A Post-Mortem on our first Steam Festival!

We took part in our first Steam festival this May — the Creature Collector Festival — and it went great! We were thrilled by the feedback from players and the conversations we had with them. Here’s what’s changed since the first version on the demo:

Fantasy rework

You play as a final-year Gloopology student who has been sent off-campus to complete a mandatory year of fieldwork, which is the final requirement before earning your diploma. You’re in charge of managing a research station and your tasks include fishing for gloops, studying them, and welcoming visiting researchers who will evaluate your progress.

To graduate, you’ll need to complete a series of missions across the galaxy. Each one takes place in a brand-new star system, meaning you’ll start from scratch every time: a fresh research station, new planets and creatures to discover, new equipment, and so on.

Gloopalaxy Key Art Gloopalaxy Key Art made by Garance Royère

Improving the scene

One of the main issues with our first version was that the environments felt too empty, clinical, and not cozy at all. So we’ve done a pass to improve that.

We added more detailed and lively modules, along with softer lighting that creates a warm, aquarium-like atmosphere. One of our biggest inspirations here is Haven, which nails that cozy sci-fi vibe, which is actually pretty rare! There’s still more work to do, but the difference already feels huge!

Research Station Overview (New version) Research Station Overview

Finding the tone

At first, beyond the fact that we hadn’t had time to implement the narrative elements yet, I was really struggling to find the right tone for the game. But once we redefined the game’s core fantasy, I realized the tone I was aiming for needed to be funny, a bit absurd, and with a hint of sarcasm.

One of my main inspirations here is the tone of Two Point games (or Theme Hospital back in the day) — they strike a great balance between lighthearted silliness and just a touch of something darker underneath. Another big influence is The Sims — especially the quirky little lines you read on the loading screens.

Recap Panel (New version) Recap Panel/Lab Review

Misc.

What we learned from our first Steam Festival?

What’s Next?

We’re happy to say that we’ve addressed most of the issues raised in the previous version of the demo. We also received a lot of helpful feedback on what to improve next. Our goal is to release a third version of the demo in August.

Here’s what we’re focusing on next:

🔬 More “Scientific” Gameplay

So far, the research aspect felt a bit too much like trial and error — players had to guess what worked for each creature. That wasn’t very engaging, and it didn’t really reinforce the fantasy of being a researcher.

To improve this, we’re introducing a scanner. It will have two modes: a body scan and a brain scan. Each mode will provide general information that gives clues about a creature’s preferences — helping players make more informed decisions.

✨ Shiny Creatures

During rare cosmic events, players might encounter shiny creatures while fishing. These aren’t just color variants — they also have different needs compared to their regular counterparts!

🎣 Fishing Difficulty Levels & Rewards

🧪 Research Points Adjustment

🛁 New Tank and Modules

We’re adding a new type of fish tank (with more to come in the final game) and introducing new module skins. Down the line, we also plan to implement themes that will change the color of your modules for a touch of personalization.

🧫 But also…

An encyclopedia menu, a tool tip, adding music/sound design, polishing UI/UX, implementing a save system…

We’ll need to stay well-organized, since we’re still working on the project in our free time alongside our day jobs — but we’re really looking forward to releasing this new version! And meanwhile, if you’d like to try out the demo, it’s still available on Steam.