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The extra slot perk could not be won in Mass placement at all. With everything else already unlocked, the prize machine had nothing left to give but sorter crates. You start with ten slots there and each perk adds one on top, up to twenty.
Shelves of the same category now share one colour. A gondola takes its category's colour, not the shade of the toy you happened to stock.
Fixed the shelf colour being repainted back to white a frame after it was set, which left the sign coloured and the unit blank.
Toys on other floors are no longer drawn while you are on the third floor. It was rendering two floors at once up there, which is why it ran at half the frame rate of the ground floor. The lower floors are unchanged.
You can now choose how many toys a store holds, and Mass placement got the shutters, the shelf colours and the toddler.
Exact placement and Free mode now come in four sizes: 2,694 toys, 5,382, 10,758 and 21,510.
Each size is its own save. Finishing the small store does not erase the big one.
Play, then the map, then the game mode.
Each mode offers New game or Continue, and Continue tells you how many toys that save has.
New game asks for the toy count, then the map type.
Free mode also asks whether to start with the store's shelves or an empty hall.
A gondola takes the colour of whatever you stock on it. An empty one is white.
Empty hands on a gondola, press E, and its shutter rolls down.
A gondola with toys on it stays open.
The toddler comes to Mass placement.
It only takes copies from a display that holds two or more.
Both baby options still apply.
Aiming at a loose toy always picks it up, family or not.
Crosshair on your own display adds a copy; hold E to take copies back.
The toddler no longer picks up the same toy it just put down.
Magic wings: stairs work now; you walk on the ground and jump to fly.
Extra slot perk goes up to twenty, shown as two rows of ten.
The name of the toy you hold sits above the slot bar.
Stock straight from the crate in Mass placement, with the green preview and a flight from the crate to the shelf.
On a controller, B tips the last toy back out; the hint matches your device.
Continue now shows a card for the save you have selected: toys placed out of the store total, the map, how many players were in it, the map type, coins, perks owned and perks equipped.
Free mode shows what you have built instead of coins and perks.
Saves are now filed by map as well as by mode and size, so a new map will get its own runs instead of sharing these. Your current saves are untouched.
The big stores run about twice as fast. Exact placement used to draw every toy in the shop as its own object; now only the ones around you are, and the rest are drawn together in a single pass, the way Mass placement has always done it.
Distant toys use a simpler model, in every mode.
Draw distance is shorter, and the Object detail setting still lowers it further.
First of all, thank you to everyone who changed their review to positive, as well as everyone who took the time to leave a positive review.
Toy Keeper has now reached 67% positive reviews. We are only 3% away from reaching the Positive Steam rating category, and this progress is entirely thanks to your support.
We would also like to thank everyone for helping Toy Keeper surpass 4,000 copies sold. We will continue working hard on the game and improving it with your feedback.
Some players have reported that they are still unable to play properly on Steam Deck.
Although we forced the use of a gamepad template, it appears that it is not working correctly for everyone. Some users have told us that the WASD community template works for them.
If you have additional information, a working configuration, or more details about the issue, we would greatly appreciate it if you shared them with us.
We also received a report that save data was not being preserved on Steam Deck. This may be related to Steam Cloud, either because of a user-side synchronization issue or because something in our save configuration is not working correctly. We will investigate this as well.
Many players have told us that they really enjoy the Exact Placement Mode.
Paradoxically, this was the most criticized mode at launch and one of the main reasons behind many of the initial negative reviews, so we are very happy to see that a large number of players genuinely enjoy it.
Because of this, we plan to increase the number of toys available in this mode. It may not reach the more than 27,000 toys available in Mass Placement Mode, but additional selectable toy-count options will be added.
We are also going to improve and simplify the game mode interface.
Players will first select a game mode and then choose the number of toys they want to play with, or continue an existing game with a specific toy count.
Each toy-count option will function as an independent playthrough and will have its own individual save.
To earn coins in Mass Placement Mode, you must complete product groups.
Below the coin indicator, you can see progress such as 0/2. Each completed product group increases this counter, and you will receive one coin after completing every two groups.
Currently, boxes in Mass Placement Mode can only be used to store and remove toys.
Directly placing toys from boxes will be added soon, but it will only become available after you have manually placed at least one toy from that family.
There is currently an issue with the wings perk, and it is not a simple problem to solve.
Players who are unable to climb stairs most likely have the wings enabled. This happens because several unusual movement interactions were previously disabled to prevent teleportation and other serious flight-related problems.
At the moment, the player is effectively flying continuously while the wings are active.
A possible solution would be to give the wings different movement states, activating flight only after jumping. This would allow players to walk and jump normally while on the ground, reducing the chance of becoming stuck on stairs.
We will investigate this solution.
Following yesterday’s update, some highlighted toys can no longer be picked up. This is a simple mistake and will be fixed shortly.
Yesterday, several issues related to object raycasting were corrected, but this specific type of raycast was accidentally overlooked.
The issue is not caused by the highlighting perk itself. It affects toys belonging to the same family because we added logic preventing players from accidentally removing toys from shelves when placement should take priority.
