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Coilbound

Coilbound Steam news

lundstroem | To be announced | game

Coming Soon

GameSteam Store content

RPGStrategy

  • Steam app typegame
  • Steam App ID4483710
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • Developerlundstroem

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

  • Steam app typegame
  • Steam App ID4483710
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • Developerlundstroem
  • Publisherlundstroem
  • Parent gameNot available

Genres: RPG, Strategy

Company pages: Developer: lundstroemPublisher: lundstroem

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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Coilbound Steam news

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

Latest Steam announcements

  • Devlog: Week 38 - 21 September 2026

    I didn't have time to post last week, but I've made a lot of progress recently! Mainly with fixes, balancing and more scripted scenarios. These scenarios appear as islands in the sea of the procedurally generated dungeon, where they grow out of their respective biomes when at full intensity. They add an additional sense of purpose when exploring and are welcome breaks from the standard pattern. I am roughly done with at least half of all planned scripted content, which is a bit quicker than anticipated, however I do know that the next pass with some alternate branching will probably be a real timesink..Generally, the main challenge with crafting the events has been coming up with scenarios that utilise the gameplay system in new and interesting ways and creates situations you might not experience anywhere else. I will really try to stretch every corner of capability with the ones that r…

  • Devlog: Week 35 - 29 August 2026

    This week my main focus was to try and make one of the major custom scripted events that will exist in the game and complement the procedurally generated content.I had as a summer-project to architect more characters and questlines but it fell short as my mind was entirely elsewhere (mostly in programming honestly) and I realised that I'm much more of a gardener in this case. Coming up with things on the fly is a lot more fun, and doesn't always have to lead to a worse end result, so that was a good insight. However some things can surely need a lot of tweaking once in place to really fit integrity-wise.Anyway, the story goes like this: In the magic biome, where the essence has pooled up to critical mass there were some ancients long ago that built a reactor for manufacturing soldiers. Scholars in Providence researched it but never quite managed to understand it. The desperate times of…

  • Devlog: Week 34 - 22 August 2026

    Initial feedbackThis week I picked up development again after a quite extensive summer break. Before summer, I felt the need to digest what I currently had, and to get some initial feedback. The main comment people had was that the difficulty level was too high, which I could somewhat agree on, especially early game so as a first step I increased the player starting level for each run from 1 to 3. Though the vision I have in mind regarding difficulty for this game is that it should be dangerous most of the time, so you will need to use everything at your disposal as a counter-measure, and when applied right will give you an advantage. Tied to this is also the survival aspect, and limiting loss for situations where you cannot escape, to give you the best start for the next run etc. So being able to read risks and opportunities and playing smart will be key (and a learning experience).Mor…

  • Devlog: Week 19 - 9 May 2026

    Most of the focus this week has again been on preparing for a first private test build of the demo. This included adding support for persistent logging of errors and versioning.There is of course a ton of content left to produce, mostly for the full game but it's high time that I got something out that someone else can try out.My plan currently is to iron out the roughest edges in a private test version and open that up to public once it's good enough.Even though my first vision of this game was very clear, it's taken me a surprisingly long while to really understand how its core experience should be realised. Hopefully I'm prepared now to see which feedback is relevant or not in terms of how well it aligns with it.Changelog:Improve error log messages context for storing in persistent log.Show all additional mods in weapon description.Fix item pickup dialog lingering after death.Add ice…

  • Devlog: Week 18 - 2 May 2026

    This week I started realising an idea I had for how elements should be distributed in the world.My original idea was that various parts of the Coil should have different elements, and these would affect the visual appearance, item properties, mobs, and custom events therein (depending on the strength of the elements).Each floor now has a single biome type and an element strength of 0-100%. Above 80 and the features will be significantly prominent.The current types are:FirePoisonPlagueIceMagicLightningHolyDarkFor example a floor with fire biome of strength 100 will have the highest chance of producing items with fire damage and resistance, as well as mobs featuring these properties.Depending on which items and spells you currently have, some biomes will be more accessible than others, for example if you have a weapon with ice damage and lots of fire resistance gear in a fire biome.A resi…

  • Devlog: Week 17 - 25 April 2026

    There were a few lingering things to look into to conclude the SDL3 migration, like borderless fullscreen, audio handling and setting correct glyphs depending on gamepad type. I also took the opportunity to add SNES inspired button glyphs to iOS for the onscreen buttons. If you connect a Dual Shock or Xbox controller, the ingame glyphs will be updated instantly to reflect the change and then revert back to onscreen buttons again on disconnect.In general lots of engine, platform and stability related things. Hopefully next week I'll be able to focus on some more content development.Changelog:Fix low latency audio on Windows.Fix borderless fullscreen mode (mac / windows / linux).Show correct glyphs for Steam Deck controller.Add quit main menu option to trigger autosave before quit in cases where quit event is not detected (Steam Deck).Fix total damage not shown in item description.Show cu…

  • Devlog: Week 16 - 18 April 2026

    This week I started on a native Linux version. I noticed that the default SDL2 dev library on Linux is now just a compatibility layer (sdl2-compat) to SDL3. To avoid any middleware related complexity, and as I knew I eventually had to migrate at some point anyway I decided that it was time. Besides realtime audio handling getting a larger overhaul, most things were basically just renames so in all it was fairly quick to get basic functionality in Mac, Windows and Linux working again. There's still some audio latency issues on Windows and fullscreen scaling / handling for all platforms to look into etc, but I'm very happy to have gotten this far as this has been looming in the backlog since day one!For Linux development I actually used my Steam Deck. After switching to desktop mode I ran distrobox which it comes with since recent versions to create an Arch linux container for the dev env…

  • Devlog: Week 15 - 11 April 2026

    I've come to the realisation that the todo list for this game will never be empty as every time I playtest new things are inevitably added. It's all about becoming better at prioritising and consistently moulding the experience to the vision.That said I'm quite pleased with this week's work. The starting area of Providence will most likely be featured in a future demo, so I want it to be as fleshed out as possible and thus have been improved further. This will probably continue until there's nothing more to add.I've also begun adding a few more consumable items that can modify other items. Repair and Eternalise already existed, and I've also added Sturdify, Lighten, Persist and Duplicate. Lighten works on any item that has weight, Persist works on persistable items for now (item will persist between runs) and Duplicate which has no restrictions at all, even quest items can be duplicated…

  • Devlog: Input bindings and glyphs - 21 March 2026

    This week I've done some work on input bindings and button glyphs; As I intend to make gamepads the primary source of input for this game, it feels like something that is definitely nice to have. Basically the glyphs added can be embedded in labels to show which button is bound to certain actions. These are also dynamic so if you change the bindings in settings it will reflect directly in all parts of the UI. If you unplug the controller it will fallback to showing keyboard binding glyphs instead. DualShock, XBox, and Steam Deck controllers will be supported, however the two latter needs some more testing to ensure that mappings are correct.

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