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Hello, I'm back for the final time in Early Access with this gigantic tiny update:
Levels:
Lunar road
Classic Seafloor
City Streets
Combat Items:
Power Potion
Combat Characters:
Jewellenemery
Scholar
Poisone
Nuisance
Xcaliburguard
Zzu
Bird
Umbrodude
Citeye
Exploration Encounters:
Meeting Cap'n T Shiprex for the first time
Defeated Cap'n T Shiprex
Tomate
Additional dialogue to Umbro and Diligent Digger
Tower Lore
Defeated Tower Defender
Citeye Appears
Ciyeye Defeated
Charms:
Bar of Soap
Little Green Man
Shield of Initiative
Fabulous Beetle
Owl Signal
Key of Life
Healing Shield Crystal
Police Badge
Avalanche Acorn
Tiles:
Soap
Bow
Blue Sword
Feather
Tile Upgrades:
Rock > Sword
Darkness > Chest
Ice > Fire
Fire > Ice
Pumpkin > Leaf Sword
Shield > Bow
Bow > Shield
Mushroom > Bow
Leaf > Bow
Bubbles > Blue Sword
Changes:
Greedy Characters (with bigger match pools) can appear at late-game levels
New hurt animation for damage of at least 50
More volume adjustments for particular sound effects
Links to Steam things open in Steam overlay instead of browser
Designer Dog and Coin Keeper (big dragon) gets a conjured Moustache
The little investigator quest can reward you with a police badge
Regular difficulty now only restores a fraction of your missing health between combats
Across the Universe, Treasure Cloud, The Never Descending Terra Tower and The Heist have more story content and make more sense
I can't believe we're here but Idylls of the Lunar Maria is finally complete! The base game has all the features and content I promised and much, much more. Stories are still very basic but now they all have bosses, areas and characters unique to them, and the storybook scenes that tie things together. There are new levels, items and characters. Balance changes have been made and bugs squashed. Things look ready to release out of Early Access, but it doesn't mean that I won't make updates in the future. If you have any suggestions or feedback, reach out either in the Steam Discussions or my Discord. Thank you so much for the support over the past two years!!!
Good evening everybody, I'm back with an update. Make sure to wear something windproof before you read this, because it will blow you away 😎
Levels:
Crystal Woods
Combat Characters:
Spooknight
Infernope
Dethroner
Warpooch
Dragthat
Antler
Labrador
Moon Mammoth
Exploration Scenery:
Factory Room
Green Purple
Status Effects:
Vulnerable
Changes:
Return of the Demo!
Combat now shows the effects of match reactions in steps, a bit like Balatro where the initial values and modifiers animate one step at a time. This is slower than before, so you can speed it up with the new combat speed slider in the pause menu.
Combat Speed Option
Navigation Scene won't show enemies if a story scene will happen instead
A second hurt animation for damage over 9
Congratulations scene includes a shower of the tiles witnessed
Volume of some tile sounds adjusted
Added some moments to story chapters
Across the universe now includes the Moon Mammoth as a team member
Added zoom and pan controls to Constellation Compendium
Team Assemble screen includes character info like the constellation compendium
The owl also gets a moustache if you pay the moustache conjurer
I'm very happy to announce the demo is back! I think the game is at a much better place to showcase itself before release. The demo will only allow you to play 1 story of each character, with no unlocks, endless mode or rat mode. It's quite generous as the game is still hefty with content otherwise. The combat now has a Balatro-like pace to it (which you can speed up in the pause menu) where damage adds up in steps with animations to show where and how attacks, heals, etc are coming from and going. A lot of feedback I have received revealed to me just how confusing the combat system can be unless you read all the character descriptions which is too much busy-work. It feels much more like a complete game now, I'm very happy with it and excited to hear feedback. As always, you can send me suggestions and feedback via my Discord or Steam Discussions. See ya next time!
Big news! The game will be fully released on the 26th of July 2026! Which is exactly two years after launching into Early Access. It's taken a lot of work, much more than I expected, but I'm confident that I can finish everything before this date. Bugs have been squashed, content has been created and the scale and scope of this game became fairly huge. I can now see the finish line and what I need to get done to complete the project. This won't necessarily be the end of content updates, but the base game should be done. See you next time with Tiny Update #14!