That restriction was mistakenly applied to general object pickup as well.
Some players requested increasing the maximum number of available inventory slots to 20.
At first, while playing the standard Massive mode, I did not consider it necessary. However, in Massive+, some families can require carrying between 18 and 20 toys, so having access to 20 slots makes sense.
Additional slot upgrades will therefore be added as perks in Massive+.
There are now many available spaces on shelves, and this is intentional.
Players are completely free to decide how they want to organize their shelves. Some may prefer placing only three product families on each shelf, while others may want to fill every available space.
A player recently suggested that toys placed on an incorrect shelf should appear in red. We understand that other games use this type of system, but we do not currently plan to add it to Mass Placement Mode.
We want players to be able to organize the store freely. If someone wants to place aliens next to a xylophone, that is their decision, and they may have their own logic behind it.
Players who prefer stricter rules and clearly defined locations can use Exact Placement Mode.
These are currently the main player comments and reports we wanted to address.
If you have additional suggestions, issues, or features you would like us to review, please share them in the comments. We will consider them for the next patch.
Once the most important current issues have been addressed, development will begin on the next mode shown in the roadmap: Progressive Mode.
In Progressive Mode, players will be able to choose between Exact Placement and Mass Placement.
The game will begin with only one floor. After completing it, a new floor will appear above it. This process will continue indefinitely, creating a completely endless placement mode.
Progressive Mode will exceed the current total of more than 27,000 placeable objects.
A leaderboard will also be added to track how many floors each player has completed and toys placed.
We would also like to share an idea that we may explore in the future: a Toy Creator.
The goal would be to let players create their own 3D toys through a simple customization system, without requiring them to build polygons or use a traditional 3D modeling editor.
Players could potentially customize shapes, colors, drawings, and other details, then share their creations through the Steam Workshop and use those toys inside their own stores.
This is only an idea for now, but we believe it could become a very interesting feature.
Before beginning development on the next map, our current intention is to complete all planned game modes first.
This will allow us to adapt every mode properly to future maps, including similar toy-count options and progression systems.
However, every new map will still contain an entirely different selection of toys designed around its specific theme.
Edit: We are currently aware that placing toys in either the Compact or Expanded Map can cause issues if the map type is changed afterward.
To prevent save and placement conflicts, changing the map type will be disabled once a game has started. When returning to that save, players will no longer be asked to choose a map and will simply continue their existing game.
Thank you again for your continued support, feedback, reviews, and patience.
Crosshair on a toy of the product you carry, loose or shelved, now adds to its display instead of picking it up
Hold E is what takes copies back out
New prize machine is now the one in the game, replacing the old one
Once a product has a display, its green preview now shows on that display from anywhere, whichever way you are facing. You no longer have to line the crosshair up with it to see where the next copy goes.
Placing still needs you to be next to the shelf. The preview tells you where; walking over is still the job.
The preview no longer appears on a gondola far down the aisle when you are aiming at something else.
Placing no longer plays the "placed" sound and then refuses the toy.
You can no longer place toys through a gondola, whether you aim along it or down at it from above.
Shelves no longer say "no room here" when there is obviously room. Displays now fill a board end to end.
The green preview means what it says. If it is green, the toy goes there.
The preview now shows the whole display, not one toy, so you can see how much shelf it needs.
Products no longer hang off the ends of a shelf.
You can no longer place toys through a gondola from the wrong aisle.
Finished displays can be taken apart again. Aim at one and take copies back, even while carrying something else.
Sorter crates now appear in Mass placement and Mass placement+.
In Exact placement a crate no longer breaks when it empties. It stays with you, ready for the next family.
Right click tips the last toy back out of the crate you are carrying, onto the floor.
Toys now fly into the crate and back out instead of blinking in and out.
Crate labels only show when you are close to one.
Now the counter just keeps going up. Start Exact placement again and every toy you shelve counts again — do it thirty times and all thirty count. Mass placement and Mass placement+ count separately too, since they are two different stores.
Shuffling one toy on and off the same shelf still counts once, as before.
If you have already finished a store, you do not need to redo it. The game credits what is already on your shelves when it starts. Unlocked achievements are never lost.
Fixed the bath octopus's face.
Update 0.4 gives Toy Keeper its biggest visual refresh yet. The store is brighter and more detailed, dozens of toy families have new models, every diorama has been rebuilt, and the baby and helper robots have received complete makeovers.
The update also includes important fixes for movement, Massive mode, shelving and the three-storey store layout.Toys:
Map:
The railway now has proper rails, sleepers, rolling stock, scenery and a station.
The farm has a detailed barn, fenced pasture, recognizable animals and correctly placed scenery.
The Ferris wheel has a supported frame, twin rims and gondolas that remain upright as it turns.
The UFO display now includes a landing pad, tractor beam and an abducted cow.
The robot display uses a power gem in its chest socket.
The carousel has a richer platform, roof, lighting and animated presentation.
Product quantities are now budgeted per actual product instead of being multiplied by every Classic shelf entry.
