Hi everyone,
To celebrate the return of spring, you can now grab This Is No Cave with a -40% discount!
For other interesting deals, you can check out our bundles too.
Happy slinging, monome team

Steam news
Full Steam announcements and update articles for this title.
Hi everyone,
To celebrate the return of spring, you can now grab This Is No Cave with a -40% discount!
For other interesting deals, you can check out our bundles too.
Happy slinging, monome team
Hey guys, We are excited to announce that This is No Cave is joining the Steam Winter Sale! You can now grab the game at 15% OFF. Looking for an even better deal? Check out our bundle with GCORES PUBLISHINGl! Grab This is No Cave alongside , , and to get an extra 10% discount!
Don't miss out on this indie feast. Happy gaming! Merry Christmas and happy holidays to everyone!
Added jelly combo: if you alternate 1 burst and 1 jellyfish popping quickly enough, the jellyfish force will be higher and higher, up to 2 times higher after a 5 combo streak
Placed gems at more interesting and easy to reach locations
Added two new keyboard shortcuts for burst: I and J
Added two new keyboard shortcuts for hook: U and K
Gas clouds will now slow the player after 0.1 second, which mean you can now chain them without losing momentum
New keyboard shortcut: Press Space to jump
New keyboard shortcut: Press E to attach hook
New keyboard shortcut: Press WASD to turn around / move
New keyboard shortcut: Press R to restart level
New keyboard shortcut: Press F to die on the spot
New keyboard shortcut: Press G to reload the level (it will load the scene again)
New keyboard shortcut: Press V to restart from level 1
Improved tutorials to reflect those changes and make onboarding less confusing
Fixed an issue where level 25 background would be hidden
Fixed an issue where exporting ghosts would only work on one difficulty
Fixed various tutorials
Fixed an issue where french translation would make menu text overlap
Fixed an issue where end of level overlay would be cut at the bottom of the screen
Fixed an issue where end of level camera could be triggered without ending the level
Fixed an issue where gas clouds would stop slowing player
Fixed holes in black background
Fixed an issue where players could go where the worm is coming from in level 30
Hey guys,
We spent nearly one month working on this update, we wanted to add content for veteran players as well as make the game more fun to play for casual playersManual running: players can now disable automatic running in the difficulty menu to play with traditional 2D platformer controls
Decoy: new player power-up in endless mode: spawns a player decoy that attracts the worm’s focus
Falling rocks: new boss power-up in endless mode: rock debris will periodically fall from the ceiling
Mind missiles: new boss power-up in endless mode: small missiles that follow the player
Added an intro cinematic scene when starting a new game
Ghost sharing: you can export and import ghosts in the level list menu. Imported ghosts from other players will be shown in red
Translate the game in Simplified and Traditional Chinese
Added more variety in endless level generation (about 33% new level design content)
Added new character color options that you can unlock by getting all the gems in a given difficulty
Added a big secret in the game. Clues will be posted on discord on a regular basis
Added last level leaderboard and global leaderboard before end game cinematic
Added a skip button for end game cinematic
Improved gamepad slinging gameplay
Made endless mode boss more menacing and harder to run from
Improved multiplayer player slinging
Added a way to reload the level instead of restarting it by pressing G
Added a fallback to automatically turn around when reaching the end of a running platform
Added a new difficulty option to be invincible for beginners and people who want to play multiplayer without stress
Fixed an issue where boss would stop chasing the player if it was too far
Fixed an issue where players could pass through the power up checkpoints in endless mode when going too fast
Fixed an issue where alt tabbing during end game cinematic would cause the player to be stuck in the cinematic
Fixed an issue where the burst indicator would disappear
Fixed an issue where players could restart the game while on pause menu and then the time would be stopped
Fixed an issue where player ghost would look like a giant ball
Fixed an issue where the game would pause at start when a wireless controller is connected
Fixed an issue where a gamepad would continue vibrating while the pause menu is active
Fixed an issue where air ambient sound would not reset properly when restarting a level
Fixed an issue where players could sometimes die when still having shields in multiplayer mode
Fixed an issue where players could sometimes go through a wall without breaking it
Fixed an issue where multiplayer camera would sometime keep focusing on a dead player
Fixed an issue where triggering a gas cloud at the exact same time in multiplayer would sometimes make the game freeze
Fixed an issue where plugging in a controller after game launch would sometimes lead to it not being recognized
Imagine you're stranded on an unknown planet after a thrilling crash. Just as you are at a loss for what to do, a cute Cat carrying a buttered slice of toast appears before you... Meow!
