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Yo Club Soko fans! We are back with another "Behind The Scenes" dev blog for you all. This time we are taking a look at the music in Club Soko. There's about 9 music tracks, 6 for each chapter in the game, 2 for secret rooms and a piece of audio when browsing the zine. We used a lot of the music from stock sites like freesound.org, and others. All of those musicians are listed in the Credits scene. We did get critiqued at one stage for using stock sounds and not directly collaborating with bands based on the vibe of the game which is understandable!
We would have loved to work with some specific musicians/bands to have a more fully fleshed out Original Sound Track for the game to be honest. There was a nice audio budget allocated for that when we were pitching Club Soko out to different publishers but getting the game signed didn't happen for us unfortunately!
There isn't punk music in the game but Brad our Art Director, is heavily influenced as a person creatively by the Washington DC hardcore punk scene. Originally each chapter in the game was going to be reflective of a specific subgenre on music. So like a punk room, a metal room, a gothic new wave room, a rave room etc, there's still some essence of those ideas but it's maybe a bit subtle these days!
A childhood friend of Brad is the guitarist for the London death metal band In God's Way. He did the music for the metal chapter in return for Brad hooking him up with some art which was very sweet of him. They just released an EP on Bandcamp, check it out here: https://ingodsway.bandcamp.com/music
Jake Denton, one of our Programmers also helped a lot with audio, he's in a band with his brother so is really musically informed. He implemented a lot of the audio in the game, provided sounds from his own sound library and edited existing ones which was really cool!
Let us know what you think of the music in the game so far, is there any musicians you wished that we collaborated with on a chapter for the game? Maybe that'll happen in a DLC in the future who knows! In the meantime, if you've been liking the music in the game so far, don't forget to drop Club Soko a review, it helps us out a ton!
You can officially buy the game today!
Thank you everyone who's supported us so far, we've really been enjoying reading the positive reviews coming in on the game so far! Come hang out in our Discord if you want to celebrate Club Soko's launch with us or just say hi! :)
Socials!
- Miracle Tea Devs
If you want to support our tiny indie team you can pick up the Miracle Tea bundle below and complete the entire collection of everything we've shipped on Steam to date!
Also, if you're stuck on a puzzle or would you'd like to reach out to us directly with any questions about the game you can join our friendly and cool Discord community here!
Long live indie games! 🖤
- Miracle Tea Devs
Yo, Club Soko fans!
We are delighted that Club Soko is part of the Brilliant Indie Treasures Steam Fest!
A bit about the Steam Fest event:
"Brilliant Indie Treasures is an annual celebration of upcoming and undiscovered indie games from small teams.
Every year we bring together 50 indie games and reveal them to the wider industry through an intimate, four-hour showcase. This year we're proud to be showcasing a selection of them, and their demos, for you to browse, wishlist or download right here.
At a time where the biggest games are getting bigger, and the industry is going through a lot of changes, we think its more important than ever to celebrate the lesser known and seek out those Brilliant Indie Treasures."
The Brilliant Indie Treasures 2026 Steam event concludes on July 22, 2026, so make sure to Wishlist Club Soko ahead of its release date this Thursday 23rd July!
We're super excited to get the game out! If you'd like to join our Discord to send us kind and encouraging words before we launch that is always welcome. But also, you don't have to you can do whatever want!
Demo Features
20+ handcrafted levels
Get pushed around by bouncers!
Experience getting hugged by a raver!
Push other club goers around and tag up the place!
An artstyle inspired by flash games from early 2000s packed full of underground charm.
A puke toggle!
A chill music mode!
Socials
Follow us on our socials here:
- Miracle Tea Devs
Yo Club Soko Fans!
What a trip, the end is in sight! Club Soko officially launches NEXT WEEK on Thursday July 23rd!
We're currently recovering from the coolest indie showcase in the country Brilliant Indie Treasures but this week we're trying to tell as many people as we can about Club Soko in the lead up to its launch. Shoutout to all everyone that has playtested, written about us and shared the game with your cool friends. Check out our custom Club Soko spray can that we made specially for BITs as a celebration of underground game devs!
We're super excited to get the game out! If you'd like to join our Discord to send us kind and encouraging words before we launch that is always welcome. But also, you don't have to you can do whatever want!
- Miracle Tea Devs
Hey all, we’re back with another post sharing some brief insight on what you can expect in terms of accessibility options in Club Soko! As before, this builds upon some of our existing learnings from our last game Tong, if you’re curious what settings were featured you can read about that project here and maybe buy a copy if you’re keen to help some indies out!
