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Light Repair Team #4

Light Repair Team #4 Steam news

Eerie Bear Games | Apr 5, 2016 | game

Released

0players observed · 6 October 2026 - 06:25:22 UTC

CasualIndieFree To PlayFree to PlayVRSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak7
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score91% positive

Light Repair Team #4 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak7
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score91% positive
  • Total reviews55
  • Release dateApr 5, 2016
  • DeveloperEerie Bear Games
  • PublisherEerie Bear Games

Genres: Casual, Indie, Free To Play

Company pages: Developer: Eerie Bear GamesPublisher: Eerie Bear Games

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Light Repair Team #4 Steam news

Light Repair Team #4 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • A new price! - 9 November 2018

    Greetings everyone! We just want to make it known that we have officially and permanently reduced the price of our games, Light Repair Team #4 and Fruit for the Village. These prices are permanent, and will not go away! Sales will still happen, as they appear, so please keep an eye on that. Light Repair Team #4 is now $4.99USD Fruit for the Village is now $2.99 USD We would also like to give a shout out to our Australian friends, you may see that your prices are a bit more reasonable compared to what you may usual expect. We thank everyone for their support of us and our games and we wish you a happy end of the year. - Eerie Bear Games

  • Our next game, Fruit for the Village - 1 May 2018

    Hey everyone! Over the past year or so we've been hard at work on a new title, called Fruit for the Village and it's coming out May 22nd. JUST 3 WEEKS AWAY! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F12153412%2Fa3ee8fef48cbb6618188ae55546612caa4bac095.png Fruit for the Village is an incremental game, in VR. Think something like Cookie Clicker, but in VR with a little bit of a twist. You, the player, take on the role of growing fruit for a nearby village ravaged and lost in a post-war, world. Much like a standard 'clicker' game, you'll be using mallets to hit pots to grow fruit, which will give you credits to buy more pots, auto-clickers, bigger pots and most importantly, fruit that you'll send back to the village to replenish their ever diminishing supply. Fruit for the Village has two modes available at launch: Story Mode and Survival Mode. In Story Mode, you'll y…

  • The Menu Update is now live! - 4 July 2016

    Hey Everyone! Finally here, our first content update (yay new stuff) is here! The two of us have been working hard to get this patch ready for everyone and one dead hard drive later (whoops), it's here! Enjoy! Here's the complete patch notes: Features: New Menu UI system - No longer will you shine a laser to pick a level! We've revamped the whole level selct system. Use the controllers to navigate through all thirty (30!) puzzles, complete with new names and chapters titles. The new menu system includes: + game chapters (a collection of puzzles) & levels associated with each chapters + an image of the puzzle (so now you can see which levels you're going to!) + Completed puzzles now turn green in the menu, complete puzzles where you beat the part time will turn yellow. + Par times for the puzzle, along with your best-puzzle time (so you can compete and do speed puzzling) Speed-puzzling -…

  • The Menu Update is now live! - 4 July 2016

    Hey Everyone! Finally here, our first content update (yay new stuff) is here! The two of us have been working hard to get this patch ready for everyone and one dead hard drive later (whoops), it's here! Enjoy! Here's the complete patch notes: Features: New Menu UI system - No longer will you shine a laser to pick a level! We've revamped the whole level selct system. Use the controllers to navigate through all thirty (30!) puzzles, complete with new names and chapters titles. The new menu system includes: + game chapters (a collection of puzzles) & levels associated with each chapters + an image of the puzzle (so now you can see which levels you're going to!) + Completed puzzles now turn green in the menu, complete puzzles where you beat the part time will turn yellow. + Par times for the puzzle, along with your best-puzzle time (so you can compete and do speed puzzling) Speed-puzzling -…

