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Circuit Artist

Circuit Artist Steam news

lets_all_be_stupid_forever | Aug 25, 2024 | game

Released

2players observed · 23 September 2026 - 19:07:25 UTC

IndieSimulationSteam Store

  • Latest observed players2 · 23 September 2026 - 19:07:25 UTC
  • SteamPulse tracked peak6
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Circuit Artist news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players2 · 23 September 2026 - 19:07:25 UTC
  • SteamPulse tracked peak6
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews12
  • Release dateAug 25, 2024
  • Developerlets_all_be_stupid_forever
  • Publisherlets_all_be_stupid_forever

Genres: Indie, Simulation

Company pages: Developer: lets_all_be_stupid_foreverPublisher: lets_all_be_stupid_forever

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Circuit Artist Steam news

Circuit Artist news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Very small modifs - 6 July 2026

    - Fixed the "-A (8 bit signed)" level. - Added a togglable sidebar with the objectives for the level. - Added some icons for campaign/custom level buttons and other buttons - Moved the "add blueprint as solution" button into the "objectives" sidebar panel

  • Some News and Content Roadmap - 30 June 2026

    NewsCircuit Artist is now one of the platinum sponsors of Raylib ːsteamhappyː Updates have been a bit slow lately due to some issues in the deployment pipeline, but I'm finding a way to replace it.The code is now hosted Gitlab (had some issues with github)Content Roadmap (long term)We've had some cool ideas on discord channel, we'll be implementing those little by little as small updates. If you also have some ideas please don't hesitate to join our discord and share your thoughts!On top of those, I plan to add 2 big things to finish the campaign:1/ Coding Support (wip)I haven't added a full CPU campaign yet because the game is lacking the ability to manage code edition: I'd like people to be able to edit and play with code at the same time they tweak their CPU's. The particular direction I'm exploring is, rather than having the editor embedded in the game, is to have the code outside t…

  • New Campaign: Bit Slide - 24 May 2026

    Hello,New Campaign: Bit SlideI've just added the 6th campaign in CA: Bit Slide. It's about shifting and rotating bits, with final level a complete RISC-V 32I compatible barrel shifter level.Also fixed some minor bugs.

  • New Campaign: Little Bit of Math - 20 May 2026

    Hello,1) New Campaign: A Little Bit of MathIn this update I've added a new campaign about basic math building blocks. (+ the steam achievement)2) Locked Campaigns / LevelsThe campaigns and levels are now locked by default and unlocked according to dependencies / progression. This replaces the previous system of "everything open", which could have been a bit confusing for new players, specially with new and more difficult campaigns coming.3) Iteration on MetricsI've added an iteration on the circuit metrics: Instead of global amount of ticks, i've separated the "timing" metric into cycles (C) and ticks within the cycle (T). This makes ticks reset every cycle. Along with that a new line to display critical tick number (ie the cycle with most ticks), so that an eventual metric score could be C x critical_T . I wanted to add an overlay with the path of highest T , but it was a bit complicat…

  • UI: Little organization of topbar - 9 May 2026

    Small update: Moved settings stuff to a proper "Settings" window. (always on top, sound etc) Settings changes persist between sessions (saved locally) Moved blueprint buttons to the topbar Fixed a message bug when saving as saveas.

  • Workshop Integration Part 3/3: Solution Blueprints - 8 May 2026

    Hi,This patch allows you to share and browse blueprints that solves a specific level. ːsteamhappyːBlueprints can be linked to levels: when you load a blueprint for edit, when you save it the blueprint will be "linked" to the active level. Then whenever you open the blueprint, the level will also automatically load. When a blueprint is saved after a level is solved, the blueprint will be stored as a solution. Solution blueprints, when shared on workshop, will have a special tag that will allow searching, so other players can see how you solved a given level (and you can compare with others'). You can also create a "solution blueprint" directly via a new button on the main window that becomes available whenever a level is solved.It still doesn't store metrics, will most likely be added as soon as metrics are stable. Ideally, metric implementation should come with proper diagnostic tools,…