Large displays keep products readable and always leave room for every required copy.
Coins are awarded at a clear, consistent rate based on completed product groups.
Picking and placing better prioritize the product you are currently trying to stock.
Completed groups no longer cause the next interaction to pull a product back off the shelf.
Flying into shelves or floor geometry no longer teleports the player onto or beneath nearby surfaces.
Progression barriers can no longer be treated as walkable floors.
Resuming while crouched no longer places the player below the current storey.
Controller look speed now has its own sensitivity setting, independent from the mouse.
Thank you all for continuing to support Toy Keeper!
I want to let you know that the next update will take a little longer than usual. I am currently refactoring every toy in the game, and the new versions look significantly better than the previous ones.
The long-term goal is to gradually reach the visual quality shown in the game’s key artwork. There are still around 80 toy families left to complete. Once the models are finished, I will also need to carefully adjust their placement positions.
This will not affect your existing save files. Your progress will remain intact; the toys will simply use the new models.
One of the most common complaints following the latest update was the inconsistent number of toys within the same family.
For example, a family might contain eight white locomotives but only four pink ones. This was originally done to add variety, but I understand that uneven quantities can feel uncomfortable or unsatisfying for players who prefer everything to be perfectly balanced.
I considered changing this yesterday, but decided not to include it in the patch yet.
Matching every family to the highest quantity would increase:
The 8,000+ toy mode to approximately 12,000+ toys
The 27,000+ toy mode to approximately 36,000+ toys
This would probably require the creation of a new Massive++ Mode.
Another possibility would be balancing the quantities downward, which would reduce the largest mode to approximately 24,000+ toys.
The main reason I did not change this immediately is that some players may feel frustrated if achievement requirements suddenly increase after they have already started progressing through them.
I believe equal quantities for every family may ultimately be the best option, but I would like to read your opinions in the comments first.
A recent review reported that coins were not working correctly in multiplayer.
I will investigate this. If anyone has additional information, reproduction steps, or has experienced the same issue, please let me know.
I would like to respond directly to Steam discussion threads, but Steam displays the developer’s personal profile when replying. We need an option similar to review responses, where the personal profile is hidden.
For now, I have created two discussion categories:
Checking Issue: I am currently investigating the reported problem.
Solved Issue: One of the latest updates includes a fix for the reported problem.
If your thread is moved into one of these categories, that is what the status means.
Another complaint concerns shelf space detection. In some places, there is clearly enough visible room for another toy, but the game still detects the shelf as full.
I will improve this system by supporting different toy sizes more accurately. I also plan to allow toys to overlap slightly when the player wants to place them that way.
Another reported issue involves falling through the floor while walking around the second or third floors.
This was previously considered fixed, but WebGL collisions continue to be difficult to make completely reliable. I will keep reinforcing the collision system to prevent this from happening.
I play the game daily while working through the achievements myself, but I have not encountered this issue recently. I am currently playing on the compact map, so it may only be affecting the spacious map.
If you have more information about where or when it happens, please let me know.
A requested feature is the ability to remove toys from shelves that have already been completed.
This will be added soon. Some players want to reorganize their shelves, and currently being unable to remove completed toys makes that unnecessarily frustrating.
The Guide Beacon shows the exact placement location and allows toys to be placed through walls. This behaviour is intentional.
The perk is designed to make the player significantly faster. Without it, you could still walk around the wall and place the toy normally, but you would not know the exact placement point.
Although placing a toy through a wall may look strange, in practice it benefits the player far more than it causes any problems. As a player myself, I would not request that this behaviour be removed.
There was a similar issue when picking up objects through walls, but that was fixed because it caused a serious gameplay problem: you could try to place a toy and accidentally pick up the toy behind the wall instead.
We will add an in-game option to report bugs.
You will be able to briefly explain what happened, and the report will automatically include a file containing relevant information from your game. This should help us reproduce the issue without requiring you to provide additional technical details, unless further information is specifically requested.
If nothing appears on your monitor when launching the game, please enable the Safe GPU option in the launch menu.
We will improve the description of this launch option so that its purpose is clearer.
By default, the game forces the high-performance GPU configuration. However, some laptops do not handle this configuration correctly and need to launch without it by using Safe GPU.
Finally, if you encounter a specific problem and cannot find a solution in the Steam discussions, you can open a ticket on our Discord server and receive direct assistance.
Thank you again for your continued support, feedback, reports, reviews, and patience.
Toy Keeper will continue improving step by step, and I will keep working to make the game better with every update.
Thank you for the reports — the co-op group stuck on bath turtles in Massive+ found a real bug, and it is fixed.
This update is about Massive and Massive+: product displays that refused to be filled, helper robots that got stuck in a loop, and a framerate drop on completed floors.If your run was blocked on a family, it will accept the rest of its copies the moment you load it.
A refused delivery now backs that product off for a while, and the robot goes to find other work.
Robots no longer walk products to a display that is already full.
Robots aim at the display's true origin instead of a spot offset from it.
