
Steam news
Full Steam announcements and update articles for this title.
Crawling Angels has reached the End of the Line. This final content update is packed with secrets, surprises, and quality-of-life improvements.
Brand-new Noisemaker and Party Hat item for players who complete every riddle.
Hip-Hip! HOORAY!, a new achievement unlocked by blowing the Noisemaker three times.
Charade Crusade, a new achievement unlocked by completing every riddle in under 25 minutes.
A robust Speedrunning Mode.
Quality-of-life options, including the ability to skip dialogue and standardize character fonts.
Alternate tutorial and early-game dialogue unlocked by earning every achievement.
As a bit of an experiment, Autumn and I have created the Crawling Angels Supporter's Pack, featuring four cosmetic skins for existing items
These are fun cosmetic extras for players who want to support us beyond purchasing the main game. They do not affect gameplay or riddle completion and function identically to their standard counterparts.
Golden Goose Eggs (an alternate skin for the Carton of Chicken Eggs item)
Bronzo the Beautiful's Sparkling and Dignified Tyrolean Hat (an alternate skin for the Cowboy Hat item)
Farren the Naked Mole-Rat (an alternate skin for the Dead Black Rat item)
A Toy Wooden Gun Talia's Grandfather Carved When He Was a Child (an alternate skin for the Revolver item)
Added the Charade Crusade achievement.
Added the Hip-Hip! HOORAY! achievement.
Added Speedrunning Mode, unlocked after completing the game. Runs can require either minimal riddle completion or completion of every riddle, and can cover the full game or individual acts. The timer counts gameplay sections only, excluding dialogue, and records your best time for each configuration.
Added the Party Hat and Noisemaker items, giving players who have solved every riddle a way to spend their remaining currency.
Added the Albino Rotter oddity.
Added the Oliver Tree Memorial oddity.
Added the Lamb of Tartary oddity.
Added a link to the Supporter's Pack on the main menu.
Added an option to skip dialogue. Selecting a conversation will immediately provide its associated riddles. Using this option automatically fails timed sequences.
Added an option to display the timer during gameplay. This is enabled automatically in Speedrunning Mode and can also be toggled during normal play.
Added an option to standardize character fonts for accessibility.
Added a new Gameplay section to the Settings menu.
Added main-menu notifications for newly unlocked content.
Added custom animations for the Act Select book buttons.
Added several larger screen resolution options for all you wide boys out there.
Added an additional opening page to the Wholly Bible item to make its heretical nature more explicit. Some players interpreted the book as a general criticism of religion, so this change clarifies its intended role within the game.
Adjusted railroad track speed during certain dialogue sequences for dramatic effect.
Polished the dialogue choice buttons used in the ending sequence.
Adjusted Tontine’s starry-eye effect to prevent visible texture tiling on Faceless Tontine.
Adjusted the riddle-completion display to prevent some titles and descriptions from overlapping.
Items can now only be unlocked after entering their associated act, preventing them from appearing before they become relevant to a riddle.
Extended the completion window for Six Bullets, Six Eggs.
Slightly increased the Revolver’s hold-to-fire duration so the trigger and hammer animations play correctly.
Moved the Acts button into the Play menu.
Fixed railroad track sound effects not playing as intended.
Fixed connectable physics objects, such as the Dunce Cap, continuing to display their connection interface after being destroyed.
Fixed the Clown Doll’s limbs being repositioned incorrectly when it was placed on rideable objects.
Fixed the Wholly Bible occasionally not being detected during the Orthodox Easter riddle.
Fixed overridden riddle text colors being incorrectly applied to other riddles on the Riddle screen.
Fixed riddles visibly disappearing at the top of the Riddle screen while scrolling.
Fixed the Angel Doll’s head attaching to its neck stump with an incorrect offset.
Fixed the Lighter’s closing sound effect playing twice when loading into gameplay.
Fixed the Damocloid producing an excessively loud sound effect when destroyed.
Fixed the Forever Chicken’s most damaged tail sprite being slightly cut off.
Fixed volume preview sounds not accurately reflecting the volume of their corresponding audio channels.
Fixed an issue where settings were loaded and restored based on monitor dimensions rather than window dimensions.
Fixed certain props, such as the Chicken Guts, incorrectly despawning when a tool was equipped.
Fixed tools moving on the Shop screen while the game was paused.
Fixed the game saving during the tutorial, which could cause a softlock after selecting Save and Exit before completing it.
Fixed the tutorial’s black background occasionally persisting after exiting gameplay.