  • Dev Blog #8 - The Menu Update (coming soon!) - 2 July 2016

    Hey Everyone! Our first content update is just around the corner! We're doing some final checks to make sure nothing completely burns down or crashes. While you're waiting, we thought we'd fill you in on whats actually in the update. Five new puzzles - Some shown in previous Dev Blogs, others shown in the teaser above, ALL shown in the trailer below. New Level select interface - we've revamped the menu level! Use the motion controllers to pick which levels you want to play, see what levels look like before you play them and see which ones you've completed. Timed Puzzles - All puzzles now keep track of completion time. Try to improve your puzzling times, or attempt to beat the par times! Thats all we have for you now, be sure to check out the update trailer below! https://youtu.be/EVPr9N46nR0 Toodles! ːledgewindowonː ----- If you want to make sure you're one of the first people to know a…

  • Dev Blog #8 - The Menu Update (coming soon!) - 2 July 2016

    Hey Everyone! Our first content update is just around the corner! We're doing some final checks to make sure nothing completely burns down or crashes. While you're waiting, we thought we'd fill you in on whats actually in the update. Five new puzzles - Some shown in previous Dev Blogs, others shown in the teaser above, ALL shown in the trailer below. New Level select interface - we've revamped the menu level! Use the motion controllers to pick which levels you want to play, see what levels look like before you play them and see which ones you've completed. Timed Puzzles - All puzzles now keep track of completion time. Try to improve your puzzling times, or attempt to beat the par times! Thats all we have for you now, be sure to check out the update trailer below! https://youtu.be/EVPr9N46nR0 Toodles! :ledgewindowon: ----- If you want to make sure you're one of the first people to know a…

  • Light Repair Team #4 - 33% off during the Steam Summer Picnic Sale! - 25 June 2016

    Light Repair Team #4 is now on sale, 33% off during the Steam Summer Picnic Sale! We've brought the price of Light Repair Team #4 back to the launch week sale price, for everyone who missed it! If you're looking to scratch a roomscale puzzle itch, grab Light Repair Team #4 now, before July 4th!

  • Light Repair Team #4 - 33% off during the Steam Summer Picnic Sale! - 25 June 2016

    Light Repair Team #4 is now on sale, 33% off during the Steam Summer Picnic Sale! We've brought the price of Light Repair Team #4 back to the launch week sale price, for everyone who missed it! If you're looking to scratch a roomscale puzzle itch, grab Light Repair Team #4 now, before July 4th!

  • Dev Blog #8 - Oculus Rift and Touch Support(ish) - 19 June 2016

    Hey Everyone! This past week introduced an update to SteamVR that added the initial Oculus Rift and Oculus Touch compatibility through SteamVR. What does this mean? Any Vive game bought through steam, should work with the Rift and Touch controllers. Because of this update, Light Repair Team #4 is now sort-of Rift/Touch compatible through SteamVR. If you have a Rift and a Touch controller, you can play Light Repair Team #4 right now, if you wanted. We're not comfortable yet calling it full support, so you won't see us changing the store page to show the Rift being supported - let me explain why. You can see me (Joe) play Light Repair Team #4 with the Oculus Rift and Touch below: https://www.youtube.com/watch?v=NMBdYcpjw_M Each headset has their recommended "supported" set-ups. For example, the Vive instructs you to put the LightHouses up high, facing each other in the corners of your pla…

  • Dev Blog #8 - Oculus Rift and Touch Support(ish) - 19 June 2016

    Hey Everyone! This past week introduced an update to SteamVR that added the initial Oculus Rift and Oculus Touch compatibility through SteamVR. What does this mean? Any Vive game bought through steam, should work with the Rift and Touch controllers. Because of this update, Light Repair Team #4 is now sort-of Rift/Touch compatible through SteamVR. If you have a Rift and a Touch controller, you can play Light Repair Team #4 right now, if you wanted. We're not comfortable yet calling it full support, so you won't see us changing the store page to show the Rift being supported - let me explain why. You can see me (Joe) play Light Repair Team #4 with the Oculus Rift and Touch below: https://www.youtube.com/watch?v=NMBdYcpjw_M Each headset has their recommended "supported" set-ups. For example, the Vive instructs you to put the LightHouses up high, facing each other in the corners of your pla…

