
Steam news
Full Steam announcements and update articles for this title.
Sam & Max Save the World has been updated to version 2.1.0. It's a little patch with a few little fixes, but we're proud of it all the same.
Also if you're looking for more Max in your life, we've spent the last year hard at work on an updated version of Poker Night at the Inventory, and it's just come out this week. Check it out:
We updated the basement window casings on Sam & Max's office to be consistent with The Devil's Playhouse. When we were remastering The Devil's Playhouse, we realized that if we wanted to be really nerdy about it, the basement windows should have always been cased window wells. So we did it. Now when you're playing, you can imagine that old abandoned boiler room down there waiting for you the whole time.
Bosco's is no longer subtly floating off the ground. This was only visible from some very weird camera angles, but if you noticed it it probably drove you insane. Now, sanity reigns, or whatever passes for sanity at Bosco's Inconvenience.
Fixed clicking on sliders in the UI snapping to a nearby value instead of grabbing the slider.
Fonts scale better at low resolution. If you ran the game at 720p or lower, you probably noticed that the fonts looked a little crispy. They should now look more smooth on low res displays. If you play the game at 800x600 on a CRT let us know how the fonts look.
Peepers can no longer cry and talk at the same time in Sybil's office.
A half a dozen or so Sam lines now play that used to be hidden behind a logic bug. Once you show Bosco the helmet diagram, you can click on the dartboard in the office, the camera or microwave in the store, and various objects in the street to hear some long-missing lines, now restored to play in game.
That's all for now! Thanks to all of you who wrote in with bugs big and small. And as usual if you find a bug please point it out in the appropriate forum or the comments below, and we'll do our best to fix it in a future patch!
ICYMI, our next game is a remastered version of Poker Night at the Inventory, which features four fan-favorite characters — Max (from Sam & Max), Strong Bad (from Homestar Runner), Tycho (from Penny Arcade), and The Heavy (from Team Fortress 2) — bantering over a game of Texas Hold’em. It'll be out on March 5!
To celebrate, we’re expanding the scope of our (more or less) annual arts & crafts contest, which has been Sam & Max themed in the past, to include all four of these guys. (And, if you feel like it, poker!)
The joy of creating art for art’s sake. Just kidding. We’ll send each winner a Poker Night at the Inventory game key for your platform of choice. How many winners, exactly? We won’t know until we see the entries!
But that’s not all. For a few of our favorites, we’ll toss in a set of Poker Night themed chips that have been carefully stashed away in a team member’s closet for the past fifteen years. They might be, um, shedding a little. They just need someone to love them.
And the grand prize? That's where it gets really special. The creator of our #1 favorite entry will get a game key plus a prize bundle that includes one incredible item from each of the four franchises:
A pair of Max slippers from Uncute (currently sold out!)
A talking Strong Bad plush (also sold out!)
A portrait of Tycho painted by Penny Arcade’s Mike Krahulik (truly one of a kind!)
A Team Fortress 2 poster signed by Valve employees (the envy of all your friends!)
Your entry must include at least one of the four characters.
Your entry doesn’t have to relate to poker… but we might like it more if it does. 👀
Any creative endeavor is welcome, be it fan art, cosplay, sculpture, video, music, needle arts, food, etc. We love entries that surprise us.
Too many ideas? Can’t decide which is best? No problem! Enter as many times as you want (but you can only win once).
AI-generated assets and images will not be considered. We want to see stuff made entirely by you!
US and international entries are allowed. Be prepared to give us your mailing address if you win one of the physical prizes. We'll cover shipping but can't be responsible for any import taxes or tariffs charged after the package leaves our care.
Email your entry to [email protected] by 11:59pm Pacific time on Friday, February 27. Rather than sending big attachments, please host them somewhere like Google Drive and send a link. Your email should also include anything you want us to know about the entry, and your name / social media handles (for us to post on Bluesky/Twitter if you win).
Once the contest closes, the extended Skunkape family will argue about our favorite entries for a few days and reveal the winners on or around March 4.
So break out those crayons, scissors, and welding torches, and make something that will wow us!
On September 14, 2005, Telltale Games held an evening event in a downtown San Francisco high-rise. The attendees were mainly potential investors, with a few journalists invited to hear a Big Announcement. Telltale’s first episodic adventure game, Bone: Out from Boneville, was hours away from release, and they were secretly working on CSI: 3 Dimensions of Murder, but the surprise announcement was for something else… and Steve Purcell was sitting in the audience, rocking his trademark fedora.
Just after midnight, Adventure Gamers broke the news that Telltale and Steve had signed a deal to make episodic Sam & Max games—and an entire fandom wept openly.
The Sam & Max announcement made its way to the decision-makers at GameTap, a new video game streaming service owned by Turner Entertainment. The media company had found success airing old shows and films on channels like Turner Classic Movies and the Cartoon Network, and now they were trying to do the same thing with old video games, but GameTap was off to a bumpy start. They needed original content to attract subscribers. A game that came out episodically, like a TV show, would be a perfect fit.
Fast forward to the spring of 2006: GameTap announced at E3 that Telltale’s Sam & Max Season One would debut on their service that fall. GameTap had a huge E3 booth that year, with the Sam & Max trailer playing on a loop on the big screen. Telltale’s CEO Dan Connors even did a live interview with Space Ghost! Unfortunately the video footage has been lost to time, but we had a signed Space Ghost poster hanging in the office for years, so we’re 99.9% sure this really happened.
GameTap also handed out Sam & Max posters at the booth, featuring new art by Steve Purcell. We later used the art on postcards that we brought to trade shows like Comic-Con and E for All (story for another time), but the poster was only ever available at this show, making it uber-rare.
And… we want YOU to win one!
Recently, a former GameTap employee reached out to us saying he’d found one of these rare posters in his closet and couldn’t bear to throw it away. So we said, “Send it to us, we’ll have a contest!” And he did, and we are.
The contest has five trivia questions. Each correct answer gives you a chance to win. Entries are open through 11:59pm PDT on Sunday, September 21, and we’ll announce the winner on Monday the 22nd on our Bluesky and Twitter.
(If you like behind-the-scenes stuff, Steve described his process for creating this artwork on Facebook.)
In honor of how old and decrepit we are this momentous anniversary, all three Sam & Max remasters and soundtracks are on sale this week. If you’ve been waiting to give us your money, the time to act is now. Pick 'em up piecemeal, or splurge on the bundles for an even bigger discount!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Sam & Max Save the World, 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 Sam & Max Save the World 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.