Today marks one week since Toy Keeper launched in Early Access!
During this first week, we have released:
3 major updates
9 regular updates
5 hotfixes
These updates have introduced multiplayer, massive game modes with up to 27,000+ toys, Free Mode, major improvements, fixes, and many quality-of-life changes.
We also revealed our Early Access roadmap and surpassed 3,000 copies sold!
Toy Keeper launched with Mostly Negative reviews, but thanks to your support and continuous feedback, it has climbed to 63% positive reviews and is now rated Mixed.
We are infinitely grateful to everyone who has played, shared feedback, reported issues, left a review, or supported the game in any way.
We will continue working every day to improve Toy Keeper, release more updates, and add new content.
Thank you so much for being part of Toy Keeper’s journey! 💙
Distant toys are toys again Far-away stock used to render as flat colored boxes. Every bulk toy now has a real low-poly stand-in with its own silhouette and colors, drawn in a single batched call — same performance budget, no more "missing texture" look.
Before
After
Mass placement fixesYou can no longer grab toys through the back or side of a gondola.
Shelf targeting now picks the board you're actually looking at. No more aiming below the shelf you want when standing close.
Shelf cards no longer overlap each other, and text no longer bleeds onto the card's edges.
Thank you to everyone who continues following and supporting Toy Keeper, especially those who report bugs and ask questions through Steam Discussions instead of turning issues that may be fixed in the next patch into negative reviews. Detailed feedback genuinely helps improve the game.
We would also like to clarify that the original game has not been replaced or changed. Exact Placement remains the same, while Mass Placement and Mass Placement+ are two additional modes.
Some players have noticed that distant toys appear as colored blocks in the new modes. This is intentional and is not a visual bug. These blocks are lightweight rendering proxies used to prevent thousands of detailed models from being loaded simultaneously.
Screenshot by Nyxxii
Mass Placement contains 8,835 toys, with roughly 3,000 toys per floor, while Mass Placement+ contains 27,564 toys. Rendering every complete model at once would create an enormous GPU and CPU workload and could make the game effectively unplayable.
For comparison, Exact Placement contains 2,694 toys, but even there the entire store is not loaded simultaneously. Approximately 500 nearby toys are rendered per floor, and models from previous floors are unloaded as you move through the store.
The current proxy system is therefore necessary, but its visual presentation will continue to improve. We are considering several options:
Increasing the distance at which full models are displayed.
Adding extremely low-poly LOD versions instead of simple colored proxies.
Allowing players to select rendering distances based on their hardware.
Improving how distant toys are represented while preserving performance.
The challenge is not simply rendering the scene, but finding the best way to represent an unprecedented number of individual toys at a distance. Despite the current proxy presentation, Toy Keeper may be one of the only games capable of keeping this many interactive toys playable in a single environment.
We are also aware of an important quality-of-life issue: when looking downward, toys may be placed unintentionally, or the player may grab another toy because picking up currently has priority over placing. Before release, the opposite problem occurred, where picking up a toy could immediately place it. This interaction now needs finer adjustment, and it will be corrected soon.
Some players may also become stuck near the stairs in the new modes. A purple barrier intentionally blocks access to locked floors because these modes must be completed floor by floor. However, becoming physically stuck is caused by a ceiling-collision issue and will be fixed soon. Collision handling remains one of the biggest technical challenges in the game, as WebGL does not always behave reliably with complex, precise collision geometry.
We have also received reports of unexpected teleports in Exact Placement. Please make sure you are not accidentally pressing the R key, which is the default respawn key and can be rebound in the controls. We noticed that some players press R instead of E, which immediately teleports them. If you are playing online, also make sure another player is not triggering the respawn intentionally, as the host can respawn other players.
P.S. I also want to be completely honest about the current situation. Toy Keeper is still in Early Access, and bugs, rough edges, and ongoing adjustments are expected while new features are developed, tested, and improved.
Toy Keeper is developed by a solo developer, without a dedicated QA team or additional team members. Because of this, development relies heavily on iteration, real-world testing, and detailed player feedback. Until the game leaves Early Access—which may take between six months and one year—new features may require further balancing, optimization, and polish after release.
Yesterday alone, I released one major update, three regular updates, and one hotfix, yet the only new review the game received was negative. After that amount of work, this is genuinely discouraging and makes it difficult to maintain the same development pace.
I am reading feedback, fixing issues, and implementing many of the features players request. I will continue supporting and improving Toy Keeper while there is a community willing to support the project in return.
Reviews have a direct impact on the game’s visibility and future. I sincerely ask players to revisit outdated reviews when the issues that affected their experience have been addressed. Thank you to everyone who has already updated their review, reported specific problems, and continued supporting Toy Keeper.
Thanks again for your feedback and reports. This update focuses on Massive/Massive+ and adds Steam Cloud saves.
Changes and improvementsHelper robots now work in Massive and Massive+, expanding product families you've already started.
Much smoother framerate when viewing a store full of finished shelves.
Fixed a heavy stutter when grabbing a product off a crowded shelf.
