Friday, January 2, 2026

Fugue Shot Devlog - January 2026

Happy new year! The first update of 2026 brings one of the biggest improvements to Fugue Shot yet:

New Run Structure

We've received feedback that the open-ended nature of the game is a bit disorienting for players. Initially, we thought that allowing the player to tackle levels in any order would present some interesting strategic options - ultimately, though, the abundance of choice has resulted in a less directed/streamlined gameplay loop.

To fix this, we've changed the run structure to give the player a choice between 2 levels every round. Maybe you'll tackle all the levels for one omen before facing a new omen, or maybe your goal is to fill all 5 omen slots as quickly as possible and evenly distribute the levels from there.

The option to visit the shop at any point has also been removed in favor of special "reward" rounds. Currently, the reward system is in a bit of a draft stage, which is why the reward options are always between "choose 1 of 2" or "choose 1 of 3" items. 

More reward types will be added in the future, like the option to refill sand in your hourglass, the option to trade an item for a new one, the option to swap out one of your current omens for a different one, or your choice of a new "consumable" item type. 

In addition, the player will also receive an item after every won level.

Global difficulty (Dreamcatcher Level) now scales at set intervals throughout your run, resulting in a steady difficulty progression to match the player's constantly increasing power.

Ultimately, these changes don't affect the moment-to-moment gameplay much, but the feeling of progression is much stronger!

Fugue Shot Devlog - March 2026

Hello! We've got a few updates on Fugue Shot to share, so here's the latest: Fugue Shot is at GDC! We'll be very active in San F...