Today marks the official launch of our Chinese version! We are also thrilled to announce a bundle collaboration with CATO: Buttered Cat, another platformer indie game by Gcores Publishing!
High-speed platforming parkour and clever platform puzzles—the platformer genre holds endless fun and variety. Get both games now for an extra 10% discount! Let the Astronaut and the Cat Encounter in Space!
About This is No Cave
A minimalist, space-themed click-to-run platformer. Playable with just a mouse! Use your jet boosters and grappling hook to dash through layers of levels, and skillfully utilize strange alien flora and fauna to progress on your journey. Supports single-player, two-player, or up to four-player local co-op!
About CATO: Buttered Cat
A puzzle platformer where you control both the cat and the toast simultaneously, based on the Internet meme: "The Buttered Cat Paradox". The game features 200+ levels, 70+ skins, a Boss Battle, and mini-games!
Hey guys, I've been wanting to update the gems positions for a long time to make them less unfair, I finally had time to do it! Improvements:
Replaced most gems to more suitable locations
Added number of deaths on full run leaderboard (not retroactive)
Bug fixes:
Fixed a bug where multiplayer player hook would not work correctly
Fixed a bug where turning around with a controller in multiplayer mode would turn everyone around
Fixed a bug where gems would not reset properly
Fixed a bug where gems would stay in inventory if players went back to gather them after crossing checkpoint
Improvements:
New sound for fireballs, laser, gravity burst, after images, snake charmer and wind vacuum
Reworked after images so they blink the player forward and freeze the worm in place for 2 seconds
Added an animation for hook points
Added a global timer when players start a new game
Reworked laser: cooldown now starts at 20 (previously 15), but the laser is quicker to fire the higher its level
Made waveburst harder to perform to prevent accidents
Bug fixes:
Fixed a bug where players could commit suicide during a cinematic
Fixed a bug where rope would sometimes become elastic after too much time spent on the same level
Fixed a bug where pausing the game just after selecting a power up would freeze the game
Fixed a bug where character would be mute when restarting a level after crossing the finish line
Fixed a bug where end of game cinematic would play at wrong speed on chill and hardcore difficulties
New features
Wavebursts are now more accessible and can be executed with a controller: when running on a platform, aim your burst under the platform forward to waveburst. Do it multiple times to gain more speed.
Steam cloud support: your progress can now be shared across multiple devices
More keyboards options for the lazy: turn around on platforms using arrows, commit suicide to return at nearest checkpoint using F and press V to restart at level 1
Improvements
Improved shrink worm visuals in endless mode
Greatly improved leaderboard load times
Worm in endless mode will now follow its path and stop unfairly lunge at player
Endless mode bonus will no longer feature shield restoration when all players have 4 shields
Fireballs cooldown now starts at 4 seconds (before at 2 seconds)
Display level name even when toolbar is disabled
Added a restart button on endless mode
Level buttons in level list are now colored depending on the difficulty level you finished them in
Bug fixes
Fixed a bug where game speed would change after a tutorial or when exploding a gas cloud
Fixed a bug where gaining infinite bursts in endless mode would not refresh bursts
Fixed a bug where ghost ropes would still appear when ghost was disabled in settings
Fixed a bug where losing a shield during the restore shield animation would trigger a permanent shield artifact on UI
Fixed a bug where entering a gas cloud when invincible would add a bubble on the preview ghost
Fixed a bug where invincible achievement would not trigger when restarting level 30
Fixed multiplayer end of levels not loading next one
Fixed multiplayer camera zoom being too high when players were too far away from one another
Fixed multiplayer off screen indicators triggering when players were still visible
Fixed ghost trembling glitch effect
Hey guys, we just received a message from Valve saying they were testing out the Steam deck compatibility of our game and gave us a list of things to change so we made a Steam deck update.
Made all UI easier to read and navigate on smaller screens
Improved slinging directions with gamepad sticks
Fixed an issue with cameras being updated on 50FPS.
Fixed some other frame rate issues
Seems my life nowadays is fixing bugs and creating new ones.
