Sunday, March 1, 2026

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 Francisco during GDC week! We'll be tabling with a playable demo of Fugue Shot at the following events:

If you win a run at one of our demo stations, you'll even win the first official piece of Fugue Shot merch... 

Instructions Screen

In an effort to improve tutorialization and understandability of the game, we've added a pre-level instructions screen that gives the player a rundown on what they're meant to be doing. This is a toggleable addition, so once you've learned the ins and outs of an Omen's gameplay, you can just switch these screens off in settings.

Improvements and Additions (...pretty much everywhere)

We’re making a big push to streamline all Omens to make them feel like smaller parts of a larger whole, so now, the goal across all game modes involves collecting a resource called "Aura." How you get Aura differs from Omen to Omen, but we feel this small gameplay reframing helps to unify the gameplay across all levels.

We've added plenty of new content in the form of new items, enemies, level layouts, and art. There's also a new layer of polish over the entire UI that helps things feel a little smoother and more intuitive.

Overall, pretty much every aspect of the game has gotten a little bit better in some way or another over the past two months!

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!

Sunday, November 30, 2025

Fugue Shot Devlog - November 2025

We've added a lot of content to Fugue Shot in November!

The Flock

We've added a brand new twin-stick dungeon crawler minigame called "The Flock!" This one's super inspired by games like The Binding of Isaac and Enter the Gungeon, but the entire experience is shortened and streamlined. There's a group of new items related to this game as well. Over time, we'll add more enemy types, room layouts, and gameplay shakeups!


Friday, October 31, 2025

Fugue Shot Devlog - October 2025

Fugue Shot 0.6 is now live for playtesters! We're making some big improvements and additions to the bumper minigame in this one.

The Giant The Forest

The Giant has been rebranded as The Forest, and we've given the whole minigame a design overhaul. This includes new visuals and animations, new obstacles like walls, pits, and spikes, and some new items to mess around with.


Rooted bumpers are an important new addition - these are bumpers that you can't change the initial position of during the placement phase, meaning you'll have to plan around them when you set your playfield up.

We've built out over 130 designed levels with the intention of creating more purposeful level design for this game, while still maintaining that feeling of roguelike randomness. More levels, items, and bumper types will be added in future updates as well.

This is just the first in a series of updates where we take an existing minigame and refine it by adding plenty of new mechanics, items, and depth.

Tuesday, September 30, 2025

Fugue Shot Devlog - September 2025

Fugue Shot 0.5 is now live for playtesters! Lots of big UI updates and changes to run structure in this one.

Run Structure

When playing a run, you'll be able to choose your path by selecting levels in any order. Each minigame has 3 regular levels, and a boss level - will you tackle all levels of one minigame before moving on to the next, or switch off between minigames after every level?

The Hourglass

The Hourglass is the new representation of lives - you'll start each run with 10 sand, and lose sand when you fail levels. When the sand in your hourglass runs out, it's game over.

The Dreamcatcher

The Dreamcatcher represents the difficulty of the minigames in your run - as you win minigames, the Dreamcatcher will fill up and the number on it will increase, signifying a difficulty increase across your entire run.

The Shop

The shop (now reachable between every level) has received a HUGE visual upgrade. The Sandman serves as your shopkeeper and provides helpful tips and commentary.

New Minigame - The Mirage

The newest gameplay addition to Fugue Shot is The Mirage - a horde-based shooter minigame where you'll need to outlast swarms of incoming enemies while managing your shot stamina. Enemies in the Mirage disappear into a puff of smoke, blocking your view of other incoming enemies.

This new game, of course, also comes with a host of new items that affect it.

We've also polished and updated the gameplay in the 3 existing minigames - The Giant, The Statue, and The Voyager.

Final Thoughts

With the latest structural changes, we feel we've landed on an accurate demo of what the "final" version of Fugue Shot will look like. Of course, plenty of new minigames, items, and other content will continue to be added in the coming months - here are a few things that future updates will bring to the game:
  • Full runs with eight minigames to play
  • Unlockables and meta-game goals
  • A consumable token system
  • Many more items and mechanics
  • Unique boss levels for all minigames
  • A surprising final boss...
Until then, we hope you'll give the current version a try!