To date, Club Soko has been in development for over a year now. Since then, our tiny team of mainly 3 people: Thomas Andrews; Jake Denton and myself Brad Smith have been chipping away on the game trying to make a meaningful contribution to the Sokoban subgenre!
The original prototype was made in around 5 days for the CrazyGames Web Jam under the theme ‘Everything Is A Remix’ back in November 2024. It was originally designed to utilise our custom tooling in Unity and explore grid-based movement with a player character. Around this time I also only just started learning Procreate as I finally picked up an iPad after thinking about it for many years. I’m so glad I did! This jam was basically the one responsible for me figuring out a Procreate workflow that I still use to this day. That week of the jam I remember being unable to contribute much during the first few days as I was helping move my younger sister out of her flat. There was a lot going on around that time and a good chunk of the art for the prototype was drawn on an iPad crowded in the passenger seat of a white transit van – good times!
While our team didn’t take home the prize money or invited on the platform for Club Soko we were awarded a certificate for participation. Later on throughout the years CrazyGames approved some of our older games onto the platform. I have fond memories of 2024 and specifically that jam as this was the year we hired our first programmer Jake Denton. Around that time we hadn’t been working together for too long and I believe this was our first game jam as a team together which was a lot of fun! Both those guys are great to work with and open to creative weirdness and experimentation.
Anyway… as we’re getting nearer to the launch of Club Soko, we’re exited to start sharing more of the features that you’ll find in the game! We’re chuffed to be having another game under our belt that builds upon the Miracle Tea catalogue.
With all that out of the way, we’re going to talk a little bit about some of the accessibility options that are currently featured in Club Soko. Similarly to Tong, we’re doing this purely to be able to link to this post within the Accessibility URL for our iOS Launch in that oh so sweet input field. Fingers crossed if this helps our chances in the Apple team featuring the game when we launch as a result!
Accessibility in games is cool because it helps ensure that more people can enjoy, play, and feel included in the experience regardless of their physical, sensory, or cognitive abilities. Games are for everyone, and small design choices like customisable visuals, readable text, or simple control tweaks can make a huge difference for players who might otherwise feel excluded.
We often have this in our minds when we’re in the nitty gritty creative process of designing our games and the development of Club Soko was no different!
In settings under accessibility tab, there’s an option to toggle off ‘Cam Shake’. This exists to reduce discomfort for players who may be sensitive to motion, and to create a more comfortable gameplay experience overall. Hopefully this can minimise visual disturbance during gameplay while still preserving the intended feel of the game.
I believe we pushed for this feature after a brief discussion with a friend and fellow dev/streamer Calamity Nolan about how he favours this as an option. I think especially in a genre where players are thinking, deducing or reverse engineering solutions in their mind, having the option to toggle off cam shake to dial down the juice is the right choice. Maybe it’s not even really needed? There’s a school of thought that teaches games designers to push for ‘game feel’ and to ‘juice’ things as much as possible for impact but maybe a discussion about this is a blog post for another day!
To reduce sensory discomfort and provide a more comfortable Club Soko experience, players are also able to toggle haptic vibration on or off via the settings. We added this to allows players to minimise unwanted physical feedback during gameplay. This functions both on mobile devices and for controllers across all supported platforms.
Club Soko is designed with high visual contrast in mind to ensure that all players including those with low vision or light sensitivity can comfortably read and interact with the game. We use pure white on textfields for all interactive UI elements like buttons, sliders, toggles etc. In game we use pure black outlines for interactive puzzle pieces to differentiate between foreground and background. Those pieces and characters feature vibrant colours to maintain clarity against both dark and desaturated nightclub backgrounds. Whether you’re playing in a well-lit room or a dim environment, the interface and interactive elements remain sharp, readable, and easy to follow.
To create a more relaxed and comfortable gameplay experience, players can enable a ‘Chill Music’ mode via the settings menu. This option tones down the intensity of the game’s soundtrack, making it more suitable for players who prefer a calmer audio environment or are sensitive to more stimulating music. We explored similar features in Ruya and Alula back in the day which you can read about here!
All of the textfields in Club Soko are scaled to be large, legible and have strong contrast. Club Soko uses all caps for buttons and headers to reflect the bold graffiti tone of the game and improve quick readability. The typeface we use is a custom Club Soko Font made specially for this project. We wanted something both handmade but legible to support a spray can graffiti style. Most textfields in the game feature all caps for consistency throughout. We’ll continue to monitor feedback and are open to adjusting this for dyslexic or visually impaired players that have difficulty distinguishing by shape, since using all caps might cause issues tied to the removal of ascenders and descenders in certain areas of the game.