This update marks the conclusion of most of our work on Crawling Angels. As always, we are so grateful for all the support we have received on this project. This was my first commercial release, and I couldn't have asked for a more positive reception. It makes me so happy to see the game resonating with so many people :-)
Aside from a few small bug-fix patches, we are now turning our focus to getting Clown Meat out the door. Crawling Angels has been a major learning experience, and what we learned will be reflected throughout Clown Meat. If you enjoyed the story of Crawling Angels, I know you will love what Clown Meat has in store. I'm obviously biased, but I consider it an absolute banger, and it did make me cry a lot.
Remember to love <3
Autumn West Game Designer/Programmer
July 20th, Crawling Angels reaches the End of the Line. This final content update is packed with secrets, surprises, and quality-of-life improvements. ːTontineː
End of the Line includes:
• ːForeverChickenː Narrative rewards for 100% completion
• ːPoorLittleː 2 new achievements
• ːDyerMomentː A robust speedrunning mode
• ːBabyChickː Options to skip dialogue
• ːTrueChickenː A bonus item to spend your extra cash on
• ːBirthMarkː Tons of tweaks and fixes
We’ll see each other again where the tracks end...
ːNoTontineː
-Talia and Autumn
I would scream.
Added win sfx to timer events (in a coming update/patch this will be disambiguated between Withnail and Eloi).
Added additional condition to complete riddle ‘Mindblower’ with a lit firecracker.
Improved cleaning up chicken "guts" (as well as any other item debris that fade out) when using the reset button
Renamed riddle ‘Street Performer’ to ‘Street Performer’s Payday’ to better emphasize that the riddle has to do with money/coins.
Moved background oddities slightly upwards as some were clipping into the ground slightly.
Resolved issue with the smashed whiskey bottle cork being able to be placed in the chicken’s mouth without it being first smashed open.
Fixed issue where the player could lose items when progressing between acts if the playthrough was started via the act select menu.
Fixed issue where rain ambience wouldn’t play for Ending "Confession and Lullaby". (Its very relaxing)
Fixed the chicken's various body parts contorting on reset.
Fixed scrolling rope playing sfx and cursor reacting to right click input.
Fixed minor typo in the ending dialogue.
I love you all <3 -Autumn West (Programmer/Game Designer)
Thank you for your patience. Recently returned from family gathering in Mexico and am just now picking up where I left off. More patches to come soon.
Added the ability to stick the cork from the shattered whiskey bottle in the Forever Chicken's destroyed mouth.
Added an additional solution to the riddle "Put a cork in it".
Added a new background oddity referencing Ballfrog by Florian Himsl.
Added a new background oddity referencing Illusory Wall and Dark Souls.
Added a new background oddity referencing Techsmith314.
Added a new background oddity referencing AlphaBetaGamer.
Added a new background oddity referencing Dark Souls.
Added a new background oddity referencing All Tomorrows by C.M. Kösemen.
Added a new background oddity referencing Florian Himsl.
Changed the religious goodie bag item to only give the player a single Real Forever Chicken Head to not break our own narrative continuity.
Improved the animation on the Cup and Ball item's score display.
Improved the Cup and Ball item's score display to keep the displayed score within bounds at higher values.
Added a failsafe ensuring that at least one golden coin will spawn when selecting the bag of coins item to prevent players from needing to rely on RNG for a late game riddle.
Ensured cigarette butts fade out rather than popping out of existence.
Replaced all instances of the æ character in the Wholly Bible with “ae”. (god forgive us)
Appear to have resolved issue with audio dipping when many noises are played at once. Most often triggered by players setting off many shotgun shells simultaneously.
Thank you for all of the love you have given our game :' - ) -Autumn West (Programmer/Game Designer)
Now that Autumn is back we can submit the final steps for allowing you all to listen to the Soundtrack of Crawling Angels whenever you so desire. Here is a sneak peek at the incredible album art we have cooking!
Shortly after release on Steam the Soundtrack will come to Youtube, Spotify, etc. However the Steam release of the soundtrack will include 5 previously unreleased bonus tracks.
Alright, turn out the light, sleep tight and don't let El Chupacabra bite.
-Talia (Game Designer/Game Artist)
Will be fishing a bit longer before coming back for some larger changes. (I hope I catch a big fat sturgeon)
Added a new doodle that can appear when selecting the doodle item that directly references Humpty Dumpty's likeness and lyrics to help the handful of players that struggled with the riddle "All the King's Horses".
Added a new background oddity referencing Garage Heathen.
Added a new background oddity referencing Renatows.
Added a new background oddity referencing Albino.
Added a new large background oddity referencing The Third Shift by Teebowah Games.
Updated the background oddity system to ensure it rerolls present oddities when the camera spins.
Fixed save files getting softlocked after completing the game.
Fixed gameplay loading in a broken state after finishing the game and re-entering.
