- TEKO Demo is back! - 11 August 2026
TEKO Demo is finally here!The free version returns with more content than ever.The new version contains tons of extra content, so those who try the demo can satisfy all their curiosity, and finally decide if they want to get the full version. I estimate that, to complete all its content, you need more than 30 hours of playtime. Well, in fact, it's possible to play endlessly since the gameplay loop is complete and there are no limitations. It features 42 achievements/unlockables (THIS IS HALF OF THE FULL GAME IN ITS CURRENT VERSION!), but the player can keep playing even if they have 100% progress if they want to.Finally, the Demo is high quality and represents the real game. I love it. Plus, you don't just play one Pocket. The Jean Pocket is available in difficulties 0, 1, and 2; and it also lets you try out the Hacker and Warlock pockets, two of the best pockets in all of TEKO.Honestly…
- The end is near. - 3 August 2026
I think TEKO is finished.I'll quickly explain the latest patch (u9.1.1) and then I'll tell you some important things.- Improved the run save system: previously, when closing the game suddenly or exiting from the settings to the main menu, the run would save in any intermediate state no matter what, so sometimes when trying to return to the run, the game would get frozen between states. I actually shouldn't have ever put those 2 save points because the game was already saving well enough, and it was what caused the biggest issues. The run now saves correctly when the player is on the Shop Filter screen (the new feature). It no longer saves in the shop when using items even if you're not in the shop (this error has been happening since it became possible to use consumables on the play screen). You should now be able to exit to the Main Menu in the middle of chip plays (I had previously fo…
- Things are changing - 1 August 2026
The Artwork:I didn't think it was that big of a deal, enough to receive several messages from different people criticizing my latest artwork. Still, being self-critical, there was room for improvement. And so, I did it.Briefly: at first, I had a very colorful artwork with too many elements, very "rough" because the lines were ultra-thick, but with a lot of personality. Then, I changed it to an overly simple cover, with just a single character and nothing else. Both images had things that could be improved, so I combined the two: keep it simple, but at the same time incorporate something to properly fill the rest of the canvas, while representing the game's genre somehow.Currently, the cover shows the 2 most important characters in TEKO: Pixi / Yeni. Yes, they are the ones that appear the most on the cards; then there's Talio and Gasparov. If you pay attention, you'll notice there are ma…
- 9.1.0 - 30 July 2026
NEW! Shop Filter Feature. Now, after beating the round 13 boss, the player will be able to choose which items they don't want to show up on sale in the shop for the rest of the run. This feature has also been added as an achievement.Along with the Shop Filter, you can also revert the pre-bans made to cards!Both in the Shop Filter and the Codex, the 'Current' text for the cards values should now be visible. I think this wasn't happening before; it has been fixed. There was a small issue calling the respective lines.Added a new button to reset the card ban selection in the codex.2 Steam achievements (pre-ban & boss preview features) have been fixed and can now be earned retroactively.Fixed two errors when changing profiles: (1) a white border would appear on the sides of the screen, it was a screen manager bug. (2) On the next run, shapeless chips would appear instead of the normal ones.N…
- Good news for TEKO - 24 July 2026
I'm happy to announce that I've finally revamped some elements of the Steam Store Page for TEKO. I've wanted to do this for a long time, and I finally managed to do it. I changed everything, from the trailer to the cover image and the description. Now everything looks prettier and better represents the game in its current state.I have a lot of plans for the game. I'll make some of them a reality, others will depend on the motivation people give me. If I see that more and more people like the game, I plan to put in more effort. During all these years of development, I NEVER relied on feedback or public approval, but now more than ever, I think making extreme new changes will only be worth it if I get a larger player base.Some of the changes I have in mind for upcoming versions are:Control: I'd like the game to support any kind of input. Currently, you can only play with a mouse, but in t…
- 9.0.4 - 23 July 2026
- The logic implemented in the previous patch (the perk sprite not showing up as hovered when entering the shop) has been replicated for all shop rounds, not just the first one.- Improved the size of the Pocket Visualizer; chips now look bigger and only look small when there are more than 60.- An extra value no longer appears when buying chips. Previously, where the pocket is drawn, if we had 40 chips and bought one, it would momentarily show "42" instead of "41".- Now, every time a consumable is used, it will always play a sound effect.- Special combos (TRIXI, etc.) will play a sound effect when triggered.- Fixed the logic that caused the game to crash when finishing the tutorial as a new player. And also fixed the settings logic when entering TEKO for the first time. I didn't know this was happening, these cases are too specific and I don't have control/vision over everything. I usual…