To support players with emetophobia or sensitivity to depictions of vomit, players are able to toggle this content on or off via the settings menu. This allows players to avoid potentially distressing visuals while still enjoying the core Club Soko experience. All of the sprites depicting vom get replaced with water instead in addition to textfields referencing it! Shoutout to our Discord community playtesters for bringing this to our attention and making it a feature!
Accessibility is an ongoing process for our tiny team, but we’d love to expand Club Soko feature set to support even more players! Some feature ideas we’d like to add post-launch might include:
Dyslexic Font – to improve readability and letter clarity for players with dyslexia or visual processing difficulties.
Font Size Adjustment – to support different reading comfort levels.
Grid Lines Toggle – for players that have a difficult time visualising the total size of a puzzle grid.
More Language Options – we have the localisation package integrated in Unity and hooked up to a Google Sheet API with some initial UI ready to go for this in the Settings scene. We hope to support more languages in the future!
As a small team, we know we won’t get everything right out the gate but we hope this offers some light into what we think about when we design our games games.
If there’s something that would help you enjoy Club Soko more, we’d love to hear it. We’re very curious if people have any issues with flashing or any of the camera motion in the game. Please drop us a message in our Discord and we’ll see if we can get it in the game!
Thanks for reading, – Miracle Tea
Yo Club Soko fans!
We are going to be attending Brilliant Indie Treasures in Brighton! Say Hi and play Club Soko at the event! Details are listed below for the location and time of the event for those of you who would like to pop in and visit our stand!
A bit of information about the event, taken from the official website: “Brilliant Indie Treasures is an annual event that takes place in Brighton during the week of Develop Conference Brighton. It’s a celebration of everything Indie, where we bring together previously unseen, unpublished or undercelebrated Indie Games, and their developers, for a showcase filled with innovation, creativity and… well, some really cool games!”
https://brilliantindietreasures.com/
Event Details: Wednesday 15th July 2026, 4:00pm to 8:00pm BST Renaissance Suite, Leonardo Royal Hotel Brighton Waterfront, Kings Road, Brighton, BN1 2GS
Demo Features
20+ handcrafted levels
Get pushed around by bouncers!
Experience getting hugged by a raver!
Push other club goers around and tag up the place!
An artstyle inspired by flash games from early 2000s packed full of underground charm.
A puke toggle!
A chill music mode!
Thank you everyone who's supported us so far, we've really been enjoying reading the positive reviews on the demo. If you want to give us some nice words of encouragement in our Discord, it’s free to join and say hi! :)
Club Soko Socials!
Follow us on our socials here:
- Miracle Tea Devs
Yo Club Soko fans!
This post acts as a central point to link to in the Developer Comments section on the Club Soko Store Page. We'll make updates here as changes come in to offer more insight on you can expect when running Club Soko on the Steam Deck and its compatibility.
Check out this nifty video in an attempt to get Valve to notice us below! ✅
Anyway, here are all the cool things that you can expect when playing Club Soko on the Steam Deck...
Club Soko is a single player game and can be played offline on Steam Deck once installed. This makes it a great game to play while you're travelling or away from an internet connection.
Club Soko has full controller support on the Steam Deck. The default controller configuration for Club Soko will allow you to access all aspects of the game, we typically recommend playing with the d-pad due to the grid-based nature of Club Soko but player character movement works with both left and right joysticks if you prefer! For now, we've disabled the Default Touch configuration on the Steam Deck to prevent any input issues. Sometimes, if players accidently touch the screen this can cause some funkiness. However, if players with accessibility needs would benefit from touchscreen controls, let us know and we can investigate adding an optional toggle for you in the future!
We've now enabled Vulkan in engine support to improve Club Soko's rendering performance and compatibility on Steam Deck and Linux!
We're currently cranking out native Linux builds of Club Soko which should help improve compatibility and overall performance on Steam Deck!
Club Soko supports Steam Cloud saving. Players should be able to seamlessly continue their progress between Steam Deck and desktop PC without needing to manually transfer save files. Pretty cool right?
We've been playtesting Club Soko extensively throughout development. Performance optimisation work is ongoing but we're in a great position well ahead of launch. We're aiming four around 60FPS and will likely cap this on Steam Deck to prioritise more preservation of its battery life. The game feels smooth and seamless throughout the whole experience.
Club Soko swaps out graphics based on which controller type is detected. This means that when playing on the Steam Deck you will see our custom on screen glyphs that match Steam Deck buttons in menus and tutorial prompts. Check it out below!
