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Hi tinkerers,
Just a small update today:
Fixes point clusters and blockers not always using the Node weight upgrade.
Using Node Roll weight boosters will now always influence the chance of which colour is used to spawn Blockers and Point Clusters
Slight rebalance of Destroyed Grid Cells and Destroy Node Boosters (buff)
Tweak (buff) chosen Boosters reappearance chance.
Enjoy!
Tim
Hi!
A new update just dropped with the following changes:
Booster balancing:
Increased chance for chosen upgrades to re-appear to further deepen build specialisation
Node Weight Chance increased, Nodes have a higher chance of appearing when choosing these boosters.
Fixes a crash when the Grid is pushed to larger sizes then what was possible.
Enjoy!
Tim
Hi all!
Super excited to announce the game is out now! Its been an absolute pleasure working on this. I hope you will enjoy the game just as much!
In the coming weeks the plan is to add more quality of life features and address any feedback you might have.
Make sure you leave feedback here as a comment or in the discissions.
New content and additions will be added with free updates on a regular basis, giving you more Boosters and other features to play with to keep the runs fresh.
Thank you all who have already taken the plunge and join the action.
I will see you on the leaderboards!
Tim
Hi!
Getting the release version ready for Thursday. The additional bug fixes are also
available for the demo version.
Various bug fixes
Small balance changes for late game Boosters.
Hey!
Another patch for the demo just before LinkShift releases later this week.
V1.10.6
Graphical update - Improved post processing and color correction.
Highlight Booster upgrade descriptions when hover over their respective Nodes.
Fade away Unstable Node display until it becomes more important.
Various bugfixes
Hey all!
Here is another update for the Demo.
Damaged grid locations spawn on the location the node was glitched at, instead of spawning randomly.
Rebalance the difficulty of Relaxation and Exploration in various ways.
Collection time is varied for Relaxation and differs per level.
Collection time in Exploration is ramping up over time.
Increased place time (Meteor timing) in both modes.
Increased the number of grid locations for earlier levels to prevent moments from being too unfair.
New Node types are spread out slightly across levels. Most new Node types appear slightly later.
Added clearer line to collection bar to make it easier to see in darker levels
Removed darker grid colours and replaced them with brighter ones to help with readability issues in darker levels.
Added more variables to show the End Run button in more situations that feel fair.
And various bug fixes
Enjoy!
Tim
Hey all!
Tim here with a quick announcement, LinkShift will release July 23rd!
Very excited and I can not wait for you to play the full version and surprise me with all crazy scores you will post.
Additionally, demo v1.10.1 just dropped with some new additions:
A new option to conclude the run early is added.
Whenever the game detects you might be close to game over, it will offer the option to do so with a new button that appears. Hold the button or a few seconds and it will conclude the run.
Power Grids have become more powerful, all Nodes on them will, next to receiving 8 connectors, also be Amplified. These Power Grids are a great tool to increase your survivability in the end game.
New players can now also unlock access to the Exploration Mode by finishing the tutorial.
The previous unlock method has not changed, this is just an addition for players to get to the main mode quicker.
Thanks all, hope you have a great summer and I look forward to the release!
Tim
Main menu polish
Resorted buttons based on priority
Localisation tweaks
Level transition polish
Minor bug fixes
Hey friends,
Just a small update today.
Added complete Japanese localisation.
Have a great sunday!
Tim
Happy Next Fest everyone.
Here is a short LinkShift update:
Add responsive interface and backgrounds to support ultra wide screens or non-standard aspect ratios
Reduce unlock requirement for Exploration from level 3 to level 2 in Relaxation mode.
Minor interface bug fixes and localisation fixes.
Enjoy!
Tim
Just wanted to welcome all of you who happen to find LinkShift through Steam Next Fest.
Check out the Demo or jump into the Playtest and try the full game.
Have fun! And consider wishlisting <3
Cheers!
Tim
Reduced difficulty on various early level grids.
Add new avatar (playtest)
Hi everyone!
LinkShift's summer release is getting closer. To start preparing for release the Playtest version is now open for everyone!
It contains all content from the release version as well as temporary global leaderboards.
Feel free to jump in and try it all out. Of course there will be bugs and not all content will be complete/final. Let me know what you think!
Tim
Prevent players from accidentally clicking upgrades immediately when they appear.
Add Dutch localisation
Various bug fixes
Demo now starts with more available grids
Bug fixes:
Fixes an issue where the menu would not load when launching in full screen
Various minor bug fixes and polish
Added pixels to grid cell centers to increase readability in darker levels
Exploration backgrounds are more diverse in later levels.
Visual polish game manual UI frames
Added XP icon to upgrade frames
Repeatable gameplay tips during tutorial
Bug fixes.
Hyper Collection added. Variation of a Super Collection which does not cause Unlinked Nodes to glitch.
Hyper Collection starts at the end of each level
Uncollected Nodes that are off the Grid when moving into a new level will be removed.
Various bugfixes
Game Guide UI polish
Hey all!
It has been a hot minute since the last update post but behind the scenes I have been hard at work on getting LinkShift ready for its release later this summer.
I wanted to quick update you on what has been added to the game in recent updates and what the plan is up to release.
The last few updates have seen quite a few additions that are also fully rolled into the demo version.
New Avatars
New level unlocks
New background unlocks
New Booster Upgrades
New Jokers
Fully localized into:
French
Spanish
Portugese
Simplified Chinese
Japanese and Dutch will follow shortly.
