record: the tracklist. Categorical, scannable, and immediately understood. The concept lives on — just presented differently. #1 Options Layout Redesigned : The vinyl-rotation interface has been replaced with a tracklist-style layout — two categories on the left, Display and Audio, with their respective options listed on the right. Selectable, navigable, and straightforward. The atmosphere remains. The confusion doesn't. #2 New Options Added : Several new adjustments ar…
- Pendulum Meadows Gazette - 18 March 2026
Steam Next Fest brought a lot of eyes to Pendulum Meadows — and with those eyes came feedback. Honest feedback. The kind that points at the small friction points and says: this could be clearer. This issue is the response to that. Not a dramatic overhaul, but a careful, deliberate pass through the parts of the experience that needed a little more attention. #1 Lobby UI Adjusted for Clarity : This game runs on a single-button, single-interaction system — no mouse, no menus, no selection cursors. Navigation is handled entirely through keystrokes, with text indicating what each input does. The problem was that plain text alone wasn't always clear enough at a glance. Now, key interactions — such as entering Story Mode or Arcade Mode — are placed on red-backed rectangles, making the most important actions immediately visible without needing to read through everything first. #2 Lobby Practice…
- Pendulum Meadows Gazette - 13 March 2026
Every town has its shadows — the small things lurking in the corners that most people walk past without noticing. This issue is about those things. None of them were loud. Some were subtle enough to miss entirely. But they were there, and they've been dealt with. This one's a quiet issue. But quiet doesn't mean small. #1 Vinyl Selection Transparency Glitch Resolved : When triggering the Shift key function during vinyl selection, certain elements were displaying incorrect transparency levels. It's been corrected. #2 High Score Scene Performance Issue Resolved : The High Score scene was slowing down under certain conditions, creating an unintended drag in the experience. Tracked down and fixed. #3 High Score Scene Font Legibility Issue Resolved : Some text in the High Score scene wasn't rendering with sufficient clarity. The font visibility has been improved so the numbers you've earned a…
- Pendulum Meadows Gazette - 11 March 2026
Every town needs its entry points — the places where newcomers find their footing before venturing deeper. For a while, this game had one way in: straight to the deep end. That changes with this issue. Two modes have been reshaped, one has been expanded, and a new door has been built from the ground up. Let's walk through them. #1 Story Mode : A new mode built for those just arriving. Story Mode is designed as a longer, more gradual introduction to the game — a full journey from first steps to finding your rhythm. Think of it as the leveling grounds before the endgame. But it's not just a tutorial. As the music unfolds, the story is told through typography — visuals that move with the beat, bringing the narrative to life on screen. It's the same world. A gentler way in. #2 Arcade Mode Expanded : the mode you know — now comes with more to work with. Players can now choose their Vinyl Ste…
- Pendulum Meadows Gazette - 6 March 2026
Last issue, we widened the front door. This one's about what's waiting inside. Typing — the act at the heart of everything — has been rebuilt from the ground up in several key ways. A lot of the friction players have felt around timing and judgment? That's exactly what this issue addresses. Let's get into it. #1 Metronome Resynchronized to Four Full Beats : The beat indicator used to move across four steps — but those steps included the subdivisions between the main beats. In practice, that meant less time to see each cue, and a narrower window to prepare. Now, the indicator moves across four full downbeats. Each beat stays visible longer, arrives earlier, and gives you more room to breathe before the moment to play. It's a quieter change than it sounds — but once you feel it, you'll notice the difference. #2 Typing Judgment Window Adjusted : The window for registering a valid input has…
- Pendulum Meadows Gazette - 4 March 2026
It's been a while, Pendulum Meadows. About three months, to be exact. I won't dwell on it too long — what I will say is that the time was spent well. Very well, actually. Starting today, I'll be rolling out six issues over the coming weeks, each covering a different corner of what's been built. And there's quite a bit to cover. Let's kick things off with the foundation: the system. #1 Lowered the Evaluation Threshold : The barrier to progress has been adjusted across the board. Scoring per keystroke, stage evaluation criteria, and the conditions for unlocking subsequent stages have all been tuned down. The harder edges of the game remain untouched — but the front door is now a little wider open. More players deserve a chance to step inside. #2 Free-Order Typing : This one changes how the game feels at its core. Previously, letters had to be typed strictly in sequence — no exceptions. Th…
- Pendulum Meadows Gazette - 12 November 2025