Also, a fun little side note is that we hide/show certain UI per platform which means each version of the game will have a slightly different UI layout and configurations. Pretty neat stuff!
We also adjust in-game UI based on any aspect ratio which means Club Soko supports Steam Deck resolutions comfortably. All the important bits of information are always visible and clear and nothing gets cut off-screen that it shouldn't.
As Club Soko is a relatively light weight indie game, it's well suited for play sessions while travelling on the train or waiting for the bus! To give you an idea on how the battery life holds up on the Steam Deck we ran the following test:
Starting Battery: 69%
Session Length: 1 hour
Display Brightness: Two thirds full
Adaptive Brightness: On
Charger: Unplugged
Speaker Volume: 50%
WIFI: On
The battery drained to 52% which means an approximate decrease in battery of around 17% per hour of playtime. We're quite happy with this so far but we'll absolutely be doing our best to improve battery life in the future! If you ran your own test, do let us know how you got on with it.
Are you using any launchers in the game? Nope! You can press play and the game will boot in right away!
Are there any text input fields in the game? Nope!
Does the game require an internet connection? Nope! Club Soko can be played offline after installation.
We're continuing to work through Valve's Steam Deck compatibility checklist as development progresses. As we try to make additional improvements and fixes, we'll make sure to update this specific post with the latest information to keep all you wonderful people in the loop!
Thank you everyone who's supported us so far, we've really been enjoying reading the positive reviews on the demo. If you want to give us some nice words of encouragement in our Discord free free to join and say hi! :)
- Miracle Tea Devs
Yo Club Soko Fans!
We're now only just over a month from launch and we've dropped a brand new update to the Club Soko Demo specially for Steam Next Fest. It takes place here on Steam from 15th - 22nd of June 10am Pacific or 6pm for all you UK heads. As well as Club Soko, you'll be able to play tons of different game demos from a whole bunch of indie devs so we're expecting an influx of lovely new players checking out the game, very exciting stuff!
Since the last demo update a couple of weeks ago for the Cerebral Puzzle Showcase we've been busy with improvements based on some new feedback coming in! We're really excited to launch and still improving the game day by day. We're streaming a lot of Club Soko development in this final push before launch so give us a follow over on Twitch and you'll be able to see how the game is being built and some behind the scenes content when we're live!
Anyway, here's what you can expect from the Steam Next Fest demo update...
One of the biggest and coolest features we've added is the ability to undo a reset. This means that if you're part way through a puzzle and you accidently reset it with butter fingers, you can now undo that reset! This is really handy for late game puzzles where there are many steps involved to getting to the solution. We're chuffed with this little UX feature as its a genre convention that previous builds didn't include and should make the game slightly less frustrating. Curious what you think of this feature as a lot of great sokoban games typically have this one too.
Check it out! There's now a crowd surfer that gets thrown around in the background of the level select just for the demo update. This one was also made on Stream too so our viewers got to see the whole process of this getting added to the game! A very important and essential feature wouldn't you agree?
We had some feedback from a player in our Steam discussion board about audio level being a little off and the game running in quite a high volume by default. The update should fix some of this but we're curious to see how the audio experience will be for different players - keep us posted!
We've checked in some options in components to amp up the bumping logic across puzzle pieces. This means that you'll be able to chain bumps across characters in puzzles. While bumping doesn't come into play in a meaningful way until the very late stages of the game we thought we'd tease this a little to get a slight sense of what's to come! In previous Club Soko builds things were a little more static and rigid so expect a lot more juice and polish!
If you do check out the demo update don't forget to give us a review or drop a post in the games discussion board here on Steam to let us know what you think. All of the words our helping us to make the most stylish sokoban puzzler around!
Click that wishlist button and tell your cool friends about us!
Thank you!
- Miracle Tea Devs
Yo Club Soko fans!
We're back with another cameo crossover reveal that you'll be able to find in the game and this time it's the blob from Teenage Blob by the wonderful Team Lazerbeam - our punk dev friends from across the pond. 🖤
Crazy story how this one came about, we started experimenting with different social media platforms to try talk about Club Soko more in the hope this will build wishlists and hype. Around the time the demo came out this resulted in some influencers and marketing type people making videos about Club Soko which was really cool! A video that got made forgot to tag us which led to Team Lazerbeam leaving a comment prompting them to credit the devs, which was us!
After that we had a lovely exchange and it turned out we shared a mutual taste in hardcore punk music! I remember sending photos of Fugazi and Minor Threat records to them and vice versa which was very cool. I think we're similar in that we're using this music or philosophy to inform our process in making games.