Good evening, I have a helpful update today. Explore these items of interest:
Combat Characters:
Jumping Jack
Big Green Rat
Dragthis
Robodent
Heater
Chopper
Meal Eater
Exploration Encounters:
Meal Eater approach
Exploration Scenery:
Cliffside Walk
Meals:
Cheese
Status Effects:
Burning
Cheesy
Dragon
Tiles:
Cheese
Old Cheese
Dragon
Red Dragon
Changes:
Better Status Effect Tooltips! Hover your mouse over status effects for information.
Simplified Sour Status. There's no amount involved now, you simply attack with more damage based on the amount of lemons in the grid.
Changed volume sliders aesthetic. Purple, not grey any more :)
New How to Play in Main Menu with detailed information on mechanics. There are four pages currently and explain mechanics I found difficult to imply with UI alone. They answer common questions I receive from players, so hopefully it should help cement concepts and you won't feel like you have to guess how parts of the game work.
New Hover Info for Tiles! Right click a tile on the grid, and learn what a tile will upgrade into, the Default Match Reaction, any overriding Match Reactions from characters, and how many there are in the pool. This is much faster than checking each character individually.
You can buy permanent bonus tiles for the match pool now.
Improved choice blobs again: Improved tile value logic for choice upgrades and shops. Should understand what tiles are good for you more accurately.
Navigation Scene has some clouds to show you progress. Now it should be obvious how far you are from completing a story. I intend to expand this and have unique graphics for some stories.
Constellation Compendium! Click on the rat in the title screen to see a constellation of all the characters you have defeated/played as.
Every character has an assigned Zodiac sign now. There are 7: Cat, Rat, Moustache, Flower, Nonsense, Emerald and Onion
Button sounds for unlockable character select/constellation compendium.
This update brings lots of information and UI improvements! Common feedback was telling me there was not enough direction for players to fully understand the mechanics, or what actually happens when you match tiles. I added a How To Play menu in the main menu, which explains the basic concepts as well as some more advanced topics that delve into how the game works. Various UI improvements allow you to read Status Effects better and Right Click on tiles to see what they do. Balance-wise I adjusted the prices of items, consumables are a lot cheaper, and you can now purchase additional tiles to the match pool with dynamic pricing. There is logic involved to only offer you tiles that help you by checking your team, upgrades etc. A new Cheesy Status can be gained from eating Cheese (which goes bad over time). A new Dragon tile moves around on its own, and merges into a Red Dragon, which moves and eats tiles!! I adjusted various enemies and introduced a few more that introduce these tiles. Including the new boss for The Recipe for Peace - The Meal Eater! They want to eat your cake. And speaking of enemies you can now check out all of the characters in what I call the Constellation Compendium! Which is basically a Bestiary. You can click on characters that you have defeated or played as to see their stats, and occasionally some trivia too. Every character has a Zodiac now, you can see them here. Click on the rat in the title screen to check it out! Thank you for playing, wishlisting, or even just checking out my game! I hope to announce soon a release date for the full release, stay tuned! If you want to give direct feedback or suggest something, you can contact me via Discord or Steam Discussions. Cheers!
Howdy gamers, please witness and savor the fruits of my labour:
Levels:
Lemon Place
Combat Characters:
Orange Ranger
Illumimate
Pigisimo
Tower Defender
OrbThat
The Rat
Mouse
Good Rat Buddy
Exploration Encounters:
Stumped
Fox
Exploration Scenery:
Lemons
Tiles:
Orange
Arrow
Meals:
Orange
Changes:
New navigation scene - choose the next conversation and enemies!
Modified the UI to show current level on every screen, larger turn counter
Some rewards can increase difficulty in hardcore, introducing risk/reward
Improved Rat Mode - new rat player characters
Fixed moving tiles (bullet and arrow), can now go both ways and works with big mode box.
Fixed bug with Achilles Heel status
Reduced reverb everywhere
For a while some recurring feedback has been that there should be more choice in where to go and who to fight. So I have started on a new scene in this update! You can choose the next conversation, level and enemies from a selection. Rat mode now has bespoke rat characters to play as, bullets and arrows are cool now (and in the case of arrows, exist), I tweaked the audio to be less reverby and fixed some obscure bugs and typos. Some private feedback has told me the game flow is much improved from the new scene so I hope to add some more visuals and mechanics to it! As usual there are more enemies (215 total now!), and a couple of conversations, some visuals for The Recipe for Peace (Lemon Land, where there are lemons).