Cleaner shelf layouts: collision-free grids, real final size, products facing forward, with a size preview on hover.
Coins are now paid out progressively across a Massive run.
New "Keep crouched" toggle in Input.
Grabbing a toy under your crosshair takes priority over placing.
The magnet now reaches across the whole store for the exact product you're holding.
Completion effect covers the full card and includes copies still in flight.
Sorter boxes removed from Massive/Massive+ (and the machine no longer dispenses them there).
Steam Cloud: saves now sync across your machines. Device settings (graphics, layout, bindings) stay local.
Fixed severe frame drops when completing product groups in Massive and Massive+.
Optimized shelf label updates to prevent unnecessary full rebuilds.
Improved late-game performance in stores with hundreds of completed groups.
Thank you for your continued feedback! This update improves the Massive and Massive+ modes:
Added a new mass-placement perk: place one toy and all matching toys in your hands will be stocked automatically.
Fixed proxy objects sometimes remaining visible.
Improved toy positioning on shelves.
Fixed toys appearing too close together, overlapping, or facing backwards.
The completed-family effect now covers every toy and the entire shelf label.
Additional stability and performance improvements.
Thank you for helping us improve Toy Keeper! 🧸
Fixed some toys being excluded from the striped group-completion animation.
The Legendary Magnet now has unlimited range in Massive and Massive+.
Magnetized toys remain visible while travelling across distant map chunks.
Fixed simplified toy proxies remaining behind after a toy was attracted or collected.
Optimized the new infinite-range magnet to avoid performance drops in Massive+.
Thank you for helping us improve Toy Keeper!
Thank you once again for your continued feedback, testing, and reports.
This update introduces two new placement modes, 37 new achievements, smoother gameplay, synchronized animations, improved progression, and major multiplayer, rendering, collision, and save fixes.
Added Mass Placement with 8,835 toys to place.
Added Mass Placement + with 27,564 toys to place.
Group identical toy variants freely on valid shelves.
Both modes have independent progress, toy placements, and sorter box saves.
Both modes support Compact and Expanded maps.
Added floor-based progression and solid barriers for locked floors.
Robots, robot perks, the giant vacuum, and interactive dioramas are disabled in these modes.
Added achievements for playing Exact Placement, Mass Placement, Mass Placement +, and Free Mode.
Added 33 lifetime toy-placement achievements.
New milestones run from 3,000 to 10,000 every 500 toys, then from 11,000 to 27,000 every 1,000 toys.
Added a final achievement for placing the maximum 27,564 toys.
Existing progress automatically unlocks any newly completed milestones.
Added smooth pickup, drop, item-switch, and hand-to-shelf animations.
Animations are synchronized in multiplayer.
Bulk placement animates every product individually.
Removed movement stutters caused by loading objects while exploring.
Added lightweight distant toy representations and nearby model streaming.
Reduced scene objects, raycast targets, and draw calls.
Improved performance with thousands of toys in Mass Placement and Free Mode.
Added multiplayer support for Mass Placement and Mass Placement +.
Improved large Steam snapshot delivery, ordering, and recovery.
Fixed disappearing toys, conflicting placements, incorrect group positions, and loading issues.
Fixed host and client placement differences.
Refresh World and saved games now correctly restore missing toys.
Sorter boxes now support exact product variants and synchronized placements.
Improved collisions around ceilings, stairs, railings, and floor limits.
Fixed players becoming stuck or falling through geometry after ceiling collisions.
Improved translations, controls, HUD information, mode descriptions, presence, and host setup.
Escape and the gamepad pause button now close the open book correctly.
Added a recovery option for stuck Exact Placement runs after reaching 2,690 toys.
All multiplayer players must use the same game version after this update.
P.S. These two additional placement modes were created directly in response to player feedback and implement the organization system those players specifically requested, without replacing the original mode. We hope players who asked for this option will revisit the game and consider updating their review if their main concern has now been addressed.
For bug reports, please include specific details so we can reproduce and fix the issue. Steam Discussions are usually the best place for bugs, suggestions, and focused feedback, as we actively read them and continue improving the game. Toy Keeper is still in Early Access, so graphics, models, performance, UX, maps, and existing systems will continue evolving over time.
Finally, thank you to everyone who has already returned to update their review as the game improves. As long as there are players willing to support Toy Keeper, you can be sure that we will continue working tirelessly to make it better.
Thank you once again for your continued feedback and reports.
This update introduces redesigned toys, improvements to co-op progression, new mouse settings, and several fixes based on community feedback.
Added new V2 models for the clownfish, shark, whale, starfish, seahorse, bath octopus, bath frog, bath turtle, horse, cow, piglet, bee, spider, brain alien, dragon kite, and fish kite.
These toys now have clearer silhouettes, faces, limbs, and distinctive features, making them easier to recognize without relying on their names.
The dragon and fish kites now have flatter bodies, visible frames, strings, and tails, helping them look more like actual kites.
Replaced the guitar in the general Music collection with a new accordion.
Guitars remain available in their dedicated toy collection.