Check out demo v1.08.6 for all the recent goodies :)
Its official, LinkShift will appear in the upcoming Next Fest on June 15th. Am very excited to welcome new players to check out the demo.
To celebrate, I have also published a new trailer to highlight the current state of the game. Enjoy!
Hey everyone!
First off, I wish you all a happy New year and a wonderful 2026!
Lets kick this new year off with a big update for the LinkShift Demo which is already live and also quickly talk about the development plan for 2026.
Joker Nodes can now manipulate/affect other Joker Nodes
Amplified Nodes are always collected
Glitch Status is removed from Relaxation Mode.
New Boosters added
Booster Rebalance
Point Breakdown on results screen
Readability improvements
Bug fixes.
Lets highlight a few of the new features!
Jokers will now affect any other Jokers it will be placed adjacent to or connects to. It can create a wild range of new ways to manipulate the grid and opens up new strategies and ways to solve the on going puzzle.
Note the Bomb on the lower left. It can not clear the Glitched node since its connector does not point towards it.
When the player connected a Full Connector Joker, the Bomb grows all its Connectors and is able to clear the Glitch Node. The Full Connector Joker even gave another Full Connector Joker all its Connectors which in return even affected the placed Joker too. You can see the chain reaction possibilities here!
Amplifying Nodes by connecting all of a Node their Connectors is a great way to create big collections. With this new change, Amplified Nodes will always be collected with whichever collection is first.
This leads to bigger and more varied collections. It allows or more dynamic ways to score and building up multiplier with bigger leaps.
The roster of different Boosters you can encounter during an Exploration run has grown in size (which is by no means final either)
You will see things like, Easier Blockers Booster, Longer Collection Times etc.
To give you a better understanding how you have managed to build a crazy scoring combination of Boosters, the scoring screen will now give you a full break down of all the ways you managed to score points during your last run.
This is my no means final and I am keen on learning from you how you would like to see these statistics be improved!
Those are just a high level view of the changes in v1.05.0. Go ahead and play the demo and see how you like all the recent changes. Let me know what you think!
LinkShift is scheduled to release in Q1 2026 and things are moving fast. On the development side I am full steam ahead on the release version and its progressing nicely.
There are 14 Jokers in at the moment but aiming towards 20 on release. Steam Leaderboards are working and are visible in the game. The third game mode is done and full functioning and feels very different to the other modes. Lumines fans might like this one ;).
The first order of business for now will be the Steam Next Fest Demo and adding Steam Achievements to the full game.
Hope this gives you a bit of insight what's coming. Let me know what you think!
Cheers,
Tim
Hi happy Sunday everyone,
Am glad to announce the LinkShift Demo is now available to play!
It contains two different game modes, Relaxation and Exploration. Unlock new Master Nodes for Exploration and experiment with different builds and find new synergies.
The demo will be available indefinitely so enjoy it as long as you like.
If you have any feedback or want to share your builds or high scores, please visit the community hub:
Hey all,
Tim here! I'd like to introduce you to LinkShift's main game mode called Exploration. Its a puzzle game mode with roguelite elements that lets you manipulate the rules into your favor.
Lets a have a quick look how it works.
Before you start a new run you can select up to 3 Master Nodes to take with you. In LinkShift you will unlock new types of Master Nodes so the options you have will expand over time. Each Master Node lets you do do unique things so find your preferred combination and synergies.
Once you have started the run, each 3-5 levels you are presented with 3 random Booster Upgrade tiles that are spawned onto the grid. To choose one, place any Node on top and it will be added to your upgrade pool. The stats you have upgraded are visible on the lower left of the screen. There are many different Boosters to collect during a run which will let you manipulate the run into your favor. Spawn specific Nodes only, receive many Master Nodes, getting massive points via point clusters or just focus on survival and get those upgrades that will let you reach level 100, its up to you.
In this run I focused my build on the Point Clusters. These are locations that spawn on the grid and by placing Nodes of the same color in them they will become very valuable.
I managed to gather Boosters that made the Clusters bigger and their point value higher.
Point clusters in this run were now super valuable and gave me loads of points when collecting. In combination with getting specific Nodes and manipulating the Master Node types the build became very strong.
This is just an example of what is possible by choosing the right Master Nodes and making the right Booster choices during a run. Even in these early stages of the game's development there are already many different combinations and ways to bend the rules and this will grow over time in the up coming months. Very exciting!
The demo release date is getting closer and I can not wait for you to be able to play the game and find your favorite Master Node and Booster combinations!
Next update will be the demo release date announcement, it wont be long! See you soon :)
Hey! Tim here with a short update regarding Steamdeck support.
Am aiming LinkShift to be fully Steamdeck verified.
On top of that it will:
Runs at a smooth 60 fps.
Adjust content zoom levels or better experience at a smaller screen.
The demo with all the Steamdeck support features will release soon!
Next to that, the demo will contain the complete Classic game mode, completely free and no play time constraints.
Am super excited to share the game with you soon.
Tim
Its official, Linkshift has been announced!
My name is Tim and I am the solo developer for LinkShift, an exciting new action puzzle game coming to Steam early 2026.
I am incredibly excited to share my passion project with you all. I hope you are excited to play the game and discover its many layers off strategical depth as much as I have enjoyed crafting it.
Expect a fully playable demo that contains one of the game modes soon!
Watch this page for upcoming releases.
Cheers!
Tim
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Linkshift, 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 Linkshift 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.