  • Workshop Integration Part 2: Custom Levels - 4 May 2026

    Hello,Custom levels now can be shared in Steam Workshop. ːsteamhappyːI've added a dedicated window for Custom Levels to separate them into:Official levels (shipped with the game)Local levels (in the filesystem of the user) and Subscribed levels (from the workshop). You can create a folder by level into the local_folders/ folder in the game path with a description file (desc.txt) plus a lua kernel file (kernel.lua) very similar to the custom levels that were loadable by file. These levels in folders can be published to the workshop.I've added an "open folder" button that opens the filesystem containing that specific levels, so it's easy for people to inspect how other levels work (or edit his own level).The levels are all sandboxed on lua, with exception of the levels loaded "by direct lua file" as was before, those ones bypass the lua sandbox and can do stuff like load and write from th…

  • Blueprints on Steam Workshop - 1 May 2026

    Hi, I've added Steam Workshop integration to regular blueprints ːsteamhappyː. You can now share it from the inventory. Also, you can now edit a blueprint's content. ːsteamthumbsupː Good painting!

  • DevLog #1: Circuit Sharing & Steam Workshop - 26 March 2026

    Hello everyone,Here's a quick update on what I'm working on for the next major update.Blueprint & Circuit SharingThe big focus is making it easy to share and browse circuits. Every blueprint will be shareable on Steam Workshop directly from the game — think "dupes" in Garry's Mod but for circuits. You'll be able to browse other players' blueprints and grab components for your own projects.Blueprint-Level LinkingBlueprints will be linkable to levels. When you complete a level, you'll be able to hit "create blueprint from solution" — the blueprint gets associated with that level, making it easy to share and browse specific solutions. Should be a great way to learn from how other players approach problems.This also opens up a nice workflow for large projects: say you want to build a custom CPU. You can create a custom campaign with a level for each component, develop them one by one, and t…

  • Rewind Support for Custom Level - 16 March 2026

    Custom levels can now support rewind! It requires some changes to the level code. A simple commented example has been added to the examples/ folder. For more details, check out the full blog post: https://circuitartistgame.com/2026/03/16/rewind-support-in-custom-levels/

  • Introducing Custom Levels - 21 January 2026

    Hello,Introducing custom Lua levels as first-class citizens. Now you can create your own levels using Lua and load them from local files to interact with your circuits! This also allows you to create bigger projects like CPUs and more.More about custom levels on the blog: https://circuitartistgame.com/2026/01/21/introducing-custom-levels/On top of that, we're adding:Option to hide/show neon visualizationOptimized circuit visualization: now 8k by 8k circuits will work (although they might take some time to compile)Option to hide/show layers during simulationAdded 48x and 64x zoomDisabled glow during pauseAdded Ctrl+O for opening images and Ctrl+N for new imageFixed a bug where NANDs wouldn't work on bordersFixed a bug with mirrored neon on screenFixed a bug with "noise" on image during resizing

  • New Levels: Memory Campaign - 4 January 2026

    Hello,I've added the 4th tutorial campaign, focused on an introduction to sequential circuits. It covers latches, D flip-flops, and registers. The final level is a mini Nand Processing Unit, which some of you might enjoy. It's a minimal CPU with only 3 operations: NAND, LOAD, and MOV, and it runs an AND gate program steamhappy. The idea is to develop it further in future campaigns, adding addressing and more instructions.Also:Fixed the achievements code: campaign completions now unlock Steam achievements.Fixed a bug/imprecision in the delay/energy calculation for upper layers.Added a "See time stats" tool in the simulation options to display the delay of each pixel.Added an option to display the game in "Always On Top" mode.Thanks for playing! If you're enjoying the game and haven't reviewed it yet, please consider leaving a review—it really helps with visibility.

  • Circuit Artist is now available on macOS and Linux! - 29 December 2025

    Hey everyone! Circuit Artist is now officially available on macOS and Linux too.If you've been waiting to play on these platforms, you can now download and play!Let me know if you run into any issues.