Added separate options to invert the horizontal and vertical mouse axes.
Invert Mouse X and Invert Mouse Y can be enabled independently from the Input Settings menu.
Mouse sensitivity has also been moved to Input Settings so all mouse-related options are grouped together.
Coin rewards now scale with the number of connected players.
Whenever a placement earns a reward, one coin is created near each connected player instead of dropping a single shared coin.
Removed the coin and perk progression limit from co-op sessions.
Players can continue earning coins and using the prize machine throughout the entire multiplayer session.
After every available perk has been unlocked, additional prize-machine rewards will provide sorter boxes, allowing progression to continue indefinitely.
Coins and personal perks remain associated with each player.
Helper robots, sorter boxes, and other world upgrades continue to belong to the host’s shared store and remain available to everyone in the session.
Fixed the co-op coin progress display so it continues cycling correctly after reaching the previous limit.
The Steam achievement associated with the Sorter Box has been removed. It was not unlocking reliably, and we could not confirm whether the issue was related to Steam caching or its configuration. Since this achievement was not essential to progression, we decided to remove it.
Some players reported that the yellow placement glow was not visible. This is caused by missing or corrupted local game files. Verifying the integrity of the game files through Steam, or reinstalling the game, should resolve the problem (Thanks to Llama-Mila for her patience and for finding the solution to the issue.)
Thank you again for helping us continue improving Toy Keeper.
Thank you once again for your continued feedback and reports.
This update focuses on collision improvements, multiplayer fixes, better Steam Deck support, Discord integration, Free Mode improvements, and several quality-of-life changes.
Significantly improved collisions throughout the game.
Players can no longer pass through railings by jumping.
Improved collisions on stairs, tables, and environmental props.
Removed several unnecessary and frustrating collision points from stair decorations.
Coins now spawn closer to players and ignore certain collisions to reduce the chance of appearing at the base of the map.
Added logic to prevent players from grabbing objects through walls and shelves.
Toys that fall outside the playable area will now return to a valid surface.
Added clearer images for Normal Mode and Free Mode in the mode selection screen.
Improved several UI descriptions to better explain the differences between Normal Mode and Free Mode.
Added visible check and cross indicators in Gameplay Settings, making it clearer whether an option is enabled or disabled.
Descending is now handled with the crouch button, which also allows the player to crouch normally on the ground.
Improved controller detection and Steam Deck adaptability. The game can now better identify which controller is being used.
Reduced the game’s installation size to approximately 296 MB.
Fixed an exploit that allowed players to obtain infinite coins.
Fixed an issue where clients could not see robot names or current states.
Fixed an issue where clients could not see toys placed by robots reflected in the placement counter.
The coin magnet perks can no longer be used in multiplayer, preventing players from automatically pulling coins away from others.
Fixed an issue where toys placed directly from a box were not counted toward the placement total.
Fixed an issue that prevented shelves from being placed on upper floors.
Improved several parts of the Free Mode interface and explanations.
Fixed floating lamps on the Expanded Map.
Fixed several lamps clipping into ceilings.
Fixed some props clipping into shelves on the Compact Map.
Corrected additional visual inconsistencies across both layouts.
Added Discord Rich Presence.
Added support for joining lobbies and sending lobby invitations through Discord.
Improved Steam Rich Presence.
Some players requested that the positions of all unplaced toys be saved between sessions.
This is not being added automatically for now, as saving the position of every loose toy could create a very large amount of save data. However, the idea has not been completely discarded.
Since Free Mode already uses a similar saving system, we are still considering a better solution. One possibility would be an optional manual save for players who specifically want to preserve loose toy positions, rather than saving them automatically for everyone.
Regarding reports of robots becoming stuck, please check their current status first. Robots may simply be recharging.
If the robot is not in the recharging state and still appears stuck, please share as many details as possible about what happened so we can reproduce and investigate the exact behavior.
Thank you again for helping us continue improving Toy Keeper.
Early Access Update 0.2 is now available, introducing both Multiplayer and the new Free Mode.
Thank you to everyone who supported the game, shared feedback, left a review, or reconsidered a previous review. Toy Keeper has now reached 62% positive reviews, meaning we are very close to reaching the Positive Steam rating category.
This progress has only been possible thanks to all of you.
Multiplayer has now been added to Toy Keeper.
You can create public lobbies, join available public games, or connect directly using a lobby code. Multiplayer supports up to 99 players, although the host should ideally be the player with the strongest computer, as their system must process the requests coming from all connected clients.
Each player has their own individual perks.
Coins are shared within the game world, meaning every player can see and collect them. The player who reaches a coin first will receive it.
Each player will also bring their own baby into the host’s game, and every baby can move around and create additional mess. The host can disable babies or disable their ability to create mess.
Multiplayer has been tested with players connected through the same local network and with players connecting across the Atlantic Ocean. During our tests, it worked correctly.
However, multiplayer systems can involve many different network conditions and configurations that we may not have been able to test. We would greatly appreciate your feedback regarding:
Connection errors.