  • Dev Blog #7 - Technical Talk and a peek at new content - 8 June 2016

    Hey Everyone! It's been a while since the last Dev Blog. We've been busy working away at the first content patch for Light Repair Team #4. Yup, not another patch of just bug fixes and polish! This update will be bug fixes, polish and five new puzzles. In the last blog post, I showed off four of those puzzles. Unfortunately, for this blog post, you're only going to get one teaser, but you'll see more in the future. ;) This is a work in progress shot of the environment of level 26. It's a river side nook in the industrial sector of New Corona. There's still some work to be done, so if you have feedback, let us know below! (Warning, things start to get a bit technical after this) One of the things that some people commented on with the first 25 levels is that they were all essentially looked the same. You were in a narrow canal in the middle of a city, you had to look up and around to see…

  • Dev Blog #7 - Technical Talk and a peek at new content - 8 June 2016

    Hey Everyone! It's been a while since the last Dev Blog. We've been busy working away at the first content patch for Light Repair Team #4. Yup, not another patch of just bug fixes and polish! This update will be bug fixes, polish and five new puzzles. In the last blog post, I showed off four of those puzzles. Unfortunately, for this blog post, you're only going to get one teaser, but you'll see more in the future. ;) This is a work in progress shot of the environment of level 26. It's a river side nook in the industrial sector of New Corona. There's still some work to be done, so if you have feedback, let us know below! (Warning, things start to get a bit technical after this) One of the things that some people commented on with the first 25 levels is that they were all essentially looked the same. You were in a narrow canal in the middle of a city, you had to look up and around to see…

  • Dev Blog #5 - Lets talk about progression! - 10 May 2016

    Dev Blog #5 Lets talk about game progression! In the month or so that Light Repair Team #4 has been out, many people have commented that our puzzle progression is a bit different than other puzzle games on the market. In MANY games like Puzzle Dimension, Portal 1/2, FORCED, World of Goo, Crayon Physics, Legend of Zelda, QUBE and more, there is a linear progression of puzzles that you have to follow. There may be some variance, but it's all set progression. This is pretty standard, as that many of these games don't have exclusive tutorials and instead us gameplay based teaching to show how puzzle elements work. You have to play through the game to learn everything. We like this! We think that it's better for immersion to teach the player how to play the game while in the games environment and not through some guided tutorial zone. Arguably, doing in-environmental tutorials, rather than a…

  • Dev Blog #5 - Lets talk about progression! - 10 May 2016

    Dev Blog #5 Lets talk about game progression! In the month or so that Light Repair Team #4 has been out, many people have commented that our puzzle progression is a bit different than other puzzle games on the market. In MANY games like Puzzle Dimension, Portal 1/2, FORCED, World of Goo, Crayon Physics, Legend of Zelda, QUBE and more, there is a linear progression of puzzles that you have to follow. There may be some variance, but it's all set progression. This is pretty standard, as that many of these games don't have exclusive tutorials and instead us gameplay based teaching to show how puzzle elements work. You have to play through the game to learn everything. We like this! We think that it's better for immersion to teach the player how to play the game while in the games environment and not through some guided tutorial zone. Arguably, doing in-environmental tutorials, rather than a…

  • May 9th, 2016 - Patch #1b - Crash Hotfixes - 9 May 2016

    Patch Size: 89.9MB Patch Notes: Fixed multiple game crashes Sea wave sounds are now properly directional, 3D sounds. They will no longer sound like they're coming from everywhere. Patch note extras! The crashes that a lot of people have been reporting recently were related to the new player controller code we implemented in Patch #1 on May 1st. Essentially, if you were still holding an object (thus, holding the trigger button down) through a level transition, the game would crash. We were accidentally leaving bits of code in after the transition that shouldn't have been there, and thus, broke everything. We're still not sure if this is going to fix the super esoteric and less-common crash issues with the i7-6700k CPU's. We're still not 100% sure that the i7-6700k CPU's are the reason for SOME crashes, as we have not fully replicated the crash reliably! This is our working theory as this…