Fixed post processing persisting after finishing game. (Despite it looking kinda cool)
Updated riddle "Human Magnetic Levitation" to no longer be completable without the Inner Child holding a magnet.
Thank you all for the incredible reception <3
-Autumn West (Programmer/Game Designer)
Once I have rested up I will get back on the grind!
Fixed a softlock where the player could get locked in a state where the next dialogue would not be made available without rebooting the game.
Gone fishing, be back soon.
-Autumn West (Programmer/Game Designer)
Tracking down the source of that ending lag was like slaying a dragon, I learned ton about in-depth profiling to find the exact issue. It will feel good to move onto some less critical and hopefully less painful issues.
Ensured all canvases were not pixel perfect.
Ensured all fonts were static.
Removed AllIn1SpriteShader components from ending visuals. (This was the biggest culprit)
Minimized amount of sprites drawn in ending visuals. (Removed about half)
Prerendered shaders on ending visuals to remove processing work for every frame.
Went through major post-processing volume settings and removed subtle Volume Overrides.
Turned off Realtime Reflection Probes setting.
Set compression on many large textures to be “Low Quality” (Did not notice a difference in visual quality)
Next up I'm tracking down a strange issues where items can relock at the end of Act 3. I've been putting in some mad overtime to hunt this stuff down and I just want to say some of the reviews I've read make it all worth it. <3
-Autumn West (Programmer/Game Designer)
Just want to thank all of you for your patience while I get this game to a better state. This is my first commercial launch and I was really caught off guard by the performance issues and quite a few bugs that have been substantially difficult to replicate. I truly deeply appreciate it and I will not let you down <3
Added a new background oddity referencing Huggbees.
Added a new background oddity referencing ManlyBadassHero.
Added a new background oddity referencing the artwork of C.M. Kosemen.
Added a crack to the Goodie Bag Ballpeen Hammer (to make more clear it's breakable).
Updated "Shoot the Breeze" riddle description to be more accurate to its actual solution.
Optimized syncing of dialogue textbox size to only update when a new character is printed.
Fixed the game crashing when the Mutilated Head item was tossed far out of bounds.
Next up is further optimization and profiling until I can properly resolve the performance issues some players are experiencing. It has been a time-consuming process with a lot of learning on the job, so I apologize for the time it takes me to resolve them. Thank you all for everything! I hope this game touches a Tontillion hearts : - )
-Autumn West (Programmer/Game Designer)
Specifically this hotfix addresses optimization related to various large sprites.
Identified GPU as a primary bottleneck for lower spec machines.
Generated mip-maps for any and all large background textures.
Found some more disabled objects and removed them once they are no longer needed. I will seek and destroy any further disabled objects eating up memory when they don't need to.
Set up save select to instantiate dynamically so it doesn’t passively steal memory.
In the coming days expect larger and more in-depth patches addressing further optimization and expanding and refining the triggers for various riddles. Our goal is to remove any oversights that may prevent a player who is attempting the correct solution of a riddle from achieving it. Additionally we will be pruning any unintended or illogical riddle solutions that have arisen unintentionally.
Thank you all so much for the incredible reviews!
Mmm... Chimkin...
-Autumn West (Programmer/Game Designer)
Specifically this hotfix addresses an issue where the Act Menu would disappear after unlocking it. This fix also includes a quick pass through the game to handle any easy optimization before diving into deeper fixes and optimization in coming patches.
Upon entering Uncle Tontine’s final dialogue the Act Select Menu is unlocked in a way that should no longer allow it to become deactivated upon restarting the game.
Removed any and all Debug Logs that could potentially effect performance on some PCs.
Removed many disabled objects once they are no longer needed rather than keeping them disabled.
In the coming days expect larger and more in-depth patches addressing further optimization and expanding and refining the triggers for various riddles. Our goal is to remove any oversights that may prevent a player who is attempting the correct solution of a riddle from achieving it. Additionally we will be pruning any unintended or illogical riddle solutions that have arisen unintentionally.
Thank you so much for a great launch and apologies if you have encountered any issues. I'm working on any and all issues as soon as I can!
This is my first retail release so its big learning hours for me and you patience is deeply appreciated ːsteamthumbsupː
-Autumn West (Programmer/Game Designer)
If you've previously bought any of my games (Brutal Orchestra or HeatStroke), be sure to check out the ItsTheTalia Games Bundle for an added discount!
We will be spending some time on post-launch support for Crawling Angels, specifically patching in some 2 additional speed-run related achievements, speed-running related options, quality of life features such as hotkeys and a few other odds and ends that we couldn't justify squeezing into the release crunch. When that is said and done Autumn (Crawling Angel's Programmer) will immediately return to Clown Meat refactor some of the games larger systems with her improved knowledge base from working on Crawling Angels. Talia will be taking a brief detour to help a team of Brutal Orchestra modders turned developers with the final touches on a secret remake of one of her older games that they have been crafting from the ground up (literally and figuratively...)