Lobby or joining problems.
Unexpected disconnections.
Reconnection issues.
Synchronization problems.
Any other multiplayer-related bugs.
Please report these issues in the comments of this announcement or through the Steam Discussions.
For individual technical problems, you can also join the HeadArrow Discord, where we can provide more direct assistance. The Discord can also be used to report bugs.
The new Free Mode has also been added and is fully compatible with multiplayer.
In this mode, players can freely place shelves, stickers, props, toys, and other decorative elements wherever they want. You can build your own store layout or use the existing store as a starting point.
Both the Compact Map and the Expanded Map are available.
Free Mode includes the essential perks from the beginning, and there is no price machine or normal perk progression.
Babies cannot enter Free Mode.
Both the host and connected players can:
Place objects.
Move and edit objects.
Remove objects.
Arrange the entire store freely.
Please keep in mind that there are currently no building or editing permissions. When playing in a public lobby, every connected player can modify or remove placed objects.
The Tab menu has also changed.
Abilities are no longer displayed there and can now be managed through the Settings menu.
Pressing Tab now displays the list of players currently connected to the game.
The host can:
Respawn any connected player.
Respawn themselves.
Remove players from the lobby.
The host cannot remove themselves from their own lobby.
Placement-related achievements continue to work in Free Mode.
However, achievements related to coins and perk progression are currently only available in the normal game mode.
Toy Keeper multiplayer depends entirely on Steam’s online services.
Steam regularly performs maintenance, particularly on Tuesdays. During these periods, creating lobbies, joining friends, or connecting to multiplayer sessions may temporarily fail.
When several players suddenly experience connection problems at the same time, Steam maintenance or a temporary Steam service interruption may be the cause.
Thank you again to all the new players, everyone who has supported the game, and those who updated their reviews after seeing the improvements.
We have now reached 62% positive reviews, and we are incredibly close to achieving a Positive Steam rating.
Thank you for helping Toy Keeper continue to grow.
In Free Mode, you can freely place shelves, stickers, props, and toys wherever you want.
There are no required positions: any placement will count as completed, so it is entirely up to each player to decide how they want to organize and decorate the store.
You can also choose between the Compact Map and the Expanded Map.
Fixed! We've changed the default Steam Input configuration, so the gamepad is now recognized out of the box on Steam Deck — no template switching needed. Restart Steam/Deck to pick it up. Thanks for the report!
Toy Keeper has now reached 2,000 sales!
We want to sincerely thank everyone who has supported the game, especially those who continued trusting its development after a difficult launch, the players who reconsidered and updated their reviews, and all the new players who are continuing to discover and enjoy the game.
Your support, patience, feedback, and reviews have helped us enormously.
We would also like to thank everyone who purchased Teddy Collector, another game from the same developer. Your support means a lot to me, and I sincerely hope you enjoy that game as well.
We are happy to announce that Toy Keeper Multiplayer will launch July 20 at 09:00pm (GMT-3).
The multiplayer trailer is also available now, showing what you can expect from the update.
After multiplayer launches, we will continue releasing patches and hotfixes to improve stability, fix issues, and respond to player feedback.
We have prepared a roadmap without specific dates, as we do not want to promise release windows that we may not be able to guarantee.
However, we want players to clearly see our intentions for Toy Keeper and the improvements we plan to complete before the game leaves Early Access.
Our current priorities include:
Improving collisions and physics at the engine level.
Improving the visual quality of 3D models and environmental props.
Continuing to improve the game based on player feedback.
Expanding and refining multiplayer.
Developing the upcoming Free Mode.
Continuing to release new content, features, and quality-of-life improvements.
Thank you again for helping Toy Keeper reach this milestone.
We are excited to launch multiplayer tomorrow and continue building the game together with the community.
Added a new Safe GPU launch option for players who experience a black screen or no image after the latest GPU performance changes.
You can use either:
--safe-gpu
or select Safe GPU when launching the game from Steam.
This disables the high-performance GPU preference and uses the previous graphics behavior.
If this solves the issue for you, please let us know in the comments.
Thank you once again for your continued feedback and support.
This update focuses on usability, controller support, movement, map fixes, coin visibility, robot clarity, and performance improvements for laptops with both integrated and dedicated graphics.
Added an in-world HUD indicator showing the location of nearby coins.
Added a glow effect to coins, making them easier to see.
After opening and closing the pause menu, the player will now return to the same position where they paused. This is especially useful on the Expanded Map, where distances are much greater.
Improved player movement to make it feel smoother and less abrupt.
Added a visible status to helper robots showing whether they are currently resting or placing toys. Some players believed the robots were stuck when they were simply resting (30 sec cooldown).
Added input settings, as some controllers use different layouts and configurations.
Added support for using the B button to go back through the 3D book menus.
Fixed an issue where pressing B on some controllers could unexpectedly pause the game.
Fixed an issue where the baby could appear stuck when starting a new game with the baby enabled.
Fixed additional areas on the Expanded Map that could unexpectedly reset the player’s position.