Later on I asked Team Lazerbeam if I can have a cameo of the blob in Teenage Blob in Club Soko as a nod to their work and they let me - I was stoked! This was one of my favorites to make and here's what the time-lapse looked like...
All of the assets for the game have been drawn in Procreate by the way! The very start of Club Soko's development was the first time Brad, our artist, had picked up an iPad and started using it for game assets. Learning this tool along the way during Club Soko's development has been a real journey! Typically sprites are drawn entirely in monochrome then they get exported as .psds and opened up in Photoshop where usually but not always colours get applied before exporting in engine and checking how things look in situ.
Also, funnily enough one of the bands that we recommended during our early exchange with Team Lazerbeam was a band called Royal Headache and so the puzzle tied to Teenage Blob is named after a Royal Headache song. We've put meaning behind each puzzle name, especially if there's a character tied to it! But there's a good chance that if you spot Teenage Blob dancing about then there's a secret entrance to a puzzle to discover somewhere!
If you haven't already you should definitely go show Team Lazerbeam some love and pickup a copy of Teenage Blob! Don't forget to tell them we sent you! 🖤
If you've got any other cameo character ideas that you'd like to see partying on in Club Soko, come and suggest your ideas in the Club Soko Discord and maybe we'll squeeze them in!
- Miracle Tea Devs
Yo Club Soko fans,
We are excited to announce that Club Soko has been invited back for the Cerebral Puzzle Showcase which is coming to Steam from May 28th - Jun 4th!
Brad from Miracle Tea will be livestreaming the Club Soko demo on Thursday 4th June at 4pm BST on his stream here... to celebrate the final day of the Cerebral Puzzle Showcase!
It’s been a year since Club Soko's initial demo was released in the Cerebral Puzzle Showcase. A lot has changed in the game since then! Brad will be chatting about some of the cool features, discussing puzzle design, areas of its development that were challenging and showing off some behind the scenes artwork! So come hang out and ask lots of questions in chat!
Cerebral Puzzle Showcase is organised by Draknek & Friends, an award-winning developer and publisher of wonderfully crafted puzzle games. We were fortunate enough to sit down with them for a brief chat back in April and learnt a ton!
Club Soko will be Streaming Thursday June 4th at 4pm BST.
Hope to see you all there!
- Miracle Tea Devs
Yo Club Soko Fans!
We've got some exciting news, the Club Soko Demo has just been updated!
It's been a little while, our last demo update was November 5th to be exact! Perhaps a little longer than we would've liked but during that time our small team has been prioritising finishing the game rather than dropping demo updates. The demo updated today just time for this year's Cerebral Puzzle Showcase to celebrate Club Soko being a part of the official lineup again - we're stoked to be a selected again!
Do go check out all the awesome puzzle games in the showcase happening today from May 28th - June 4th. Also, if you want to try and catch us today for a chat we'll be hanging out in the Thinky Direct 2026 livestream all day below, so come say hi!
Since the last update of the game we've been running a few internal playtests with the wonderful members of our Discord community as well as a really productive session through Pinfall Games and their Learning Ladders programme - shoutout to all the Suffolk students that helped playtest those earlier builds this year!
Anyway... we pulled up the two demo builds next to each other to sus out a summary of all the things that have changed. Here's what you can expect from the update!
Mac support
Native Linux support
New puzzles added to the demo
Lots of edge cases and small bug fixes
Accent colour across all UI has changed
Overhaul to the player character animations & colours
Set dressing improvements across every scene fleshing out the world
All puzzle pieces and rooms have had a colour change with more animations
Colour and animation pass to the ticket seller
What was the credits scene is now a place for keeping track of secrets found
Credits scene has been moved out of the settings
A lot of moment-to-moment game feel has been fine-tuned
Demo has a sick new end screen!
There's more accessibility options & language support in the settings.
That should cover most of it! A lot has changed and you'll see that from the demo update but check out a screenshots below of the old version of the game, Club Soko has come so far...
We've had a ton of feedback on the puzzle design, some good, some bad which can be a bit of a minefield to navigate different player preferences but we're slowly chipping away to improve things.
Either way, here's video from a cool streamer called GIZA that playtested the previous version a little ago...
Let us know what you think of the new demo update and we hope you enjoy all the new changes so far! We hope this will become one of the more sick and stylish Sokoban games around! If you haven't already, please give us a wishlist and tell your cool friends!
Thank you!
- Miracle Tea Devs
Yo Club Soko fans,
We've got a big announcement just before the Cerebral Puzzle Showcase kicks off tomorrow! Club Soko will be out on JULY 23rd on PC, Mobile and Console! We also made a special new video just for the showcase which premiers on our YouTube page today, so go check it out below!
