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There's Nothing Underground

There's Nothing Underground Steam news

Palomar Games AB | Dec 12, 2025 | game

Released

0players observed · 25 September 2026 - 08:28:38 UTC

ActionAdventureIndieSimulationSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

There's Nothing Underground news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews11
  • Release dateDec 12, 2025
  • DeveloperPalomar Games AB
  • PublisherPalomar Games AB

Genres: Action, Adventure, Indie, Simulation

Company pages: Developer: Palomar Games ABPublisher: Palomar Games AB

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There's Nothing Underground Steam news

There's Nothing Underground news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Post Launch Fixes and Improvements - 12 February 2026

    After launching There's Nothing Underground there has been a bunch of work we did, improving localization, fixing bugs and adding small feature. We have now cross platform saves between PC and Steam Deck, new settings to remove controller vibration and more.The work on There's Nothing Underground is now done.We might add new content in the future if the demand arises.Also, keep an eye for a future announcement about the soundtrack: it will soon be available for free download on bandcamp.Until then, thanks for playing!

  • Release date, new trailer, new demo! - 24 November 2025

    December 12th! That's when There's Nothing Underground will be released.We are incredibly happy about how this game turned out and we can't wait for people to play it. Speaking of which, new demo is out. It's a small selection of levels from the first run but it should give you a feel for how our open ended creative puzzles work. Check it out!Finally, new trailer featuring new music. You can watch it here:

  • New look! - 10 July 2025

    Game development is rarely linear. You chip away at a big block of marble and you're sure there's a statue somewhere in there. Sometimes a big chunk of marble falls off and all of a sudden everything looks different.Out of the convoluted metaphor - I swear it made more sense in my head - we started looking at improving the visuals of TNU and we ended up drastically changing the look of the game. To give you an example of the scope of the change... this is the same level:Our team expanded with an additional artist - hi Adam - and a level designer - hi Ed - and their works has been invaluable in making this improvement happen.You can also find a new version of our trailer in the store page. Give it a look, and stay for the post credit scene.Aside from that, development on everything else has not slowed down. So we now have more levels, more obstacles, more gadgets, better controls and muc…

  • One good news, one bad news - 26 May 2025

    Hello! We have been deep at work to improve TNU. So much so that we have something pretty big cooking. We are working on expanding and improving pretty much every part of the game. Because of this, we feel the demo is not representing the quality of the project any more (neither the screenshots and trailer, but that's a problem for another day). For this reason, we decided to delist the demo. A new demo will come (soon?) and more news even sooner. Till the next time!

  • Bubbles and milestones - 17 March 2025

    Steam Fest is over, the demo is published and it was time for us to get into what’s next. Every time there is a delivery coming, it’s common to sort of stop working on anything new and focus on improving what’s in the game, and this time was no exception. Now that demo and Next Fest are done, we are hard at work making some changes and adding new stuff. We are also taking the feedback we got from people who played the game and see how to integrate that into the game. But mostly, we are focusing on making new gadgets, obstacles and levels: we are aiming at a release before the end of 2025, so the time to add new things is now. As a designer, this is usually one of the most fun parts of development: you get to finally try all the ideas that accumulated in the past few weeks and months. And today I can show a sneak peek at one of these ideas. I have always loved the bubbles of Bubble Bobbl…

  • Demo available now! - 15 February 2025

    It's out! The demo, it is. This is still a relatively early build of the game, but we believe it shows some of the things that make it special. There are some things that are different from what the final game will be: there are fewer levels, fewer gadgets and the runs are short - also, needless to say, there might be bugs. But the core experience is pretty much there. So, please play it and let us know what you think! We would love to hear what you liked and did not like about There's Nothing Underground! (Bonus picture featuring art made by our awesome artist Zixuan He)

  • One problem, many (many) solutions - 31 January 2025

    If you saw our trailer, you know we say "one problem, many (many) solutions". One of the core ideas of There's Nothing Underground is that there can be puzzles and obstacles that have many possible solutions, possibly one we didn't even think about. The key to that concept is gadgets. Gadgets are the tools that the player has to interact with the world of TNU. When we design a gadget we try to think of how clearly it presents itself (as we don't want tutorials or text descriptions), how fun it is to use and how it will interact with everything else. And when we mean everything, we mean everything. Let's take our trusty hookshot. It's a staple of videogames: always fun, always useful. But so, how would a hookshot work in our game? When we design a gadget we try to give it as many uses as possible. So, in this case, we want the hookshot to be useful both to pull the player to something an…

  • The game has been announced, but what is it? - 17 January 2025

    Hello. I'm Ferruccio Cinquemani, game designer on There's Nothing Underground We have been working on this game for a while so I thought it could be interesting to write a bit how we got to what you see in the trailer The initial concept came from an amalgamation of many different ideas and many different games, including some that I personally worked on. Most of all, I became very fascinated by the idea of having puzzles without a set solution. Games like The Legend of Zelda Tears of the Kingdom managed to create a beautiful balance between clever puzzles and players freedom and I wanted to explore that concept even more. I love the freedom typical of sandbox games but I love it even more when that freedom is mixed with the parts I like the most in linear games - some narrative, clear objectives etc. With time, I even started to think about how the roguelike structure of many games I l…

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