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Just two weeks after release, the game has already collected 100 reviews (89% positive!) and a 10,000 wishlists. I'm shocked. This result is way beyond what I expected. O_O My immediate plans: • I'll continue to correct typos and fix bugs. • Two people have offered to help me with additional localization (correcting the English translation and adding a translation into another language). When the translations are ready, I'll add them to the game, credit the translators, and make a news about it. And once again, thank you so much! It's incredibly gratifying to see that my small game has found its audience :)
Minor typos in player reports have been corrected. Thank you very much, I'll continue to correct the text! :)
Added a dark theme
Added a voiced intro (with English subtitles)
Added audio transcripts
Minor interface improvements (clickable link to infobot, etc.)
Story and news texts updated to their final version
Fixed OBS capture (some modal windows were broken during capture, although they displayed for player correctly)
...and a bunch of other minor bug fixes and improvements
For the release version, I'm currently waiting for the final voiceover for one of the stories to be ready - after which I'll submit the build for review on Steam :)
The game has reached closed beta testing! I'm currently finishing up the final voiceover, bug fixes, improving the interface based on feedback, and so on. So, barring any unforeseen circumstances, the release should be this summer! :-)
Balance the distribution of stories across game levels so that they make sense. You know, so there's no "door-knocking day," no "train day" (metro, commuter train, compartment—we've got it all!), no "internet-coming-out-of-the-wilderness day," and so on.
Each level requires writing
news — with hints and simply for the atmosphere
entries in the game guide — also with hints and for lore
dialogues with the director and other characters (there aren't many, but there will be some!), along with news and a wiki that advances the overall plot
Revise the texts of the very first stories — perhaps I drifted in style and format while writing the new ones, and they need to be brought into line with a standard
Write code to determine which ending the player has reached
Create rough ending slideshows (text, images, voice, music)
Minor UI improvements (2-3 small improvements + attempt to implement a dark theme)
Additional music — my brother is still writing on it, but finding references for the remaining melodies wouldn't hurt
Testing and editing — I'm giving the compiled version to friends and family to play, fiction bugs, and editing texts Based on feedback, I might add new questions to the story, etc.
Support the achievement system in the code, create my own achievements (this can be done in parallel with testing)
Re-voiceovers of my audio recordings by other people (I'll keep some of them with me, but only small ones)
Re-draw the intro and outro slideshows by a real artist (and maybe even replace the key art, we'll see...)
Translate everything into English
Perhaps I'll add an analytics service to collect statistics on which endings in which stories are most popular...
...and here it is, the release! Simple, right? 😂
And then there will be more improvements after the release, like gamepad support or a Mac build. But that's a whole other story...
Creepy Support is a one-man project. Initially, I planned to make this game in just a year and release it at the end of 2025, but as we can see, something went wrong... Nevertheless, there has been some progress, and it warms my heart:
As of December 2025, I've written 21 of the 30 planned game stories, or more than two-thirds of the key content. But there's still a ton of work ahead—expanding the game's reference book, story dialogues, in-game news, intros, endings, the involvement of a real artist, final voiceovers...
2,358 wishlists and 1,628 demo runs (average playtime: 37 minutes, median: 24 minutes). 13% of players played the demo for a WHOLE HOUR, and I'm not sure how they managed it—I estimate there's about 15-20 minutes of content for a single playthrough, and it's unlikely many will play it more than twice.
At the end of 2024, I only had a rough prototype, which I refined in early 2025 after playtesting with friends, acquaintances, and family. The tests weren't numerous, but each one was incredibly important and influenced the final version—for example, the original plot frame was reworked, a guide was added, the interface was improved in places, etc.
On May 1, 2025, the demo was released on Steam, self-published without a publisher. Between the prototype and something resembling a demo of a full-fledged product with menus, save/load options, and so on, there was quite a bit of work. Just consider the number of tasks for this release.
The game now supports localization and has an English translation, which I hadn't even planned initially.
I filmed a trailer for the game, and later translated it into English.
Of the initially unplanned features, I also added animated emojis from the 90s and audio transcripts (not yet implemented in the demo, but in the next update I'll add that)
The release date on Steam is currently listed as "August 2026." I'll try my best to avoid having to change it again ;-)
More than half of the stories are ready! But "half the stories" doesn't equal "half the content." Because after finishing the stories, I'll have to:
Finish the internal wiki, which will contain both lore information and quest hints.
Finish the in-game news, which serves the same purpose as the wiki.
Finish the story dialogues that frame the narrative around this almanac (conversations with the manager-mentor and other characters).
Write the endings (I only have notes for them so far) and commission graphics for the ending slideshow (I'll use AI for reference, but I doubt I'll get final illustrations).
Tidying up the illustrations (and I'll finally have to decide whether I want to keep the actual photos I took myself or commission pixel art from someone).
Recording audio inserts for different voices (I'm currently voicing the drafts myself, but I have a ton of plans for what and who to ask for recordings) - I'll do this last, once the texts are finished and proofread.
It looks like a lot of work, but it's not boring work ;-)
This is how the process of writing stories for the release version goes. The counter does not take into account the stories already written for the demo version. At the start, I thought that I would be able to write one story per evening, but in reality the speed turned out to be closer to "1 story per 1-2 working days", i.e. 8-16 hours 😅 And since it is obvious that I cannot spend another 8 hours on the game every day after work - the speed turned out to be a smidge lower. But the work is going on - which means the release will happen sooner or later 😉
Added the ability to switch between fullscreen, borderless and windowed modes
Fixed the behavior of dropdown lists (the arrow was not clickable)
Fixed several typos and translation errors
fixed translation of several phrases in the dialogue with the manager on day 8
when the message "user typing" appears, the dialogue now scrolls down stably
fixed several more typos in the texts
added 2 articles to the in-game manual and corrected several descriptions
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Creepy Support, 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 Creepy Support 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.