Castle Come news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1902970
- PriceNo longer available on Steam Store
- Release dateQ3 2026
- Developerlauflauf
- Publisherlauflauf
- Parent gameNot available
Company pages: Developer: lauflaufPublisher: lauflauf
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Castle Come Steam news
Castle Come news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Playtest 2: Cradle to Gate - 23 January 2026
Hey everybodyLot's has happened in the past weeks. A crazy start into the year :) After the playtestA bit behind schedule, we playtested Castle Come over the second weekend of January. For this we used the internal play testing system available through Steam where people were able to sign up to starting from October.We've unlocked 300 playtesters and gave them access to the newest Version 0.9.22.21 Rhäzüns.As a small play test it gave important feedback to the onboarding process also as we added some telemetry tracking to get some insights what people are doing and how far they are advancing.It became really clear that the start is hard to get through, there is too little explanation and some mechanics are easily missable if you don't take care. Luckily the playtest forced us to fix several technical issues and we went through the weekend without any big bugs.Is before the playtestSo wh…
- Playtest: Rhäzüns is now live - 8 January 2026
The Castle Come Playtest is now liveWe are happy that we have unlocked the first few testers to the current version of Castle Come.If you have recieved access, have fun and we are looking forward to your feedback. It's still a early version of the game but we think several key systems are ready for testing and your feedback.If you are still waiting for access, fret not. We will add more and more people over the coming days or then the following playtests which are going to be hosted more often.Meet us in our discord, or here in the discussions!It's been a rush starting into the new year with this!BestSam & Basil
- Good Morning - 6 January 2026
On the state of the playtestWe are launching the playtest of Castle Come on the on the 8th of January through Steam.Initially planned for the end of November, we hit a few major issues with in person playtests and decided to fix them first.All in all it's still a sketch but all major systems are now in place and ready to be explored. We will open up the playtest gradually to keep it manageable for our side so you might not get instant access.Changelog -1To write a first changelog here's what's new and can be expected in the playtest:StoryPlayer needs to prompt story with an input, making the timing way better to experience the world buildingMechaNew ability: Recycle.All resources in the world are destroyable on the mecha to gain the scrap resource with which you unlock new mecha stages. This reinforces you sucking up the resources in the world to grow and grow and growAll new stagesWith…
- Identity and Growth - 6 January 2026
Naming CastlesWhat is Castle Come?We started by calling it a rogue-like mecha action game. While feeling accurate to portray a returning start in a procedural world, we are standing at a point that makes us question if that's the right choice.This newsletter is part throwing around game terminology, part identity crisis about the game and the outward talk we do called marketing (sometimes).What describes Castle Come?Castle Come is a walking fortress rogue-like. That's what our steam page says.In a "room-after-room" structure you fight different enemies and amass power. Upon death you lose all of it to the world. Begin anew a bit cleverer, a bit more prepared, fingers more atuned to enemy rhythm.This is a collection that nicely describes a lot of rogue-likes, and for us was also a first identifier to tag our game with. It was popular at the time and gave enough constraint to not "make" a…
- Breaking Items (and other things) - 5 November 2025
It is Basil writing again, and today i am going to discuss our gameplay philosophy of regarding almost anything in the game as an interactive object and especially, looking at a subset of it as collectable and buildable objects.On Castle ComeEverything buildable, everything damageableFrom early stages of the game on (paper prototypes even, I remember laying them out on our living room table), a core part of the game experience was about packing as many objects as you could onto your mecha. In the beginning, this idea was only applied to objects being deemed a "component" which included items like weapons. This already opened up lots of player freedom of where to attach those items and questioning which to take along in the first place, as space on the fortress is limited of course.Still, this reduced approach somehow felt like there could be more consistency to it, as if it was not full…
- Storytellers and Campfires - 22 October 2025
This issue I'm digging a bit into our story system. I’ll try to keep it brief but there’s a lot to unpack. On Castle Come(For whom we've ever overwhelmed by trying to explain how our story system works, sorry :))Some time back we started working with Ink, as we fell in love with the flexibility and the possibility to add logic to the story already inside the text editor.We started by conceiving a system that only is "talking" when the player does a story relevant action and have only choice by action instead of a direct click-a-button-to-choose-option story.This forced us to bend inky a bit as it is made more for a story that flows forward instead of circling back a lot (as we visit the story beats again and again with our generalized actions). Nevertheless it's a joy to write in and rather quick to expand.So let's try to unfold this system on a basic level. We probably have to revisit…
- Of grass and other living things 💚 - 7 October 2025
This time it is Basil writing. I've really been looking forward to try out our newsletter and writing long form formats have always been something which is dear to me.Beautiful corner progressLast week I wrote and built up a bunch of systems and processes to push the visuals for a new "beautiful corner" we are building. By designing said corner, we want to clear out some issues we had with how borders of the world would behave and answer questions about the overall visual density and structure the final game will have. We have found that building hand crafted scenes is a good way to inform decisions for generative systems, instead of desperately trying to solve visual questions directly in world generation code. Line Distribution ToolOne of the systems I wrote distributes a collection of objects along a predefined path, using parameters such as density and noise controls to mask out par…
- A signal recieved - 30 September 2025
Communications are onlineTemporarily stable, testing frequenciesAre you there? Hope you are doing fine.We decided to start a newsletter to create a channel to talk and document all the things we are doing with lauflauf. Basil and I discussed a lot about ways to share progress of our projects within a form that isn't alien to us. We decided that a written format, longer in its form and content was more fitting to the way we look at our work, so we are going to start writing longer texts and put them out via a newsletter. We will post all content concerning Castle Come also in this channel, but if you are interested in all topics we ramble about, consider subscribing to our newsletter here: Newsletter Signup On Castle ComeMuch has changed since our last blip into the ether.We have not really talked about Castle Come in the public since our announcement trailer last year; The idea of today…
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