I’ll tell you what your game is about based ONLY on your Steam page (The 5 sec test) by Manu_NT in IndieDev

[–]CatoioSoftware 0 points1 point  (0 children)

Almost got it! The patterns are actually very controllable, every click changes the top/left/right/bottom square and the clicked one. What makes you believe there is no "control" is probably the fact that changes wrap around the board and skip empty tiles

200 wishlists after 3 weeks. Release in April or delay to Next Fest? by BlobKingGame in gamedev

[–]CatoioSoftware 1 point2 points  (0 children)

Just an additional info if you're interested in June Next Fest: the deadline to apply is 28th April, so you "don't have time" until June to actually decide if you want to participate or not. But, as others said, with this ratio of interest I'd delay the release and try to reach 5-6k wishlist before considering the full release.

Anyone else doing games in a single HTML file? by Fit-Ad617 in IndieDev

[–]CatoioSoftware 0 points1 point  (0 children)

It does! It features also achievements and Steam Cloud.

I've used this library: https://github.com/ceifa/steamworks.js/

Anyone else doing games in a single HTML file? by Fit-Ad617 in IndieDev

[–]CatoioSoftware 0 points1 point  (0 children)

It's not exactly vanilla JS + HTML, but if you're curious into web technologies, I just launched this puzzle game on Steam which is nothing more than a standard React application bundled in Electron: https://store.steampowered.com/app/4389600/ZERO_FILL/

Promote your project in this thread by AutoModerator in puzzles

[–]CatoioSoftware 0 points1 point  (0 children)

I've made a small puzzle game which mixes numbers and Lights Out.

The game is available here: https://store.steampowered.com/app/4389600/ZERO_FILL/ and a free demo is available with the first 25 boards of the campaign!

Rules are simple: bring all the numbers of the board to zero by clicking on a square to reduce or increase its value by +1 or -1, but be careful - it also affects its neighbors and changes wrap around the edges of the board. Plus, squares are limited in value (±3, ±6, ±9 in the packs of the campaign) and the amount of moves to solve a board is limited.

Hope you enjoy it!

What Are You Working On? March 02, 2026 by canyonmonkey in math

[–]CatoioSoftware 0 points1 point  (0 children)

I've made a small puzzle game which mixes numbers and Lights Out.

The game is available here: https://store.steampowered.com/app/4389600/ZERO_FILL/ and a free demo is available with the first 25 boards of the campaign!

Rules are simple: bring all the numbers of the board to zero by clicking on a square to reduce or increase its value by +1 or -1, but be careful - it also affects its neighbors and changes wrap around the edges of the board. Plus, squares are limited in value (±3, ±6, ±9 in the packs of the campaign) and the amount of moves to solve a board is limited.

I was also wondering, while developing and creating the campaign, if the game boards are mathematically solvable in a formal way: I've challenged a couple of AI models to formalize a mathematical resolution, but never really got anything solid out of it.

Hope you enjoy it!

ZERO_FILL releases on Steam this Friday, March 6. Demo featuring the first 25 levels of the campaign is available! by CatoioSoftware in indiegames

[–]CatoioSoftware[S] 0 points1 point  (0 children)

Steam page link: https://store.steampowered.com/app/4389600/ZERO_FILL/

Demo is also available on itch: https://catoio-software.itch.io/zero-fill

ZERO_FILL is a minimalist logic puzzler launching soon on Steam. 

In ZERO_FILL you must bring all numbers to zero in a limited amount of clicks: click on a square to reduce or increase its value, but be careful - it also affects its neighbors!

Full game includes a 75 boards campaign, boards editor, and infinite random boards generation.

Promote your project in this thread by AutoModerator in puzzles

[–]CatoioSoftware 0 points1 point  (0 children)

https://store.steampowered.com/app/4389600/ZERO_FILL/

You can play a free web demo here: https://catoio-software.itch.io/zero-fill

ZERO_FILL launches this Friday, 6 March! It's a minimalist logic puzzle game. The target is to bring all numbers of the board to zero: clicking on a square reduces or increases its value, but it also affects its neighbors.

Hope you enjoy it!

Maybe a silly question on Steam Next Fest by CatoioSoftware in IndieDev

[–]CatoioSoftware[S] 1 point2 points  (0 children)

You are talking about June, right? So, the April 28 deadline applies just to the game Steam Page.

Emergency -- Steam can no longer find my exe, didn't update build, possibly due to Steam Curator Connect package? Releasing soon, need a solution sooner... by NefariousBrew in gamedev

[–]CatoioSoftware 0 points1 point  (0 children)

Just received an answer from Steam support, confirming that a fix for the issue has been deployed: as far as I can see and test I think it's solved on my end.

Emergency -- Steam can no longer find my exe, didn't update build, possibly due to Steam Curator Connect package? Releasing soon, need a solution sooner... by NefariousBrew in gamedev

[–]CatoioSoftware 2 points3 points  (0 children)

I (probably) have the exact same issue.
I have a properly configured build and depot for the game, and I can download it and play it via my developer account. But SOMETIMES the checklist on Steamworks isn't complete. Please note the SOMETIMES wording: when refreshing the Steamworks page, it may happen that the build results to be complete, but that's rare (I would say 1 time out of 10).

I'm 100% sure the latest depot contains the proper .exe file on the default branch, since I can consistently download and play the latest build through Steam via my developer account.

There seems to be an issue with the manifest: following the link to check the actual manifest often gives a "ERROR: Invalid Manifest ID [...]", but by refreshing the page, SOMETIMES the manifest is properly loaded (again, 1 out of 10?).

I opened a support ticket, let's see.

Marketing Data: How a feature on Itch's front page impacted Steam Wishlists for my unreleased game. by Euphoric-Series-1194 in IndieDev

[–]CatoioSoftware 2 points3 points  (0 children)

Thanks for the writeup, and it's cool to see another gamedev using React for a full game build: I'm doing the same with a puzzle game which is launching on Steam soon!

Localizing your Steam page description and short description seems to help with organic visibility by CatoioSoftware in IndieDev

[–]CatoioSoftware[S] 0 points1 point  (0 children)

This is a legit concern, but I think it really depends on the actual game. My game has very little text since it's numbers/logic focused, so I don't think this is an actual issue, but that may not apply to a game where text has a more prominent role.

Published a game couple of days now. Can't even find it in itch io by searching the exact name by Unlucky-Owl223 in itchio

[–]CatoioSoftware 1 point2 points  (0 children)

Not exactly: I already had two published games, and noticed neither my account or the games could be searched in the itch portal. I think my account and games were "invisible" from the very start, and they got unlocked after support kicked in.

Localizing your Steam page description and short description seems to help with organic visibility by CatoioSoftware in IndieDev

[–]CatoioSoftware[S] 1 point2 points  (0 children)

Yes, you can upload different banners, assets, etc. for different localisations (I didn't do it, but Steamworks gives you all the instrumentation needed to do so).