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Hello everyone!
Burglin' Gnomes had an amazing launch month, selling over 500k copies in its first three weeks on Steam! Thank you to everyone who played the game, I could have never imagined a silly game about gnomes that I started on a whim to gather so much interest!
I took some time off to relax and get my head in order the past few weeks. Right now I am working towards another bug fix update after which I will decide what I will be doing next.
After I get the bug fix patch done, I will go over all the suggestions in the Discord #suggestions channel, as well as the Steam forums to see what features the community would want to see the most. I have new content ideas that I want to implement as well.
As for when a new content update might be dropping, I have no timeline for that yet. I have been working hard for over a year now on the game, and especially during the last few months leading up to the launch I could feel my creativity dwindling due to the high workload and stress. I do not want to add content just for the sake of adding things to hit some 'content update quota' if the content is boring and not inspired as a result.
One of the most compelling ideas I have right now is to experiment with different game modes. In particular, I have really been thinking about an asymmetric pvp game mode, where one player could play the human (possibly even in VR??). I have seen it requested by the community a lot, and it really does seem like it could bring an entirely new aspect to the game.
Implementing a new game mode like that is quite a lot of work though and would take a while. I understand you would also appreciate just a basic content update too, so I will take some time to come up with an update plan or a roadmap of sorts. So if you have ideas and suggestions now is the perfect time to voice them!
To celebrate hitting the 500k milestone the game will also go on sale next week on Friday 17th!
Thank you everyone,
Fobri
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Burglin' Gnomes, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Burglin' Gnomes statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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Hello again everyone!
Thank you so much for all the interest leading up to launch. The game has released now and I really hope you will enjoy it, I have done my best!
This isn't the end though! I still have plenty of ideas for cool new content and mechanics, so stay tuned for updates!
Thank you,
Fobri
Hello everyone!
It is my pleasure to announce that Burglin' Gnomes is launching on June 10th! Thank you to everyone who played the demo, I got lots of valuable feedback and ideas from the community.
Speaking of the demo, it will be taken down on June 1st as I am not equipped to support two versions of the game during the launch. An updated demo version might return at a later date.
Check out the new trailer!
-Fobri
Hello everyone!
The demo of the game has gone quite viral, and has gathered a lot of interest worldwide, now sitting at top 30 most wishlisted games on Steam. Thank you for all the positive feedback and interest!
I have not been very active on my socials as I've been putting all my available time into developing the game. I'm sure you all are craving for some fresh burglin' news, so I've put together a list of common questions I keep seeing and answer those below.
Q: When is the full game releasing?
A: The game is releasing this summer, exact date is still TBD and I will announce it as soon as I have a day set.
Q: Will the full game be free? A: No. It will be priced like other games in the genre.
Q: Will the game have language support for other languages?
A: Yes, the full game will have localization for other languages.
Q: Will the game have a saving feature? A: Yes
Q: Will the full version have public lobbies?
A: Most likely yes. There is an issue that hackers could join and ruin the games of unsuspecting people, so I am still a bit unsure as to how I will implement it. The game is meant to mainly be played with friends which is why I have not put any effort into anti cheat or security against cheaters. That means I might have to rework some of the aspects of the game to make sure cheaters cannot join and ruin your save files etc.
Q: Will there be feature X or content Y added in the full version? A: That's a big secret.
Thats it for the questions. I will also add that the development of the game is going well. I am working on new features and content as well as improving existing features and mechanics from the demo every single day while I try to get the full version to you all as soon as possible!
Lastly, Jonathan wanted to say hello.
He wanted to become a Burglin' Gnome, but due to his muscular build wasn't able to fit into the clothes properly. Since then he has been focusing on building up his physique and listening to music.
The hat was sewn by his mother and he never takes it off. Maybe it makes him feel more included?
- Fobri
Another small patch for the demo, to fix some bugs and issues.
Fixed dead players without legs would bounce around randomly
Fixed an issue causing Bob to stop working again
Improved network interpolation settings for various objects (moving items with your hands looks smoother now)
Fixed the human getting stuck on top of the mushroom hut
Fixed an issue causing player ragdoll to teleport around while being held by the human
Fixed one issue with player hands losing their strength
Fixed players getting teleported to where they got in the RC car after exiting it
Fixed remote clients becoming stuck in place if the RC car got destroyed while driving it
Fixed the game bugging out if a player left while in the tornado
Fixed human trying to flush players down a toilet that was already flooded
Fixed spring shoes incorrectly causing the head to be removed while standing on the ground
Fixed haunting not being stopped if the player respawned or left the game while haunting
Fixed redcaps being able to stack inside each other, causing 'super redcaps' by having multiple of them stacked perfectly inside each other
Added the ability to interact with the spirit catcher while in the lobby to open the Steam 'invite friends' menu
Added a new launch argument 'netDebug', if you are having trouble connecting to lobbies you can run the game with this argument to see more information in the log file
This patch contains more bugfixes.