Moved several tall plant dioramas that were positioned too close to shelves on the Expanded Map.
Removed a plant that was obstructing movement and corrected several other map inconsistencies.
A high-performance GPU preference has been added to help laptops with integrated and dedicated graphics use the dedicated GPU more reliably.
On some laptops, Windows may launch Toy Keeper using the integrated graphics card instead of the dedicated one. This can cause significantly reduced performance, even on powerful systems.
A huge thank you to Llamawolfe for sharing their experience and helping us identify this issue. After manually assigning Toy Keeper to their dedicated GPU, their performance increased from approximately 25–30 FPS to 120 FPS.
Players who previously experienced very low performance are encouraged to try the new version and let us know in the comments whether performance has improved.
If the issue continues, you can manually assign the dedicated GPU in Windows:
Settings → System → Display → Graphics → Add Toy Keeper.exe → Options → High performance
Items placed inside boxes cannot currently be removed from them. However, you can hold the box and interact directly with the correct shelves to place the items inside.
Loose objects on the floor currently reset their positions whenever the player leaves and reloads the game.
We have seen that some players enjoy organizing toys directly on the floor, so a future update will save the position of each toy between sessions.
Thank you again for your patience, reports, suggestions, and continued support.
Fixed an issue in the Expanded Map where some shelves were overlapping in the same position. This could make it appear that certain toys belonged on the wrong shelf, when there were actually two shelves occupying the same space.
First of all, thank you very much for your continued support and feedback.
Thanks to new players and to those who reconsidered or updated their reviews, Toy Keeper has now reached a Mixed Steam rating.
For those who may not know, the game initially launched with Mostly Negative reviews. We are especially grateful to the players who still decided to purchase and try the game during that period, and later supported us with their reviews. Your support helped us enormously.
We would also like to give a special thank you to those who left a positive review even though they do not usually write reviews. Taking the time to share your experience is incredibly important to us and has helped Toy Keeper tremendously.
If this positive trend continues, we may soon reach Positive reviews.
We would also greatly appreciate it if players whose negative reviews mention issues that have already been fixed could consider updating their review.
The launch had a very difficult start, but fortunately the situation is improving. We kindly ask players to spend a little time learning and experiencing the game before reaching a final conclusion, as ten minutes may not fully represent its progression and systems.
Suggestions and improvement ideas are always welcome. This is already our third patch, focused on requested improvements and reported issues.
Replaced the music with an improved version of the main theme and new lo-fi music.
Added a new Expanded Map based on player feedback. When starting a game, you can now choose between the Expanded and Compact layouts. This can also be changed while playing.
Added lock icons to unavailable inventory slots, making it clearer that additional slots can be unlocked through perks and helping avoid any confusion about inventory progression.
Added a new HUD Scale setting, allowing players to adjust the interface size for both large and small monitors.
Sliders in the 3D book interface can now be dragged with the mouse.
Added < and > controls to sliders for more precise adjustments.
Volume sliders now adjust in increments of 1 instead of 5, allowing for much more precise volume control.
Improved the map layout and fixed several clipping issues involving objects and environmental elements.
Coins spawn near the player. If there is no valid available space nearby, they will always spawn on the ground floor.
The Coin Magnet perk automatically attracts coins. We will not add an additional automatic coin collection system, as this functionality is already provided through that perk.
Development of the upcoming Free Mode is progressing. In this mode, players will be able to freely arrange props, shelves, stickers, and toys in any layout they choose.
Free Mode will not use perk progression. Every perk will already be unlocked and can be enabled or disabled individually. Players will also be able to choose between the Compact and Expanded maps.
We believe it may be possible to release Free Mode alongside multiplayer, although this is not yet guaranteed.
Thank you again for your patience, understanding, feedback, and support.
Thank you again for all your feedback. This new update includes several fixes, improvements, and clarifications.
The tutorial will no longer restart or open the pause menu if the game loses pointer lock.
Improved toy detection when aiming at objects.
The camera will no longer rotate with the mouse when pointer lock is inactive.
Fixed an issue that could unexpectedly teleport the player when walking underneath the stairs. This was caused by a collision dead zone.
Fixed an issue that allowed players to fly into gaps between shelves.
Rotated the decorative teddy bears in the store. They looked like they were being punished.
The Sorter Box is destroyed after use by design. Its purpose is to help without allowing players to complete the game too quickly or easily, so the number of coins available is intentionally limited.
When an object becomes stuck inside a shelf, you can use the Blower to move it. There is also a Refresh World button in the Escape menu if the object becomes especially difficult to pick up.
We are still working on the upcoming Free Placement Mode, where players will be able to arrange shelves and toys however they like. In this mode, you will also be able to choose the perks you want.
We will also reveal the multiplayer trailer soon.
Thank you very much to everyone who gave the game another chance, and especially to those who updated their reviews. We truly appreciate it.
We are still collecting all available information. Some isolated issues only affect specific players and may take a little longer to investigate and fix individually.
Thank you for your patience, understanding, and support!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Toy Keeper, 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 Toy Keeper 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.