We're really excited to finally get the game into your hands. If anyone wants to write about the game or contact us for exclusive materials before launch come drop us a message in our Discord. Thanks so much for all the support so far and for all the new wishlists! We're excited to get the game out! :D
- Miracle Tea Devs
Yo Club Soko fans!
We’ll be heading to the Norwich Games Festival this year, not as part of the official lineup, but just to hang out, meet people, and soak it all in. We’ll have Club Soko running on a Steam Deck in our backpack, so if you spot us and fancy giving it a go, feel free to come say hello!
Depending on how the vibe is and if we end up going to some of the after parties, there's a chance that we might even bring along a portable setup with a custom controller...
We'll also have free stickers to hand out to people too so give us a nudge in our Discord if you'll be there!
- Miracle Tea Devs
Yo Club Soko fans!
We've been selected to showcase Club Soko at the Game Anglia booth at MCM Comic Con on 22nd - 24th May. Our team will also be taking part in 1-2-1 industry chats so come and say hi to us!
We'll also have free stickers to hand out to people and if we finish it up in time and send off to the printers there's a small chance we'll be bringing some limited edition zines! for Club Soko They will show off all the behind the scene development sketches and also old mockups and screenshots from the game.
Give us a nudge in our Discord if you'll be at MCM Comic Con and don't forget to wishlist below friends! 🖤
– Miracle Tea Devs
Yo Club Soko fans!
We’re happy to share that Club Soko now has native Linux support! This is a real milestone for our tiny team of 3 people. We’ve been testing the game on Steam Deck a bunch lately in preparation for some upcoming events. There's a good chance we'll be at MCM Comic Con and Norwich Game Festival this month!
We had a few hiccups along the way but now we've got things running smoothly. Playing Sokoban games with a handheld device translate really well so we're keen to offer the best experience possible for Steam Deck users. Check out the latest build running oh so buttery smooth so far...
If you’re playing on Linux or Steam Deck, we’d love to hear how it runs for you! We're still looking to refine things further like text legibility on a small screens so if you guys have any issues with this let us know! Also, If you appreciate the effort that's gone into supporting Linux, give us a wishlist! Surely we deserve at least one?
Hopefully in the future we'll dive back into our back catalogue and offer Linux support for those games too! In the meantime come hang with the devs in the Discord and give us kind words of morale and motivation!
- Miracle Tea Devs
Yo Club Soko fans!
We're back with another cameo crossover reveal that you'll be able to find hanging out in one of the many rooms of Club Soko. This time, it's the wonderful game dev and streamer Calamity Nolan of Up At Night Games!
The graphics for Nolan were a really fun one to sketch out, he seems to always be wearing funky shirts so hopefully we've done it justice! The assets were fleshed out in Procreate and here's a time lapse to give an idea on how that went...
When we're not making games, we're often watching games being played and hanging out in streams. One of our favourite gaming streamers is Calamity Nolan who's always playing something cool. These moments of downtime have helped get us through the ups and downs of Club Soko's development. Often, many of the lovely people from the Game Dev Club community are present in his streams, so it's always a fun time.
Make sure to give him a follow below and maybe we'll see you in chat!
If you haven’t already, check out the games from Up At Night Games, their game designs are really cool so don't forget to leave them a review!
- Miracle Tea Devs
Yo Club Soko fans,
We have an update!
As we're getting closer to announcing Club Soko release dates we decided to freshen up our gameplay trailer. We'll be premiering it today 7pm on the Miracle Tea YouTube channel so tune in then!
We're now at the last stretch of development so we're doing some final playtesting and as much polish as we can manage. Thanks again to everyone that has played the game so far, been apart of the Discord community, wishlisted and shared the game with your friends! It means a lot! 🖤
- Miracle Tea Devs
Yo Club Soko fans!
We’re happy to share that Club Soko now has Mac support!
We've been testing the game thoroughly in preparation for a busy month ahead! We plan on dropping an updated version of the demo with Mac support very soon specially for an event.
For most indies Mac support isn't a viable option due to the cost of hardware and extra time sink to test, but bit the bullet as we're not keen on the idea of alienating our players who want to play the game on that hardware. We're hoping the game will make back some of the money it cost to purchase the Mac Mini to test on, fingers crossed!
Anyway, check out the game running on a Mac Mini with our very own custom controller made specially for the game. We DIY'd the parts from charity shops to make showcasing the game at events more special. You can check out the full video here if you want to hear those oh so sweet joystick sounds!
