- v1.1.0 - Cry Little Sister - 3 September 2026
I've been going over a lot of feedback in the month since release, and there were a few complaints that I've seen repeated. My general rule is that if one person mentions something I consider it, but if 2 or more mention it I take it very seriously. I won't always implement exactly what they suggested, but I will try to address the root of the problem. Today's patch addresses thee complaints I've seen repeatedly: being unable to assign minions to arbitrary snake positions, end-game screen clutter when you get lots of projectiles, and late game minions (Vlad, Dante, and Fang) being too rare. I've also made some changes to the scoring system.When I first made the game, the minion queue existed solely at the front of the snake, but this caused problems when your snake got long, so I introduced the tail position. This seemed like a good fix at the time, but having the extra empty space alon…
- v1.0.4 - 21 August 2026
Snekromancy 1.0.4 Patch Notes Steam Deck and Controller Support Added Steam Deck display defaults, including 1280x800 support. Added a Large Text option, with automatic large text behavior for Steam Deck-sized displays. Improved gamepad input handling so saved controller bindings work across devices more reliably. Added Steam Deck floating keyboard support when renaming minions. UI and Readability Improved upgrade card descriptions with a clearer overlay. Improved equipped item text readability when Large Text is enabled. Improved score, leaderboard, and end-screen text styling. Added 1280x800 as a selectable resolution. Gameplay Flow Improved the post-level flow when moving from one act into the next. Updated the next-level/store button text to better match the current situation. Fixed XP bar update ordering for cleaner display behavior. Balance and Fixes Adjusted one starting minion u…
- SnekromancY is a clever reinvention of Snake with a survivor-like tower escape style - 12 August 2026
SnekromancY mixes three rather different genres together into something I haven't seen before with Snake, Vampire Survivors and Tower Escape. Read the full article here: https://www.gamingonlinux.com/2026/08/snekromancy-is-a-clever-reinvention-of-snake-with-a-survivor-like-tower-escape-style/
- v1.0.3 - Hotfix for controller issue - 7 August 2026
Fixes an issue where pressing the Skip button at the end of an act would put you into an empty map with no focused UI elements, locking the game.
- v1.0.2 - Went the distance, now I'm not gonna stop - 5 August 2026
It's been a week since launch and I couldn't be happier with the response from everyone who's been enjoying the game! We're at 93% positive reviews on steam, and it warms my heart to know that so many are enjoying my little game.Especially useful has been the great feedback everyone is putting into the discussion boards and reviews. It's helped me track down not just bugs and balance issues, but also bring to light some overlooked UX issues like controllers not being able to scroll the text-based stats areas.This update has taken a little longer than my usual cadence, because I wanted to be sure everything got a thorough test now that the game is launched, and I wanted to get in as much as possible to address all the feedback.Finally a shout-out to QuestLion in the steam discussion groups, for auditing my Russian translations! I'm going to be making another pass on some of the other lan…
- Launch Stream - 29 July 2026
Watch the developer play SnekromancY!
- v1.0.1 - It's been a long road - 29 July 2026
This is what SnekromancY looked like in its first public build, for Godot Wild Jam #87, after a week of development:Now, 8 months later, we have this:It's actually surprising how much is still the same, although the gameplay was a lot simpler. A huge thank you to everyone who played the demo and helped shape the game with comments, reviews, and suggestions! Today, we launch 1.0.1, I hope you like it!ChangesUpdated the game version to 1.0.Improved demo completion flow with a new completion panel, artwork, and clearer full-game messaging.Demo saves can now carry forward into the full game from the post-Act 1 checkpoint.MinionsFinished localization for the new third-tier minion evolutions and their descriptions.Added a random name button when renaming minions.Improved minion duplication and evolution handling so snack bonuses and custom minion state are preserved more reliably.Updated mini…
- v0.12.10 - Work it, make it, do it, makes us harder, better, faster, stronger - 25 July 2026
A fun update today, if not a huge one! One thing I've often noticed when people play is that they seem sad after combining two minions, that they can't combine again into a 3rd tier evolution. I've always hoped to be able to add this in, and today is the day that hopes become realities! I've added a 3rd for every minion, and they are an even bigger power boost than the 2nd tier. Not only do they get another transformative special power, but they also all get an extra multi-shot upgrade. I think you'll find them to be a lot of fun, and worth the trade-off of having fewer minions!MinionsAdded third-tier evolutions for all main minion types.New evolved minions include Black Knight, Hellvis, Mistress, Pawcalypse, King Lichard, Bone Jovi, Charlotte, Alucard, and Zedeye.Added new minion attacks with built-in multishot, knockback formations, enemy pull effects, retracing boomerangs, splitting…