We know the Clown Meat will be both technically and creatively improved from our time spent working on Crawling Angels. Be sure to toss it a Wishlist so you don't miss out! ːGospelː
Thank you for torturing our cock (platonically)
-Talia (and Autumn)
I'd like to extend a huge thank you to the Curious Odyssey team for including Crawling Angels in their event! We're always grateful for an opportunity to get the game in front of a new audience. Be sure to comb through the full event to scope out other odd and interesting games!
As a part of this event, we will be running a broadcast of Act 1 of Crawling Angels - which is also playable publicly as a free demo! Check it out for yourself, as we'd love to hear your feedback.
We're very excited to have Crawling Angels taking part in the February 2026 Next Fest!
We debuted the demo 2 weeks ago, and are currently sitting at 97% positive review score!
At the request of our publisher, the release date has been moved slightly from March 13th to 18th. Our apologies to everyone who is awaiting our launch.
Thank you all so much for checking out Crawling Angels, and sharing your early thoughts. We can't wait for you to get to experience the full story. We promise that this will be a carnival to remember...
As a part of this event, we have a few key dates to share. There is a public playtest of the demo running NOW! If you're eager to get your hands on it, that would be the best way.
Yesterday saw the release of Underboard, a new team-based tactical roguelike autobattler!
(The lead artist of which did the awesome custom art for this sale!)
4 more games have received official release dates! Each of which offers a public demo.
Dice A Million - Dice-rolling Deckbuilder Roguelike - February 25th
Wasteland Bites - Survival Horror Food Truck Manager - April 3rd
Besmirch - Survival Horror Farming Sim - May 11th
There were too many announcements this year to include in store page post.
Check out this news post with EVERYTHING related to this year's 2 Left Thumbs sale!
Follow 2 Left Thumbs on social media to stay up-to-date on all the latest games and news. 👇
A lot of work has gone into privately testing the game, but those efforts will always be limited by our own headcount. We are eager to see people digging around in the game. Testing the physics, teasing out the riddles, and getting their first taste of the story.
We anticipate the content we've made available should take 30-60 minutes to complete.
Steam Discussions - Easy to access, and perfect if you just want to brain-dump your thoughts
Discord - If you prefer something more conversational, you can chat directly with the devsFrom the creative mind behind Perfect Vermin and Brutal Orchestra, and duo working on Clown Meat comes a new mysterious, narrative horror experience.
Crawling Angels is an upcoming physics-based puzzle with horror themes and sandbox elements.
Utilize a variety of tools and equipment to interact with a ragdoll chicken under the watchful eye of "your" Uncle Tontine. Commune with other children who have been whisked away from their homes in search of the truth behind your mysterious surroundings.
Tontine assures "you can leave as soon as you desire" but despite their efforts no child has ever gone home... Will you be the first?
At the tail end of October 2024 in my local independent theatre I watched the 1974 film “The Texas Chainsaw Massacre” for the first time and during the runtime of that film I felt such a creative surge. There was something about the minor scene where a chicken in a cage hangs at head height staring down the protagonists that just spoke to me. By the time the credits rolled I had such a clear vision of the story I wanted to tell. I called my girlfriend (despite it being the middle of the night) and had to tell her about the world I saw reflected in the eye of that bird that lived and died long before I was ever born.
After a brief false start I pitched the project to Autumn and we started development operating under the assumption the project would be a 1 month mini-project slightly bigger than our previous microgame Eros Wept but still VERY small. 1 month turned into 3, 3 months turned into 9 and soon we realized that 2025 would only be Crawling Angels. This realization came with a paralyzing fear of letting people down, and leaving folks expecting Clown Meat in 2025 feeling betrayed…
In the fall of 2024 we were approaching the final stretch of Clown Meat development and I was feeling creatively burnt out in a way I had never experienced before. Clown Meat is the longest development cycle I’ve ever been a part of and both myself and Autumn had been through so many major life changes during that time. I was dreading my work on Clown Meat and I hated that, I wanted to love my work, I wanted to cross that finish line with enthusiasm not exhaustion. I want Clown Meat to be the best it could be.
Clown Meat will be a better game from what we have learned on Crawling Angels, I know this as fact. Still I feel I must apologize for this change of course… I promise you with my whole heart my passion for Clown Meat burns brighter than it ever has before and I am so incredibly excited to return to it in 2026.
Crawling Angels is a story I needed to tell and I'm so excited to share it with you.
-Talia (Game Designer/Game Artist)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Crawling Angels, 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 Crawling Angels 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.