- Soundtrack available on Steam - 1 September 2026
Some of you have been asking for the soundtrack to be sold here on Steam. It is now finally here.It contains 16 tracks in very high quality audio you can't find anywhere else.
- The story is back, the alien is out - 27 July 2026
The alien has been replaced with a new character. I think this change may upset some players, but it is something I have wanted to do for a while. The TLDR reason is that he is too silly in a way that I don't feel represents the game. The value of clear communicationWhy are Candy Crush and Dark Souls so different visually? The answer is of course that they are two different games trying to communicate the two different player experiences they have to offer. The reason they and other games care about communicating honestly is that settings the wrong expectations is just bad for everyone. Some players who would like your game don't buy it and some players who wont like your game buy it instead. This is what happens if communication is off:What really annoyed me about the alien character is that he undermines the efforts we have spent on staying true to the source material (meaning compute…
- Turing Complete 2 patch notes - 15 July 2026
Features and changesNew and powerful assembler system addedAlmost all components now support widths between 2 and 64A powerful new screen replaces the old screens. It supports all resolutions between 4:3 and 1024:768All component shapes have been updated for consistency (and wide logic gates now follow IEEE standards)Simulation speed is 100x fasterCustom components no longer have "fake dependencies"The "LEG" architecture was replaced with a new much more advanced architectureInput pins are now bigger so input pins can't overlap in custom componentsMultiple new componentsNew hint system that shows hints and solutions for all levels inside the gameHovering over components now show pin labelsBecause of the compilation speed, most levels with 16 bits or less are now tested exhaustivelyRAM components now support both big and little endianRAM components now use a port system which allows you…
- Breaking update upcoming - 27 June 2026
The new version of Turing Complete will arrive very soon. It includes new features such as 100x faster simulation speed, support for variable width components, a powerful new assembler system and much more.Unfortunately, the saves of the new version are incompatible with the saves of the old version. You can choose to stay on the old version of the game, if you are in the middle of the campaign for example.To choose the old version of Turing Complete, right click the game on Steam, click "Properties" and switch to the "old_version" channel.This new patch is a major rewrite that has taken years to complete. Among other things we replaced the Godot game engine with our own, created a compiler to lower in-game schematics to machine code and rewrote all levels in a new more powerful framework. While the new version of the game is finally becoming polished enough to replace the old version,…
- Turing Complete 2.0 status update - 24 February 2025
I have been holding out on writing a new post until the 2.0 patch was finished, but it has been too long, so here is a status update. The good news is that you can play the 2.0 alpha already. Right click on the game in your steam library, click on properties and then channels and select "save_breaker". Do note though that there are A LOT of breaking changes, so you might want to back up your saves and start over (in the future there will be an upgrade guide and the game will try to upgrade things automatically as well as possible). Also be aware that there might be some progression breaking bugs in the new campaign. You can find a list of some of the new changes on the community wiki: https://turingcomplete.wiki/wiki/Save_breaker_changes Anyway, you might be wondering if the next version is Turing Complete 2.0, where did Turing Complete 1.0 go? The answer is that with a little bit more…
- Where is the patch? - 1 August 2023
A lot of really hard work has gone into the next upcoming patch. It has taken a long time to get this one ready though (and it still isn't done yet), so some new players are asking if the game is abandoned. It certainly isn't! Here is a quick preview of what is going on behind the scenes:
- Verilog export added - 9 September 2022
This update brings a verilog exporter to the game. Verilog is an industry standard hardware description language. With your favorite architecture exported to verilog format, you can theoretically simulate it with other simulators, simulate it on an FPGA (basically circuit simulation hardware) and presumably even get it produced as a chip if you can afford it. However if you are excited to try this out but don't have experience with industry tools, be warned that they are far from as polished from an ease of use perspective, as games like this are. Things can be painful to set up sometimes. In other news, here are some of the things that were added since last update: - Added a "Ticks Per Second" counter - Added UI scaling - Improved multi select - Enabled reordering of the left side IO list by drag and drop - Added bidirectional pins and tri state pins to that IO list - Deleted the Stack…
- Update note - 19 July 2022
Color blind mode was finally added. The red "OFF" color is replaced by purple, since green / purple should be differentiable for all major forms of colorblindness. Also the purple is brighter so it can be distinguished from contrast as well. Color blind mode can be enabled it in the options menu. If you have colorblindness, let me know how well it works!
- The schematic hub is live - 11 July 2022
Check out the schematic hub, it is finally live and there are already a few really cool things uploaded. Players who have 10 total upvotes or more between all their uploads on the 10th of August will get a badge on their profile.
- Upcoming new feature - Schematics hub - 23 June 2022
It is finally time to add the feature that I have earlier referred to as "sharing". This will be in the form of an in game interface called the Schematics Hub, where players will be able to upload architectures or custom components and explore what others have uploaded. Players will be able to upvote, downvote or comment on other architectures and custom components. You can expect this update within 1 or 2 weeks. After it has released, there will be a limited time opportunity to earn a new badge, more about that here: I originally announced that I would be working on this new feature a couple of months ago, but the preparations for it ended up taking a long time. Specifically, I wanted to make an effort not to break shared schematics, so I ended up spending a lot of time agonizing over the details of many of the components. As an example of how far in the weeds I went to try and get eve…
- New soundtrack! - 26 May 2022
New music Turing Complete now has a new synthwave soundtrack. As with all music, not everyone is going to like it but I personally can't stop listening to it! You can also find it on Spotify: https://open.spotify.com/album/1NV5KxX785RrwA5RWIz0j8?si=LlUK4wveTpaMeBT9Mh8r1g Progress towards sharing Meanwhile work towards in-game sharing is continuing. Mostly I have been tying up loose ends (like translation) and trying to get to a stable set of components in the game. The goal is to get components stable enough so that shared schematics will never have to be broken by a new update. After finishing these things, actually adding the sharing functionality shouldn't take too long. You can expect more news about this within a few weeks.