- v0.12.9 - 21 July 2026
Store and UnlocksImproved store cards so purchased offers remain visible as used slots instead of disappearing.Moved the Unlocks tab later in the store flow and added filters for all, locked, and unlocked entries.Improved unlock row sorting, focus behavior, scrolling, and claimed unlock display.Relics and BalanceAdjusted relic availability, pricing, repeat limits, and rarity across many relics.Ancient Scroll now converts elite rooms into shops more consistently across the act.Some relics are now mutually exclusive where their effects would overlap too strongly.Tuned Titan wave behavior and Phoenix egg spawning.Gameplay PolishAdded health bars for bosses and elitesImproved compass indicators for opened hidden-room paths.Improved enemy save/load handling for special enemies.Improved projectile hit detection for orbiting projectiles and reduced awkward homing turns.Tutorials, Text, and Vis…
- v0.12.8 - Everyday I write the book - 19 July 2026
First of all, big thanks to GL1TCH3D from the steam discussions for their super helpful write-up covering the ascension difficulties, which most of this patch is based on! A lot of it is smaller balance tweaks, but there's a few big changes too. First, I've added the Codex Mortuorum, a compendium available both from the main menu as well as in-game in the store and minion management screens, which allows you to view all of the content you've unlocked so far in the game. I've also added a stronger tower shield, and most items now scale stronger later in the game. The snake also briefly becomes immune after losing a segment, to prevent from losing too many in a mob. I've also added several new snacks and rebalanced many existing snacks and relics, and the ability to sell unwanted upgrades.Give it a try! And remember to wishlist, release is just 10 days away!Codex MortuorumAdded a new in-g…
- v0.12.7 - Localization Update - 17 July 2026
Adds Russian localizations.
- v0.12.6 - You won't rely on open eyes to see - 15 July 2026
We are TWO WEEKS from launch day! I'm very excited to share the final version of the game with you all, but first I do have some bad news. This update marks the first version where I am limiting the game demo. The demo now ends with act 1, but is otherwise a full game experience just lacking some of the fancy steam features like leaderboards.The good news though, is I've added another really cool new feature: secret rooms! These are available in the later parts of act 1, although they will be more common in the bigger maps of acts 2 & 3 (and in those there can even be 2 secret rooms in a single level). You might notice a room that's entirely walled off when exploring the map, and if you do, keep an eye out for a switch later on in the level. If you flip it, you can head back to that room and it will be open. The rewards can be chests, coins, items, and even a magical portal that telepor…
- v0.12.5 - Tattoos of memories and dead skin on trial - 12 July 2026
My favorite thing about watching streamers play for the first time is trying to guess which "snake" game they'll call out nostalgia for. I think the majority associate it with Nokia phones, although my first experience was probably NIBBLES.BAS that came with QBASIC. Still, I have to give it to Nokia's for being the most iconic, so as a nod to the nostalgia I've introduced a palette swap mode (available in the Display settings) that enables pure nostalgia for you :)Other changes include the addition of wands that let you breathe fire, frost, or poison, and some more balance tweaks. Have fun!New ItemsAdded Fire Wand, Frost Wand, and Poison Wand items.Wands fire a cone-shaped burst that places elemental effects across visible tiles.Visuals and SettingsAdded Super Retro Mode as a new visual setting.Updated UI colors, buttons, panels, sliders, toggles, tabs, bars, and menu visuals.Improved d…
- v0.12.4 - A Snek in Three Acts - 9 July 2026
There are many other post-next-fest updates, but this one is mine. I wanted to make something nice to reward all the wonderful support I saw during the fest, so this is a big one, almost certainly the biggest update to the game yet. The primary change is the game being split into three acts of 12, 11, and 7 levels respectively. This sounds like a lot compared to the 13 levels previously, but it's not as much as it sounds. Shops are no longer playable levels, which reduces the potential number of levels played considerably, and now only elite rooms have a boss fight, which means normal levels can be completed quickly (especially in the early game).With the new acts come new enemies, and of course bosses, and each act has been given its own final boss, taken from the old boss pool but strengthened significantly. There are also many new relics and snacks to fill out the content, and the st…