Drop us a comment if you plan on playing Club Soko on Mac, we'd love to hear from you! Also would you like to see a behind the scenes posts about how the custom controller was made? Let us know!
A tiny team of 3 devs made Club Soko, so if you want to support indie games, give us a wishlist below and share with your cool friends!
Just a heads up we'll be trying to post a lot more updates in the next few months! In the meantime, if you find any issues with Mac build in our older projects come tell us about it in our Discord!
- Miracle Tea Devs
Yo Club Soko fans!
We've collaborated with our indie dev friends Pinfall Games once again with a nod to an obscure character reference from one of their games, introducing... El Nudo! Here's a sneak peak behind the scenes showing a slice of a time-lapse for the creation of this fun character!
If you're able to find El Nudo hidden somewhere in the depths of Club Soko there's a secret puzzle associated to him! If you're smart enough to solve this puzzle El Nudo will appear in the level select from then on in the game.
So far we have around 13 unlockable cameo characters to discover from other true indie devs, artists, and indie games!
We hope to reveal some more rad cameos in the coming months if we can squeeze in the time to write up more of these cameo reveal posts outside of finishing the game. In the meantime you can wishlist below to help out our tiny team!
Also, go show some love on Steam to Pinfall Games by checking out their work here!
- Miracle Tea Devs
Yo everyone!
Club Soko is featured in yet another awesome Steam Fest, this time it's the awesome DEVMageddon 2026 hosted by our fellow indie friends from Pinfall Games!
DEVMageddon is a celebration of indie games here to save the future of gaming! You can check out a range of games covering multiple genres with one key theme that connects them all... the developers are awesome!
DEVMageddon 2026 will run until April 23rd so if you haven't already checked it out and wishlisted the many rad games from our local Suffolk game scene you can find the event hub here! We've discounted some of the Miracle Tea back catalogue specially for this Steam Fest so don't miss out on some hidden gem indie game sales!
Thanks to this event we've already had a little bump in wishlists but If you haven't already, give us a wishlist below it really helps us out!
Shoutout to Pinfall Games who are doing wonderful work to nurture and grow the Suffolk scene of game devs so go support them by picking up some of their games!
– Miracle Tea Devs
Yo everyone!
If you haven't already noticed by the awesome banner on our Steam page, Club Soko is in the Flash Game Vibes Steam Fest until February 20th alongside so many other rad games! You can check out the full lineup of awesome games in the event hub here!
We're stoked about the participation of this event because Club Soko was partially made as a nod to our roots coming up as game devs in the late Flash Game era. When we were starting out we would release really experimental work on Newgrounds, Kongregate, Armor Games, Miniclip and the UoS Waterfront Games site for those that are local to our scene - what a throw back! You can still find our earlier game Ruya on various web portals and play a slice of it for free to this day.
We've updated some of the screenshots based on a more recent version of Club Soko on our Steam page just for Flash Game Vibes Fest.
Back in school we would always be playing some absolute mad Flash games in lessons away from our teachers, good times! If you grew up during the Flash Game era come tell us some of your favourite games from those times in our Discord! Very curious what people's favorites were from those times!
We've already had a little bump in wishlists because of this event so thanks to all of the new people that have checked out and wishlisted the game so far! If you haven't already, give us a wishlist below it really helps us out and boosts our morale.
Shoutout to all the old head devs from the Flash Game era! :D What a great time for this event in sync with the Mewgenics launch too, we hope you're all enjoying the game so far. We're at the tail end of development with Club Soko now so could use any words of encouragement in the community to help get the game finished. :)
– Miracle Tea Devs
Yo Club Soko fans!
We're a part of the official lineup for Game Anglia Direct which is an initiative to help game companies and developers in the East of England improve their knowledge about financing, publishing and discoverability of independent videogames in the UK. Yesterday some of our team headed to our old stomping grounds in the University of Suffolk for a series of industry talks and 1 to 1 pitching sessions.
You can check out the rad selection of games for the fest here!
You’ll find Club Soko as well as or other projects like Tong, Ruya and Ruya: Ascension either featured or on sale especially for this event!
We're pretty stoked to be alongside some of the most awesome local indies from East Anglia showcasing their latest games and updates. There's a strong scene of truly underground developers in the East of England so have fun checking out all the beautiful games!
If you have any questions about the event or our games come hang out in our Discord! Also Wishlist Club Soko! 🖤
- Miracle Tea Devs
We’re bringing Club Soko to one of the raddest Art Fairs around, Prente! Located in the coastal town of Knokke-Heist in Belgium On August 16th. Our tiny team will be setting up a stand for an awesome showcase of true underground creatives.