- 9.0.3 - 20 July 2026
- Optimized the delta time system. I previously implemented something that modified the timings and it ruined the experience for some people with low FPS, so I reverted it. I didn't know this was working poorly, because I always tested the game at 165 fps.- Optimized the particles of color tubes. Previously, if the player was playing at 60 fps or lower, the particles fell as if they were frozen.- Optimized buttons; some of them would move slowly on low FPS.- Removed the option to choose FPS in the settings. At least for now, I think it's the best approach, since it's not a very useful option and it has caused some issues.- The yellow outline on cards is now displayed correctly (it used to render below the shadow) on selection screens like Masquerade or Dice (consumables).- Changed the shadow and positioning of the Base X Multi sprites to make it more consistent. I also improved the jump…
- 9.0.2 - 18 July 2026
I feel kind of weird, confused, and dissociated.I've made quite a few changes and fixes, aiming to leave Early Access. I'll leave the commit log here, but unordered, and without differentiating whether they were modifications to the beta or the live version... because I don't even remember.To give you an idea of how lost I am: a few days ago I spent hours trying to figure out why the Orange Tube wasn't working, but in the end, it was because I was playing with the Hacker Pocket (-1 draw XD).Anyway, here are the patch notes:- Improved the buying animation for all items in the shop.- Improved the discard/draw animation (more fluid). Also, shadows now appear behind the chips when they travel from the pocket to the hand or from the hand to the pocket.- Improved the discard animation at the end of the round (upon winning it).- Fixed a bug that made it impossible to turn the starting card int…
- 9.0.1 - 13 July 2026
Clarified the description of one of Outlaw Pocket's mechanics.Now when there are more than 12 cards, they should render better (they used to have a weird flickering effect).Added an anti-crash check for certain situations where winning a round caused an unexpected error.Kimi Card should now work properly when starting a run with it (Warlock/Chosen Pocket).Tooltips of 'miniature' chips will now be wider and have a smaller font so they don't go past the top edge of the screen.Reverse Blender should now be usable correctly even if there's only 1 relic slot available. It should've always done that, but it seems it was miscounting the slot amount before.Bosses that take away your money can now reduce it down to -$10 (there were no limits before).When finishing a run with Chosen Pocket, entering the Codex caused a bug. This has been fixed.Fixed a bug that prevented selling Stamp Block outside…
- 9.0! The BIGGEST update ever. - 8 July 2026
ULTRA UPDATE - u9.0.0! I've been working on this update for months, knowing that the game still looked bad and needed to be polished to the max so the gaming experience would be the right one. I know my weakness was the visuals, so that's what I worked on the most: IN TOTAL I MADE OVER 200 CHANGES. Aside from the aesthetics, I used the momentum to create new features and make the game easier for everyone, with a lot of QoL and other useful resources. Here's a summary of everything I did: VISUAL/SOUND - Total overhaul to the OST. All the music was improved and extended for a better experience. - Total overhaul to the sound effects. Now all elements and actions have sounds. All buttons make a sound when clicking/releasing. - Total rework to the Cards: they look much better: now they're bigger, their borders are more colorful and have defined black lines on the outside, they have more spac…
- TEKO u9.0.0 BETA! - 13 June 2026
Finally. The new version is here! I'm almost done with all the new systems and features, along with the biggest aesthetic overhaul in TEKO's entire history. To try out this version, you'll have to go through your Steam library: Settings > Game versions & Betas > Private versions (Check Code). tekobeta1234 Select the beta version, the game will update, and you'll be ready to play the new version. There will be tentative changes, things that aren't 100% finished yet, but overall it's already working pretty well. There might be crashes, bugs, exploits... so please, report all issues on Discord! I enter every day and check all the reports. I recommend backing up your data at C:/Users/-/AppData/Local/TEKO. I need testers. This version is focused on QoL and aesthetics, and making sure everything runs smoothly without bugs. There are so many changes! I've been working on this update for over 2…
- 8.1.4 - 24 May 2026
Fixed Lankvian Card's logic when it's on the right. Previously, there was a bug that made it activate on any chip that retriggers. Now it only works with the first one selected. The number of chips (the text above the pocket sprite) wasn't updating after using Printer. Additionally, a translated text was missing on this consumable's screen. This was fixed. Adjusted the triggering for the Teko Card achievement. It wasn't unlocking properly. Promoted Card will always unequip excess mods. Previously, an exploit was possible: if a Card evolved from Rare to Epic (losing 1 slot), and it had 3 mods equipped that take up only 1 slot each, those 3 mods would stay equipped instead of unequipping one.