- v0.11.1 - The snek who sold the world - 28 June 2026
There's a lot of little stuff in this patch, but the most important thing is that shops have sales now! Each time you enter a shop, there will be one item that's discounted. This should help you buy all the cool new stuff like snacks! There are also more shops spawned in each map, so enjoy!The other change worth noting is that I've reverted the camera change from the last update that tries to keep the tail on-screen, because it causes some dizzying movement sometimes. I improved the smoothness of it significantly from the last update, but it still feels a little odd, so I have it disabled by default. If you want to try it out, it's in the display settings now, as well as another new option that centers the camera on the center of the snake. These are both worth trying if you're not sensitive to dizzyness because they help keep the important things on screen.The final significant change…
- v0.11.0 - We'll make great pets - 27 June 2026
One of the most commonly requested features is equipment for minions. I've always wanted to do this as well, but was worried about the confusion between items and relics that apply to the snake, and ones that apply to minions. Why would only a snake be able to wear the boots (which we all know snakes do), but only minions can wear a helmet or carry a sword? I figured it might be less confusing to abstract things out a bit, so I took a page from auto-battlers and decided to lean into the games hunger theme with Minion Snacks!To differentiate minion snacks from snake food, there are two important rules: 1) Snake food only appears during a level, and minion snacks only appear in stores. 2) Snake food is always savory (bread, hot dogs, etc) and minion food is always sweet (fruit and desserts). Again, as any herpetologists know, snakes love bread and the undead love sugar. Snacks can either…
- v0.10.5 - Coyotes Eat Snakes - 22 June 2026
The origin of "Snake" as a game is a grid-based system where it simply adds a segment to the front and removes one from the back. SnekromancY was built around that core concept, with layers of improvements on top to make it feel smoother, but at its heart it's still a grid-based system. This means that when you change direction, it doesn't instantly apply because the snake has to finish its current tile movement first. For people who are skilled at the classic snake, this is no problem because it's exactly how those games worked. For players who are new to the genre, however, it feels like input lag.I don't really want to change the underlying movement system (because then it would feel less like Snake and more like Vampire Survivors with a tail), so I decided to look at the pain points on their own. The biggest problem with the perceived delay is that particularly hen moving fast, it's…
- v0.10.4 - Snakes Eat Eggs - 21 June 2026
This is mostly a balance pass, and there are definitely no easter eggs, because snakes eat eggs so there couldn't possibly be any. Especially not on the main menu anywhere.Changes Since 0.10.2Rebalanced treasure room loot so treasure rooms still feel rewarding without flooding the floor with utility items.Adjusted treasure room loot scaling to favor the intended gem-heavy reward pool.Reduced damage on several late-game divine enemies.Store and Minion ManagementImproved the minion list in the store with clearer selection behavior.Added a snake segment display next to the minion list so supported and unsupported minions are easier to understand.Unsupported minions are now visually dimmed based on current snake length.Combining minions now preserves list order more cleanly by replacing the selected minion with its evolved version.UI and ReadabilityImproved upgrade card title readability wi…
- v0.10.2 - 19 June 2026
Major AdditionsAdded the Cursed Shell relic: removes hunger decay, but spawns an invincible Giant Snail that hunts you each level.Added the Giant Snail enemy.Added Big Gems for every gem color, giving higher-value XP pickups later in a run.Added Big Shield as a stronger shield item.Items can now be carried into the exit and you will start with it on the next level.Vamp now has a "direct" shot style that comes down from the sky.Added a new Fusion Pixel UI theme and smaller font tiers for clearer, crisper text across menus, cards, tooltips, and HUD elements.Added a Pause on Focus Loss setting.Improved fullscreen and windowed resolution handling, including better multi-monitor positioning.Progression and BalanceRebalanced XP scaling around the new larger gem payouts.Added normal enemy health scaling so later rooms hold up better against stronger builds.Large balance pass across relics, min…
- v0.9.3 - Translation fixes and UI tweaks - 15 June 2026
Just a small update today, to fix some translation issues and with some minor UI changes, mostly to allow different translated texts to fit on the screen properly. Bit shout-out to LinuxFriend in the Final Screw discord for testing the French localization!