Fixed another issue causing players to get stuck in the RC car
Fixed UI layout issue in the Stockpile
Made items that dropped off the plateau get teleported back up while in the lobby
Fixed an issue causing Bob to not help carry items
Fixed an issue with the tutorial letting players go out of bounds
Fixed redcaps teleporting while attacking in some cases
Added a hint about the journal to the task list
Made the plunger get flung out of the toilet to show its not flushable
Adjusted the UI element displaying resource count in the Stockpile and Well to make it more obvious they are clickable
Fixed items spawning under the kids room bed causing them to become stuck
Other smaller fixes and adjustments
The first day of the demo has gone relatively smoothly, however as expected there have been some bugs and issues reported that needed fixing.
This patch fixes most of the reported bugs, and improves certain areas of the game.
Fixed an issue causing you to be stuck spectating someone after joining a lobby
Fixed task system breaking when a player left the game
Potentially fixed player getting stuck in the RC car in various situations
Fixed getting flung into space by redcaps
Fixed Bob some times getting stuck on the roof and becoming unable to help you
Added accessibility option for inverting mouse Y axis
Added accessibility option for motion sickness. Enabling this option will prevent the game from turning your camera view while in ragdoll mode.
Modified the small storage room to prevent players from getting stuck in the crates
Some smaller bug fixes
Known issues:
In some rare cases you might become unable to move anything while grabbing. To fix this issue you have to restart and reconnect to the game.
If you run into any more issues, please report them in the discord so I can get them fixed!
PS. Public lobbies and server list will be added to the demo in an upcoming update.
The demo version of the game has just gone live!
This demo version has limited content, most notably:
No progression or difficulty scaling
Crafting limited to a subset of equipment (no furniture of home upgrades)
Only one level, with random house generation limited to 5 variants
Generally limited content
The demo will run for the foreseeable future, I don't have any plans on taking it down. I will also take part in the upcoming Steam Nextfest, so stay tuned for that!
If you have issues with the demo, or want to chat, join the discord.
With the playtest currently underway, feedback has been positive and quite a few bugs have already been fixed. Even with a lot of the content being absent from the demo/playtest version, players have spent hours just going through the base gameplay loop over and over again.
However, the playtest has highlighted some issues with how difficult the game is, especially for solo players. This will be revised for the demo version, to make it even more fun!
The demo will have the following differences compared to the full version:
No progression other than equipment crafting between runs
No home upgrading
Only one level
No furniture crafting
Reduced enemy variety
Generally limited content
The playtest will run up until 13.1, so you might still have a chance to get in if you want to try it for yourself. That being said, the demo will release shortly after the playtest concludes, so you won't be missing out on much regardless!
For more discussion, you can also join the discord server where you can reach me and other gnomes.
The announcement of the game had an overwhelming reception on social media, and I’m stoked to see it! I decided to make this blog post to tell you all a bit more about the game. I’m afraid I don’t have anything cool and new to show this time but stay tuned for sneak peeks!
Started development in December of last year and has been developed solely by me since then.
Is around 50% done compared to my vision of the finished version.
The game is fully PvE and the human will not be controllable on release. However, if there is enough interest it might be added in a content patch after release, as a separate game mode.
I have designed the game loop with that thought in the back of my mind. I understand that sometimes you just want to play a game and not talk to other people. I am one of those people! I’ve felt that other games within the genre become too punishing when playing alone, so that’s the main issue I’ve tried to solve regarding the topic.
With that being said, the game is still designed to be played with friends for maximum enjoyment and I hope many people play it that way!
A demo version for the game is being considered, however there are some important questions surrounding that. I've stated before that there would be a demo, however the development progress is on good track and I would rather spend the time that would go to making the demo on actual content for the main game (that would also mean that the main game gets released earlier).
The game release is not planned for this year, however that could still change. I'll let you know more as soon as I can!
Did you know? Moles are solitary creatures and will fight fiercely to protect their territory…
Thank you all for your interest, and a special shoutout to all the Japanese fans! I feel bad for not being able to translate this post for you to read, but know that I noticed your excitement!