- 8.1.3 - 15 May 2026
Fixed an exploit with the Stamp Block Consumable. With this, it was practically possible to win any run.
- 8.1.2 - 27 April 2026
Fixed the missing interaction between special combos and The Based Card when the player is using Outlaw Pocket. Some achievements weren't working either. It's all been fixed now.
- 8.1.1 - 25 April 2026
Fixed a very annoying bug that didn't let you play normally if you had fewer chips than draws. The system would freeze because it tried to draw something that was no longer there. It's been fixed now, it should work properly. Fixed a Filling Card bug. Several of the mods it copied weren't working, now they should work correctly. Added the mods it can't copy to its description. I'm evaluating several things regarding mods, don't panic if there are some changes. There are extreme situations that break the game's limits, I'll keep an eye on the interactions of draws, mods, tubes/tray/pillbox efficiency, etc.
- Important news - 23 April 2026
Hi. As you may know, I've made several announcements lately, but I forgot to mention something. I actually couldn't decide whether to do it or not, but now it's very clear to me. I know I've been mediocre in the past, but I keep working to be a better version of myself. And, above all, I've learned that I need to take my time with things. As the months go by I'm much more patient. That's why, temporarily, the TEKO DEMO won't be visible on the store. I'm currently doing a complete overhaul of the DEMO so it matches the full game exactly (but with limited content). The reason I don't want more people playing the current version is because it's full of bugs and is way too different from the EA: The EA version is truly incomparable, it's far better than the demo... so that difference means I'm sabotaging myself and generating defamation for my own game. Since the demo is bad, the result is…
- 8.1.0 - 22 April 2026
I just fixed all the unlock conditions for the Cards that unlock when beating specific difficulties in certain Pockets. I did a quick but huge nerf to the Mods. Pipe/Hat Common Mods: REMOVED. Pipe/Hat Rare Mods: +2 extra base > +1 extra base. I made a giant mistake that I knew was going to end badly: adding too much stuff. In the past, I really wanted to add more Mod variety, and the ones that were hardest to create were the new Common Mods, so I decided to add a lower tier of Pipe/Hat, but now I see the results of that decision: the game completely broke. That's why I just did what I knew I had to do from the very beginning. I let it slide, I thought it wouldn't be abused this much, but... XD. For the sake of the game, I prefer having less variety but keeping everything more balanced. TEKO was unfairly forgiving.
- 8.0.3 - 21 April 2026
Fixed a minor bug. Winning a run with Jean Pocket D4 used to unlock The Transgressor Card. This was not intended; it should be unlocked by winning with Drab Pocket D4.
- 8.0.2 - 15 April 2026
I just fixed a small visual bug where texts weren't displaying correctly for any language, specifically when using the juice Consumables. When this happens, instead of the normal text, "KEY_NOT_FOUND" appears. I'm letting you know so that if it happens, you can report it correctly. When this text appears as a placeholder, it's because a localization text is missing or it was declared incorrectly.
- 8.0.1 - 13 April 2026
I just fixed the issues related to having Sinister Cards and managing slot space. For example, now we'll be able to use Consumables like Mask or Binoculars even if we have more than 12 Cards. Previously, the system detected that if we had more Cards than slots, it wouldn't let us receive any new Cards, but this system changed with the new Sinister Cards that don't take up slots. It's been fixed now. I did the same with the Potentially Suspicious Man Card, which generated a Card every time you entered the shop.