  • May 9th, 2016 - Patch #1b - Crash Hotfixes - 9 May 2016

    Patch Size: 89.9MB Patch Notes: Fixed multiple game crashes Sea wave sounds are now properly directional, 3D sounds. They will no longer sound like they're coming from everywhere. Patch note extras! The crashes that a lot of people have been reporting recently were related to the new player controller code we implemented in Patch #1 on May 1st. Essentially, if you were still holding an object (thus, holding the trigger button down) through a level transition, the game would crash. We were accidentally leaving bits of code in after the transition that shouldn't have been there, and thus, broke everything. We're still not sure if this is going to fix the super esoteric and less-common crash issues with the i7-6700k CPU's. We're still not 100% sure that the i7-6700k CPU's are the reason for SOME crashes, as we have not fully replicated the crash reliably! This is our working theory as this…

  • May 2, 2016 - Patch #1 - 2 May 2016

    Hey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future! You can read about the reasoning is behind the patch notes (and patch delay) in Dev Blog 2 and Dev Blog 3. This weeks Dev log is the patch notes, and they're a day early! We're really spoiling you now. Backend Code rewrite: As mentioned in the previous blogs, we needed to rewrite the back end code of Light Repair Team #4 so that we don't completely pull our hair out adding new features and mechanics in the future. As such, the patch notes will look lite (pun intended), but the implications of the patch are large. You won't see many of the changes, but there are visual improvements to the game that we have added as part of a second (third? fourth?) polish pass. Noah did a kick-ass job on it. Mechanics: The entire back end code has been rewritten to allow for fut…

  • May 2, 2016 - Patch #1 - 2 May 2016

    Hey everyone! Finally! This patch is live. Sorry for the delays. We'll be better at predicting the unpredictable in the future! You can read about the reasoning is behind the patch notes (and patch delay) in Dev Blog 2 and Dev Blog 3. This weeks Dev log is the patch notes, and they're a day early! We're really spoiling you now. Backend Code rewrite: As mentioned in the previous blogs, we needed to rewrite the back end code of Light Repair Team #4 so that we don't completely pull our hair out adding new features and mechanics in the future. As such, the patch notes will look lite (pun intended), but the implications of the patch are large. You won't see many of the changes, but there are visual improvements to the game that we have added as part of a second (third? fourth?) polish pass. Noah did a kick-ass job on it. Mechanics: The entire back end code has been rewritten to allow for fut…

  • Dev Blog #4 - PAX East! - 26 April 2016

    Hey Everyone We've had a bit of a crazy weekend, so I apologize in advance for any mistakes in this blog post. As mentioned in Dev Blog #3, we were going to be at PAX East this past weekend. Originally, we were planning to go as normal expo-goers; waiting in lines to play demos, swag bag hunting, etc. We thought it was going to be a nice, quiet vacation. On Wednesday however, we got word that CybertronPC needed a last-second VR game for one of their booths. I tweeted out to the person asking for the game, and mentioned Light Repair Team #4. At first we were told the space was filled, but a few hours later (just as we were getting ready to unwind after a long day of moving furniture and boxes around for a family member) we were told that they'd like to use Light Repair Team #4 in their 10x10 booth. We were super-excited about this opportunity (well, about as excited as you could be after…

  • Dev Blog #4 - PAX East! - 26 April 2016

    Hey Everyone We've had a bit of a crazy weekend, so I apologize in advance for any mistakes in this blog post. As mentioned in Dev Blog #3, we were going to be at PAX East this past weekend. Originally, we were planning to go as normal expo-goers; waiting in lines to play demos, swag bag hunting, etc. We thought it was going to be a nice, quiet vacation. On Wednesday however, we got word that CybertronPC needed a last-second VR game for one of their booths. I tweeted out to the person asking for the game, and mentioned Light Repair Team #4. At first we were told the space was filled, but a few hours later (just as we were getting ready to unwind after a long day of moving furniture and boxes around for a family member) we were told that they'd like to use Light Repair Team #4 in their 10x10 booth. We were super-excited about this opportunity (well, about as excited as you could be after…

Patch notes and updates

S.noRelease datePatch nameGID number
14 July 2016The Menu Update is now live!4249665521684222891
29 May 2016May 9th, 2016 - Patch #1b - Crash Hotfixes4249665521684223570
32 May 2016May 2, 2016 - Patch #14249665521684223686

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