Idlewood Outpost news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak4
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews3
- Release dateNov 17, 2025
- DeveloperTidepool Games
- PublisherTidepool Games
Company pages: Developer: Tidepool GamesPublisher: Tidepool Games
Idlewood Outpost Steam news
Idlewood Outpost news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- 1.0 Launch is here! - 17 November 2025
It's done! The game is out and you can grab it for about the price of a nice coffee here in Stockholm. Or you can keep playing the demo for as long as you want for free - I won't be taking it down.If you've been following the game and end up liking it - a review, forwarding it to a friend or your favourite streamer are additional ways how you can support development. The game selling more copies ultimately means I can invest more time in updates, fixes, etc. - which I'd love!Here's a little clip to see where it all began, a little tech experiment with Electron in May of this year. Thanks for following along :)
- Mounts are in! - 22 October 2025
Horses, Pandas, Capybaras...Short update: You can now ride all the things! All the launch mounts are implemented and working. They're currently purely cosmetic, but I got basic logic implemented so that they could also function similar to items and give the rider some stats boosts. Let's see what ya'll think!Also finished some UI tweaks and QoL issues that got raised over Next Fest. There's now a HP bar that shows on hovering a hero and a little context menu that shows their gear and progress levels on clicking the hero. And some other small stuff. Am now well underway on the heroes - just finished the Monk - and have 7 more to do there! Not nothing but should be easy for the looming release deadline.
- Release Roadmap - 13 October 2025
Launch is approaching fast!With just over 30 days left until Idlewood releases, I wanted to give a quick update on what's left on my plate. Broadly speaking it's finishing up the release content scope and fixing any bugs and smaller QoL issues ya'll find during Next Fest. So it's a little flexible, but here's the rough outline:Heroes: Biggest task by far. Every Hero needs a set of several animations (idle, walk, train, work, recover) for their different equipment tiers. So 15 animations for 1.0. This will fill most of the time between now and November.Mounts: I got them working, so it's mostly a matter of creating the pixel art & animations for all the mounts that will be in 1.0. Couple days work.Monsters: Same thing - it's a much larger set than the mounts, but I got most of them ready to go so this is mostly a matter of importing sprite sheets and maybe making smaller tweaks. A day, t…
- Idlewood Outpost is in Steam Next Fest! - 2 October 2025
The new demo:Porting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it. And apps like Cursor make switching code language pretty darn fast, even for a n00b dev like myself.So what's new?I basically ripped out the inventory and dialog systems. The former felt too clunky and involved for such a passive game - and the latter just didn't deliver enough value and was an active barrier to more translations and just a maintenance nightmare in waiting.What do we get instead? Collecting loot now simply levels up the gear on your heroes. Every hero has 3 items that define their individual strengths and weaknesses. Collecting e.g. a sword levels up ALL swords on all heroes and when all items on a hero have levelled up, the hero does as well. There's also artifacts now - loot drops tha…
- Under Construction! - 2 September 2025
I've been a bit too quiet since the demo launch, but I had a reason that's both good and pretty stupid. As many of you have noticed, there's a couple issues with the game being unreliable when it comes to which clicks it captures and which fall through to the desktop and "steal" the focus from the game. Well, turns out this is a very specific and very niche issue with Electron (framework I used to build this) that doesn't have an existing solution. And given how hard that seems to hit Windows users, it wasn't really a tenable situation. So I've decided to port the game to Godot! I'm using that opportunity to a) learn Godot, which I've been wanting for a while, b) clean up the messy codebase and c) trim and improve the overall game design. C) means that I'm dropping the current item/shop system and will replace it with something much leaner that I think will work better for this kind of…
- The Demo is here! - 16 August 2025
The Outpost is open for testing! We're super happy to have hit this milestone and am already learning what is and isn't working (yet). Known issues:Click transparency being fiddly - the game can lose focus and then you need to click it in the task bar/dock so that the OS gives back the focus and you can click things again. We're working on it, but it's a pesky one...Heroes being invisible for some players. We got a hot lead on this today, so hopefully fixed soon!Player wishlist:"Hide game" button. Will add that asap.Take progress over to full version (when it releases). We're planning to do that unless some technical reason forces us to do a launch reset.Next steps:Next week or two will be all about hotfixes for the issues you find.We're planning on hitting the October Steam Fest, so until then we want the demo to be rock solid!Once the demo feels polished enough for Next Fest we'll dir…
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