- David and Tomás

Sunday, August 3, 2025

Fugue Shot Devlog - August 2025

BIG changes are coming to Fugue Shot in 0.3!

Zooming Out - Fugue Shot is Now a "Minigame Roguelike!"

The most substantial and exciting change coming to Fugue Shot in 0.3 is a large-scale zoom out on the gameplay scope - the Bumper game is now just one of multiple minigame types that you'll encounter randomly across your run. 

The goal is to include around 12 distinct minigame types in the game, each with their own sense of depth, strategy, and variety.

Here are some quick descriptions of the three minigames we're currently working on - though some are in earlier stages of development, they're all playable in 0.3:

  • Bumper (Silent Giant): set up your playfield and use a set number of balls to destroy all bumpers.
  • Takeover (Corrupted Statue): cover a majority of the screen while avoiding enemies.
  • Comet (Stranded Voyager): smash through comets and avoid obstacles as you shoot to the stars.

Each subsequent update will focus on adding at least one new minigame to the mix.

As you can imagine, changing the game this much requires us to rethink a lot of aspects about how each system works with each other, so you'll notice some changes to level structure, stats, and item acquisition.

Level Structure and Tokens

Up until now, the goal of the game was simply to beat as many levels as possible before running out of lives. Now, levels are grouped into sets of three, called "Nights." We've also added a new group of currencies to work with this system:

  • Dream Tokens are the game's main currency and the reward for completing levels. The goal is to reach a defined amount of Dream Tokens by the end of each Night. If you fail to meet the requirement, it's game over. You can also earn extra Dream Tokens for completing criteria specific to each minigame type.
  • Echo Tokens reframe how lives work. If you fail a level, you can either retry it at the cost of one Echo Token, or skip it entirely, forfeiting any potentially earned Dream Tokens. Run out of Echo Tokens, and you'll be forced to skip a level if you lose, meaning you'll have to beat every level on the first try!
  • Star Tokens are earned based on your performance on a given Night, and they can be used to purchase items in the shop (more on this later).


We realize that having multiple minigame types and stats that have different effects across each type (more on this below) might be confusing for new players. Because of this, each level now begins with a summary screen where you can read the game's rules and the effect that each stat has on gameplay.

Stat System

Up until now, stats in Fugue Shot were specific, and tied to characteristics of the Bumper minigame. For those who have played earlier builds of the game, those stats were damage, speed, bounce, size, momentum, and lifetime.

We've narrowed these 6 specific stats down to 3 more conceptual stats that affect each minigame differently:

  • Flow
  • Aura
  • Will
For each minigame type, 2 stats have a positive effect and 1 stat has a negative effect. For example, in Bumper, the Flow stat is beneficial, and increases the speed of your shots, but in Takeover, a higher Flow stat hurts the player by increasing the speed of enemy balls. The goal here, from a design standpoint, is to promote strategic builds geared towards excelling at certain minigame types.

Each run, all stats start at base level 0, and can be leveled by items to a value from -10 to +10.

The Shop

On a surface level, we enjoyed the concept of the playable shop, but with all the depth being added to the game it made more sense to transition to a more traditional shop.


As mentioned earlier, items cost Star Tokens. You can also reroll the shop for a new set of items. We're also planning the ability to purchase modifications to the upcoming set of levels in a future update, so you can increase the odds of getting levels that work well with your build.

Final Thoughts


There are quite a few smaller gameplay updates, quality of life changes, and aesthetic improvements that we're excited about as well. It's a BIG update!

It's been about 2 months since the last major update to Fugue Shot, but the goal is to get all future updates on more of a monthly release schedule. Thanks for your patience and for sticking with us, we couldn't be more excited about the direction everything is headed!

- David and Tomás

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...