Thank you to everyone for your support, and if you have any suggestions or feedback, feel free to contact me via Steam Discussions or my Discord.
Hullo, I'm back with another update. Please sit back, relax and enjoy these changes:
Combat Items:
Shuriken
Combat Characters:
Bulb
Dino Knight
Dino Forager
Dino Muse
Greenghoul
Shiny
Strand
Ashley
Standing Guard
Coin
Penny Pincher
Exploration Encounters:
Penguini Show 3
Umbro
Exploration Scenery:
Castle Field
Sewer
Charms:
Shuriken Belt
The Speck
Dino Doohickey
Achievements:
Rat Catcher
Changes:
Bluesy can appear in Penguini's shows
Hidden rats!
Updated Godot version, helped to track down and finally fix bug where combat would not continue. Also refactored large parts of code (this took a lot of work!)
Shops and upgrade choices should now be more relevant to your situation (based off of your character's match reactions and progress)
This update I worked to balance the upgrades you get after combat to make more sense. It's not totally random, and you are offered boosts/discards that help your build. I adjusted the difficulty scaling a few ways and it sets a good foundation for some more experimentation with build possibilities. There are now hidden rats to collect! Just a fun side-activity. You may see them after a combat (wait for the gameplay UI to move out of the way and then you can click on them like a hidden object game). Introducing the shuriken as a new combat item, it clears rows or deals damage to an entire team. To go with it is a shuriken belt, which gives you shurikens at the start of combat. The Speck is a ridiculous charm that has you locating the speck for a bonus attack. And the Dino Doohickey will provide you with a dinosaur pal (a unique one for each of the main characters). A new type of attack that pinches your coins can be experienced with the penny pincher. I also added a new idle animation to some enemies. Boring technical details: I had to refactor a large part of the project for the new balancing, and updated to the latest version of Godot. This involved fixing some breaking changes and tweaking to get the game back to a working shape. It was worth it because new error messages started appearing where previously I had no feedback. This helped me track down a bug that would halt gameplay. Hope to see you again sooner than last time, and if you have any feedback I am always listening on the Steam Discussion forums or on my Discord.
Ladies and Gentlemen, and gentle ladies and men, I hereby announce yet another update. Here is its contents:
Levels:
Mafia Boss Room
Combat Characters:
Banaknight
Starfish
Eyemafish
Sewastronaut
Phantasma
Rattio
Cowch
Spooklet
Lunatrick
Phantom Conjurer
Geometrytodefeatme
Exploration Encounters:
Rattio
Duckstrange
Exploration Scenery:
Twisted Peaks
Someplace
Sea Tower
Meals:
Banana
Tiles:
Banana
Banana (green/under-ripe)
Banana (brown/ripe)
Triangle
Pitchfork
Changes:
Unlock playable characters by defeating them! Click on the campfire to start.
Tiles have their own turn counter now, utilised for certain mechanics, such as decaying bananas
Turn Counter has improved visual feedback
Mousing over characters brings them to the front
New trailer by the way!
Changed some enemy behaviours
Fixed a bug where characters did not play their idle animation at the start of combat
This update brings progression! You can unlock certain enemies as playable characters by defeating them. I had some people playtest the game and noticed some things so I improved the turn counter and mousing over characters shows them fully. Some enemies I felt weren't too fun to fight so I changed them, especially the Knight Rat, which summoned another Knight Rat after taking damage. There's now a boss for the Forager's Red Rodent Rescue story, although it doesn't make sense yet. There's now a new trailer featuring music by Huw Roberts! A huge improvement for the Steam page. As always there are some new characters, which brings the total to 195!
I hoped to do more but it's been a couple of months since an update and I felt the need to post what I've got so far, just to keep momentum. Sorry if it's slow! To finish this game, I plan to include more progression systems, bosses for every story, and at minimum have those stories make sense. The Red Castle is at that stage, and others are close. Then there is always the challenge of balancing the game with so many moving parts. I want Rat Mode to be less random and feel more like a game. For the roguelite aspect to work there needs to be more build opportunities with items, tiles, upgrades, charms and meals. Hopefully I can do it!
As always you can contact me by joining my DIscord to give suggestions or to follow my WIP progress with Idylls and other random projects.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Idylls of the Lunar Maria, 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 Idylls of the Lunar Maria 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.