Steam release in one week from today! Thank you for 1,000+ wishlists!


New key art made for the steam release

Wishlist Suika Shapes here: https://store.steampowered.com/app/2686690/

I wanted to write this post to give an update about the state of the itch version, how the steam version will be different.

Right now I'm "crunching" to complete everything for the steam release so I cannot take the time to make an itch build at the moment. Sometime after the steam release I will release a patch for the itch version of the game to fix some bugs and give some quality of life fixes, including an options window with various settings.

Differences between the steam and itch build

Everything added to the itch build up until this point will continue to be free after the release of the steam version. Additional large features however will be limited to steam.

New Steam features/changes: 

  • Can combine shapes, modifiers, and gamemodes however you want. For example, you can play speed mode, with any shapes you choose, you can pick whether the charge shot is enabled, and you can pick whether you can swap the current shape with the next shape.
  • New modifiers: Bouncy, low gravity, slippery. Probably more eventually, but there are no leaderboards for these modifiers
  • 4 New shapes planned, 2 already implemented (T shape and pentagon arrows likely more added in the future)
  • Another new gamemode (Planned, but can't guarantee it will make it in by release, likely will): Evolution mode, where the shapes start off smaller, and every double watermelon clear will increase the base size of all shapes. Intended for longer play sessions
  • Steam achievements: Every base shape will have achievements for 3000 points, and double watermelon clears. I'd like to implement trading cards and extra things if that becomes available to me in the future
  • Steam cloud saves: synced saving across devices
  • Japanese localization (will be released to itch eventually)
  • See the scores of your steam friends, global best scores, and all your best scores (probably capped at 50/100 best). The local scores will be released to itch eventually.
  • Rebalanced shape sizes: All shapes will be carefully balanced so that a double watermelon clear is possible, but difficult. Hexagons in the live is not possible currently, and triangles and squares are slightly too easy

If the game gets a decent number of sales I will add multiplayer (it has to make financial sense for me though, since I have another project to work on too). Multiplayer would likely be centered around the current speed mode, where you would match shapes quickly to make the opponent's floor raise faster.

Anyway, thanks for everyone who continues the play the game or supports in any way they can

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