Adapted bonus pickups colliders to their shape
Fixed an issue where the ghost would play sledge hammer sounds
Fixed an issue where the ghost would be upside down
Fixed an issue where the ghost running animation would be stuck
Fixed an issue where restarting would make the character lose some of its sounds
Fixed an issue where restarting on level 25 would consume a shield
Fixed an issue where clicking far away from the player would not trigger burst
Fixed an issue where leaderboards entries would merge together
Fixed thinker achievement duration
Removed an invisible rock on level 9
Fixed an issue where one of the hook points in endless would be hard to latch to
Hey guys, lately we've been attentively watching our top players interact with the game and we decided that we could help them, this is the goal of this update. Without further ado, here are the changes:
Added best time ghosts on each level: players runs will now be recorded locally and their best time will be replayed as a ghost. It can be enabled or disabled in the pause menu.
Improved grappling hook: we removed all cooldowns or hindrance when latching to a hook point or slinging.
Improved the leaderboards: they will now only show top 15 + player's best score
Added checkpoints on level 3 and 4 because new players were hating us
Level 1 intro will always play at the same speed no matter the difficulty settings
World record achievement was unfair because it was less accessible the more players speedrunned the game, so we reworked it
Worm will now have smoother rotations and will not curl up weirdly anymore
Fixed Gosu achievement not being able to obtain anymore
Fixed a bug where rope length would sometimes vary after spending too long in the same level
Fixed a bug where bursting would be impossible when clicking on a hook point
Fixed a bug where players would glitch through the ground in endless mode
Fixed a bug where bursting would not trigger if cursor was too far away from player
Hey guys, time for our second patch. Here's what we changed:
Gamepad users can now use left stick + A button to sling (right stick also works)
Fixed an issue on level 23 where players respawned inside of a wall
Improved various tutorials
Fixed an issue where camera on level 1 would sometimes be stuck when restarting the level
Fixed a bug that would prevent players to register or display their score on Endless mode
Fixed an issue where shrinking the worm in endless mode would only shrink its head
Fixed an issue where game would round down the endless mode meters score
Fixed an issue where timer would not stop during pause
Well, this is it. The big day. Our game This is no cave just released. I would like to tell you it was a breeze but I would be lying. It was NOT easy. We spent 2 years getting rejected by every publisher we talked to. "Marketing a 2D pixel art platformer is suicide", they said. They were right. Marketing the game was sooooo tough. And we still needed to develop the game without funds. Bottom line is, never go into game dev unless you're already rich and you want to have fun. Because this was so fun. I regret nothing.
30 levels, each with a leaderboard in case you like speedrun
3 difficulty presets and other accessibility options in case you did not come here to suffer, you just thought the little yellow guy was tough
2 ways to play the game: mouse only or gamepad. Mouse is obviously more accurate and FPS players will be extremely skilled at the game, but I kinda like game pad too because then I can play from my couch
Local multiplayer, because games are meant to play with friends. No pressure, I can be your friend if you lack some, ping me and we'll play on steam remote play together
Endless level with roguelite elements, we like buzzword and it was a nice programming challenge
Here's what is on our roadmap if we manage to get enough money with the sale to keep on working with a roof over our head:
Online multiplayer
30 new levels in the jungle (probably a DLC or something like that)
Workshop support so you guys can create your own levels and make players suffer like we did
Consoles port
More localization
New power-ups for the roguelite mode
New gameplay elements
Oh and of course we had to patch the game day one because we noticed players had some issues with some of the gameplay elements, here's the changelog:
Added a tutorial for gas cloud (that's for you Joj)
Added a minimum force when exploding a gas cloud (also for you)
Made chinese characters visible on the leaderboard (sorry guys)
Added an icon for your desktop
Made the bonus pickups invisible until you finish the game for the first time so it does not distract newbies
Better preserve velocity when latching to a hook point in front of you (to avoid losing too much speed because of it),
Selecting the difficulty when displaying the leaderboards in the menu will also change your difficulty settings,
Fixed a bug when grappling hook rope would become corrupted after too much time spent on a level and would start randomly changing size when swinging,
Fixed a bug where multiplayer leaderboard did not appear at all,
Fixed a bug where toolbar option in pause menu would not be selectable using a gamepad
Fixed an issue where ambiant sound would not be lowered by SFX slider
Fixed an issue where timer did not start even when player was running
Fixed an issue where timer ran during pause
Fixed a bug where slinging would sometimes be extremely weak
Release date: Oct 17 (CEST)! v1.0 includes • 30 handcrafted levels (from tight sprints to set-piece chases) • 4-player couch co-op (chaotic revives & clutch saves) • Endless roguelite mode with evolving perks
Steam Fest feedback improved movement feel, worm telegraphing, and level readability — thank you! If you like what you see, add the game to your wishlist. See you in the caverns on Oct 17.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for This Is No Cave, 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 This Is No Cave 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.
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