Steam release scheduled · App 5491200

Keep Making Games Demo

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Game demo
Steam

Store data

Store status
Coming soon
Scheduled release
6 November 2026
Positive reviews
—
Total reviews
—
Release date
6 November 2026
Player tracking—Begins when the game launches
Release date6 November 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5491200
App type
Demo
Developer
Publisher
Supported systems
Windows
Genres
Indie, Simulation, Strategy
Release date
6 November 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
Recommended
Requirement
Requires a 64-bit processor and operating system
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Player history

Concurrent players

This range will fill as SteamWatch collects more samples.

24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

Twitch stats

Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

Keep Making Games starts you in 1976 with a spare room, a homebrew kit and $4,000. Make a small game, ship it, read what the magazines think, then make the next one better. Buzz, Bonsai and Tape will have opinions about all of it.

Snap features onto the genre's core and prototype it before you commit

Ship onto three shelves at once: its genre, its theme and its machine. A flooded shelf sells less, whoever flooded it

Get reviewed by the magazines of the day. They don't agree, and each one says why

Buy a rival's game, then play it or take it apart

Master a genre and it opens two more - Action grows into Platformer and Shoot 'em up

Making a game

Every game starts as a genre's core. Snap features onto it, sketch a prototype and see what it really costs before you build the rest. Then the game gets made right there in the room, while Buzz reads you the headlines.

Your only staff

After your first release you pick one of them. Buzz is a chick with a megaphone for a beak. Bonsai is a small tree in a pot. Tape is a cassette with strong opinions about hardware. The other two move in when you earn them. Each wants something different from your next game, and they'll tell you. Each one also evolves twice: Tape becomes a floppy disk and won't stop mentioning how fast it loads.

Shelves

Every genre, theme and machine is its own shelf, and rival studios fill them too. Release a Space game the same month as three others and it sits in a pile. Good games make players trust a shelf more, which helps you and every rival on it. Your first goal is simple: beat the best Action game on sale.

You study them, they study you

Buy a rival's game and pick one: play it and learn from people who know the genre better than you, or take it apart so every technology inside gets cheaper to research. Old games sit in the bargain bin at half price. It works both ways. Master a genre and it opens two new ones, like Platformer and Shoot 'em up from Action. Get there first, and rivals have to play and take apart your games before they can follow. The news tells you when they have.

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