  • Layers, Blueprints & Time Travel. - 26 December 2025

    This update changes how simulation works. Before, circuits updated in a single tick — pure logic, instant propagation. Now, signals travel through wires based on distance, wire layout, and how components are connected. 🐢 Distance-Based Propagation Signals now take time to travel. Longer wires = more delay. More output connections = more delay too, just like real circuits. Watch propagation happen in real-time.📑 Layers Stack your circuits. Route signals in 3D. Upper layers have higher propagation speed, just like real chips — optimize your routing.⏪ Time Travel Pause and rewind simulation. Step through your circuit's history to debug timing issues.📦 Blueprints Save components, refine them over time, and rebuild your circuits with better versions as you learn.🎮 Campaign (WIP) New challenges coming.

  • Coming Soon: Snail Mode, Time Travel Debugging, and Multi-Layer Circuits - 14 October 2025

    Hello everyone!Development on Circuit Artist version 1.1 is underway! I'm aiming to release this update before Christmas. Here's what I'm working on:Snail ModeSimulation will have snail and rabbit modes. Rabbit mode will be the classic one, where wires are updated all at the same timeSnail mode will show the wires/nands changing progressively, where you'll be able to see the propagation "flow" of the wires.Time TravelDuring simulation you'll be able to right click to freeze simulation then rotate the mouse cursor clockwise to manually move simulation forward, or move it counter-clockwise to move it BACKWARD! LayersYou'll be able to add layers to images. NANDs will still only be allowed on the bottom layer. (compatible with selections: you'll be able to select and copy-paste multi-layer selections)ConclusionThat's it for v1.1.You can follow more details in the game's blog.I'll keep you p…

  • Minor UI Update - 9 February 2025

    Simplified UI for line width selection. Made all levels available. Completed level buttons have different color. Simplified sandbox level. Added a second sandbox level with the advanced components demo. Fixed multi-line tool corner mode to be consistent for different directions. Initial image is now a black canvas. Previous mini-tutorial image was moved to the tutorial button.

  • Steam Achievement and Level Progression - 12 October 2024

    - Added Level Progression and Steam Achievements. - Added 2 dark colors to default palette - Added feature to save and load a selection (to mitigate lack of blueprint support) - Added possibility to change spacing between consecutive lines in line tool. - Removed minimap and moved sidebar buttons to topbar - Added number of pixels to selection on status bar - Rename circuitopedia to "Tutorial" - Fix bug in SRLATCH image schema - Fix a bug in 9 picture in the 7seg level - Fix crash when window too small

  • Improved lua support. - 22 September 2024

    Loads lua scripts from luasrc/scripts folder. Improved Sandbox level with Keyboard + ROM + RAM + Display components for reference. Added launcher version with console for debugging lua scripts.

  • QoL - 20 September 2024

    (QoL) Can pick color using ALT during brush, line and bucket tools. (QoL) Window starts maximized. Initial window is a bit smaller, to make it work better at different screens. Dialogs change size with screen size (to adapt for smaller screens). (Gameplay) The parsing algorithm requires that all nands have 2 inputs and 1 output, otherwise it enters an error state. (Bugfix) Fixed tilted rectangle display in levels.

  • bugfix - 13 September 2024

    Fixed a bug pasting image in wrong format. Fixed a bug where picker was picking transparent color in background instead of black. Added more details to tooltip of selection tool.

Patch notes and updates

S.noRelease datePatch nameGID number
16 July 2026Very small modifs1836506165576855
29 May 2026UI: Little organization of topbar1832065502818452
31 May 2026Blueprints on Steam Workshop1831432155570476
416 March 2026Rewind Support for Custom Level1826992588602008
59 February 2025Minor UI Update1790848102702542
612 October 2024Steam Achievement and Level Progression6211118320229142720
722 September 2024Improved lua support.6341720536514108824
820 September 2024QoL6341720536507125862
913 September 2024bugfix6250522009516389318
106 September 2024Bugfix6242640076600044388

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