The event is bursting with punk zine-makers, game artists, forward thinkers on the frontline of true creative expression. Building on everything we learnt from Rapture Gaming Festival earlier this month, we'll be showing off a new build of the game with a bunch of improvements from that showcase so we're looking forward to seeing how people get on the new build.
Also, we're in the process of building this rad custom controller specially tailored for Club Soko when we're showcasing at events! Everything is hand-modded with arcade parts specially for Club Soko and handmade with upcycled second hand charity shop finds. We're hoping that once the controller is painted up this will give the stand a real slick touch to make it feel more inviting to play! Check out some of the process so far...
If you're into hand-drawn puzzles, experimental controllers, or just want to chat with some artists, come hang out! We’ll have a bunch of free stuff you can get your hands on! Club Soko has come a long way in recent months, and we’re using events like Prente to gather feedback, meet like-minded folks, and find a cool audience for the game.
If you check out the build and like what you see, we’d love it if you wishlisted the game on Steam or joined our Discord to chat and hang out and follow along!
See you at Prente!
— Miracle Tea Devs
We're happy to announce that Club Soko will be playable at Rapture Gaming Fest this weekend in Colchester! If our materials arrive on time expect to get your hands on some cool stickers and an little A5 print of the game
If you're attending, come hang out by our booth to check out the latest version of Club Soko! We're looking to get as much feedback and playtesting done on the build as possible! We're hoping that we can improve the game a whole bunch after Rapture Gaming Festival in the lead up to another public showcase of the game again later in August, Prente!
Some of our development team will be there in person to chat, answer questions, and soak in your feedback, so be kind but honest!
If you unable to make it to Rapture Gaming Festival this weekend but are really keen to try out the game, give us a message on our Discord and we might be able to provide access to the latest build for some playtesting. In the meantime, you can also still play an early version of the demo on Steam right now from earlier in the year. The game has come a long way since this demo but feel free to let us know what you think so far!
If you happen to play Club Soko at Rapture and enjoyed the demo, we’d love it if you wishlisted the game or left us a quick note on the Steam Discussion Board - it really helps our tiny team grow. 🖤
RIP Ozzy and see you all this weekend!
- Miracle Tea Devs
As we're nearing closer and closer to the Cerebral Puzzle Showcase, we're expecting lots of new players to be checking out our demo. So we thought we'd take the opportunity to let you all know that Club Soko is Steam Deck Playable! We only have the one Steam Deck currently available so if you played Club Soko on the Deck, please let us know how you got on with it in our Discord or the Discussion Board here on Steam. We're curious to know how the experience was for new users booting it up for the first time as we're continuing to test and optimise for full verification.
If the experience was good for you and you get a prompt to rate the game for Steam Deck compatibility that will really help us out in working toward that green checkmark ✅ We're not officially Steam Deck Verified just yet, but we're working on it! In the meantime, controls and a clean UI for handheld play should work so enjoy! - Miracle Tea Devs
We’re excited to share that Club Soko is officially part of this year’s Cerebral Puzzle Showcase on Steam! The event runs from May 29th to June 5th and highlights thoughtful, inventive, and brain-teasing puzzle games — we’re stoked to be featured alongside so many lovely indie games. Since we found out we've been busy working on a special update for the demo that we plan to drop just in time for the event, so keep your eyes peeled for that! The showcase also includes a livestream event running from May 29–June 1, with streamers diving into select games from the lineup. Keep an eye on the Cerebral Puzzle Showcase page on Steam!
Thank you for all the support and kind words about the game so far! See you at the showcase! – Miracle Tea devs
Steam's Box-Pushing Fest has been awesome! We got a ton of playtesting and feedback on Club Soko and have already learnt so much! Thanks to all of our internal playtester friends and fellow devs who suggested tweaks and improvements that helped make the demo the best it could be leading up to the event.
We made an exclusive demo and a little demo release trailer just for this event which you can watch below.
Back in November we made Club Soko for the Crazy Games Web Jam under the theme 'Everything Is A Remix'. We specifically picked the Sokoban subgenre just so we could have a demo ready in time for Steam's Box-Pushing Fest. Lo and behold we just about pulled it off and are stoked by this personal milestone!
Not only did we manage to squeeze about 20 minutes of gameplay for our players, Club Soko has full controller support and runs really well on Steam Deck already. If you played the Club Soko demo on Steam Deck, we'd love to hear what you thought — come chat with us on our Discord! Thanks to everyone that has played, reviewed and added Club Soko to their wishlist so far! - Miracle Tea
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Club Soko, 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 Club Soko 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.