Welcome back to the Pendulum Meadows Gazette! As winter settles in, I want to talk about something I've been wrestling with for weeks: the beat indicator. It's proven to be quite the challenge. My goals are clear: make the beat visually intuitive and deliver satisfying feedback after each keystroke. The current version needs work on both fronts, so I've been experimenting with several approaches. Let me walk you through what I've tried. #1 Enhanced Beat Indicator Sizing : I increased the size of the square in the four-square beat progression indicator—the one you're supposed to type on. The goal was to make it more visible at a glance. While it's not a dramatic improvement, it's a decent interim solution that helps. I'll keep trying different variations to find what works best. #2 Clearer Judgment Feedback System : I've overhauled how typing judgments are displayed. Previously, everythi…
- Pendulum Meadows Gazette - 29 October 2025
Steam Next Fest - October 2025 has wrapped up with great success. I had the chance to play many incredible demos, from Cairn - who knew climbing could be this engaging in a game - to Skater Story with its captivating presentation, and Final Sentence where the tension kept me on edge but landing first place felt absolutely incredible. Each game offered something unique, and honestly, exploring this diverse lineup was just as exciting as showcasing my own game during the festival. It was a week that reminded me why I fell in love with games in the first place. > Cairn - The Game Bakers > Skate Story - by Sam Eng / Devolver Digital > Final Sentence - Button Mash / Polden Publishing #1 Quick Patch Friday (QPF) Launch : If you caught the mid-week update during Next Fest, you already know about this. I've introduced Quick Patch Friday - a rapid response system for critical fixes and improveme…
- Quick Patch Friday - Steam Next Fest - 18 October 2025
Extra! Extra! I'm incredibly grateful to see so many of you enjoying Pendulum Meadows during Steam Next Fest. The support and feedback you've sent my way has been overwhelming in the best possible sense. Among the feedback, several of you mentioned wanting clearer guidance for controls and navigation. I completely understand—clear instructions make all the difference in creating a smooth play experience. Since this was something I could address quickly, I've just rolled out a small update to add visual guides throughout the game. I hope these improvements help make your time in Pendulum Meadows even more enjoyable. Thank you again for playing, and for helping make this game better. > Control guidance on level selection screen > Control guidance on pre-level start screen > Control guidance in menu screen
- Pendulum Meadows Gazette - 15 October 2025
Welcome back to the Pendulum Meadows Gazette! As many of you know, the hunt for hidden gems began two days ago - Steam Next Fest October 2025 is officially here. I'm pleased to share that Off the Text - Demo track is now part of the festival lineup. It's genuinely exciting to showcase our dark rhythm experience alongside so many talented indie creators during this celebration of independent gaming. #1 Hidden Code System Overhaul: I've streamlined the hidden code unlock system based on player feedback. Previously, you had to unlock each code individually by achieving rank A or higher on specific tracks. Now, once you clear "Destined for Love" with rank A or above, all hidden codes unlock across every level. After selecting your track (on the big vinyl screen), input the code to activate special modes: Brutal Mode (randomized patterns) and Pure Brutal Mode (real-time randomization). For t…
- Pendulum Meadows Gazette - 23 September 2025
Today marks a milestone I've been working toward for months. The Off the Text demo is now live on Steam. If you're reading this, chances are you can already download and experience what I've been building. This feels surreal—seeing months of late nights and creative decisions finally in players' hands. Thank you to everyone who made this moment possible. Demo is officially launched and available for download. The real work begins now: listening to your experiences and feedback. This isn't just about finding bugs or technical issues—I want to understand how the game feels, where it connects with players, and where it might fall short. Every piece of feedback becomes part of shaping the full release. Viral Marketing Campaign Launch : I've been creating and uploading gameplay videos to showcase what Off the Text offers. These videos demonstrate the game's dark atmosphere and rhythmic gamep…
- Pendulum Meadows Gazette - 13 September 2025
Autumn is creeping in—at least for those of us in the north. Down south, spring's probably stirring instead. Either way, I've got news that matters regardless of your season. Steam review passed without any issues, and our demo launches September 23rd at 3:00 PM PDT. After all these months, I'm grateful to everyone who helped make this demo possible. Demo approved and ready to go. September 23rd is locked in, and the three demo levels are polished for launch. What I'm looking forward to most is finally getting real player feedback—your experiences will directly shape where this game goes next. This week I'm talking pricing structure instead of game mechanics. Originally planned a three-tier system to provide content that fits different price points, but I realized that the barriers and confusion this would create for players outweigh the benefits. I want to focus on delivering one compl…