- Patch notes - 20 April 2022
The following was done since the realism patch 3 weeks ago: - Fixed levels, scores, achievements and other things that were broken as a result of the realism patch. - 16 bit and 32 bit components were introduced, as well as a 2 bit decoder and word sized NAND, NOR and XNOR. - The component menu was reworked which was needed to accommodate all the new components. Custom components in the menu are now nested according to the players save folder structure. - The old 64 bit RAM was replaced by 3 new RAM components, which all have their cost scale with their configurable size. The first RAM has a high gate cost, the second has a high delay cost. The third has a high delay cost, but its delay is amortized over several ticks. This means it effectually adds very little delay to the circuit, making it cheap in both gates and delay, but reading from it takes several ticks to complete. In future l…
- Embracing realism and short term roadmap - 18 March 2022
For a while now I have been working on removing some of the common critiques people had regarding the realism of the game. The main changes have been adding latches and the big change you can watch explained in this video. It is in a video format, because I wanted to explain the changes thoroughly and I fear the blog post would have been too long. Because I wanted to announce this large change properly and not have players guess it ahead of time, I wasn't able to really let players know I was working towards this goal of realism and why. But since the cat is now out of the bag, I am excited to once again be able to share the short term roadmap for the game. With this change, the realism modifications I wanted to make are pretty much done (there may or may not be an option for having an explicit clock at some point, but this would not affect scoring and might be better suited for user ge…
- Patch notes - 30 January 2022
Components now have to be connected to an input to simulate. Watched state had a major upgrade. In the component factory, use a "Watchable state" component to decide what state should be exposed on the custom component. This also adds a state indicator visually on the component. With this you can watch multiple different states inside a custom component or watch deeply nested state. You will have to reconnect your watched state the first time you play this patch. Rendering was made a lot smoother, supporting large circuits. The max zoom level was increased. The buildable area of the architecture map was increased 4x. Save files compressed by 40% by storing wires in a different way Assembler supports octal numbers Lots of little bug fixes.
- Console and FileRom have been added - 2 January 2022
This patch brings the file rom, while the console was added a few days ago. The console is the first of a couple of display components that are planned. It allows you to print colored characters to a 80x24 display. You can use this for displaying text, creating games or video. https://media.discordapp.net/attachments/851327200736444446/925886627056873562/Screen_Shot_2021-12-30_at_00.02.41.png The file ROM loads bytes from any file on your computer. This can for example be used for importing large amounts of data, building file format parsers or using an external assembler. Both components are unlocked in the sandbox level.
- Introducing the Delay Buffer - 27 December 2021
A new idea was suggested which was just too good not to adopt. Instead of having the 1 bit memory be the basis for all memory, it is now a new delay buffer component. All the delay buffer does is take an input and output it the next tick. First of all, this is a good candidate for the simplest possible memory component, which is where we should start. Secondly, it lets the game introduce memory and related concepts in a more intuitive way. And lastly, it makes pipelining architectures easier and score optimizing more interesting. 2 new early game levels were added to introduce the concept.
- Refactoring patch complete - 23 December 2021
This patch completely reworks how simulation of schematics work. This should increase simulation speed, fix random crashes from a memory leak and a race condition and make UI components work in fast simulation mode. This might not sound too exciting, but soon I will add more screen components (the old one doesn't work now and will be removed), a new keyboard component, file and networking components. You may notice that your watched state has been disconnected after upgrading to this patch.
- A debrief and the road ahead - 20 November 2021
Debrief The original plan to have a "soft launch" of this game and scale up the player base slowly completely failed. Believing that games don't become popular without at least a bit of marketing, I thought I was well prepared when the game launched. With a handful of active beta testers, I wasn't aware of any bugs or anything I urgently needed to change, but with a high launch discount 500 players joined on launch day and I had to scramble to keep up with. That said I am of course very happy people are interested in the game. Besides a ton of bug fixes the most noteworthy changes in the 6 weeks since launch are: - 5(?) new levels - A few new components and component changes - A lot of reordering the level tree - Faster undo / redo system - Added level search - Added WASD to pan - Added the zoom feature - Added a new control scheme (click to wire) - Added key remapping - Reworked the le…
- New save system and how to fix missing IO components - 7 November 2021
The save menu has been upgraded with the following features: - Folder support - Use filenames up to 45 characters - Add descriptions to your schematics - Rename custom components without having them disappear in your architectures - Get a warning before deleting custom components that are also in architectures Soon to come will be allowing nested components in the component factory. Also a bug was fixed that might have caused your input or output component to get deleted. If you are stuck on a level with messed up IO components, do the following: 1. Go to the save menu and create a new schematic 2. Copy paste your work to the schematic 3. Delete the old one
- 0.158 Beta - 14 October 2021
WASD movement New Byte Expander and Byte Compressor that shows signed 8th bit A bunch of minor improvements to make the early game more accessible And a few bug fixes