Time (UTC)SourceWhat changedAddedEditedRemovedReference
11 Aug 2026
NewsTEKO Demo is back!———Community
Community · published 11 Aug 2026, 10:02:14 UTC
TEKO Demo is back!
TEKO Demo is finally here! The free version returns with more content than ever. The new version contains tons of extra content, so those who try the demo can satisfy all their curiosity, and finally decide if they want to get the full version. I estimate that, to complete all its content, you need more than 30 hours of playtime. Well, in fact, it's possible to play endlessly since the gameplay…
In-game event · published 3 Aug 2026, 22:03:49 UTC
The end is near.
I think TEKO is finished. I'll quickly explain the latest patch (u9.1.1) and then I'll tell you some important things. - Improved the run save system: previously, when closing the game suddenly or exiting from the settings to the main menu, the run would save in any intermediate state no matter what, so sometimes when trying to return to the run, the game would get frozen between states. I actu…
The Artwork: I didn't think it was that big of a deal, enough to receive several messages from different people criticizing my latest artwork. Still, being self-critical, there was room for improvement. And so, I did it. Briefly: at first, I had a very colorful artwork with too many elements, very "rough" because the lines were ultra-thick, but with a lot of personality. Then, I changed it to a…
In-game event · published 30 Jul 2026, 11:16:32 UTC
9.1.0
NEW! Shop Filter Feature. Now, after beating the round 13 boss, the player will be able to choose which items they don't want to show up on sale in the shop for the rest of the run. This feature has also been added as an achievement. Along with the Shop Filter, you can also revert the pre-bans made to cards! Both in the Shop Filter and the Codex, the 'Current' text for the cards values should n…
I'm happy to announce that I've finally revamped some elements of the Steam Store Page for TEKO . I've wanted to do this for a long time, and I finally managed to do it. I changed everything, from the trailer to the cover image and the description. Now everything looks prettier and better represents the game in its current state. I have a lot of plans for the game . I'll make some of them a rea…
- The logic implemented in the previous patch (the perk sprite not showing up as hovered when entering the shop) has been replicated for all shop rounds, not just the first one. - Improved the size of the Pocket Visualizer; chips now look bigger and only look small when there are more than 60. - An extra value no longer appears when buying chips. Previously, where the pocket is drawn, if we had…
- Optimized the delta time system. I previously implemented something that modified the timings and it ruined the experience for some people with low FPS, so I reverted it. I didn't know this was working poorly, because I always tested the game at 165 fps. - Optimized the particles of color tubes. Previously, if the player was playing at 60 fps or lower, the particles fell as if they were froze…
I feel kind of weird, confused, and dissociated. I've made quite a few changes and fixes, aiming to leave Early Access. I'll leave the commit log here, but unordered, and without differentiating whether they were modifications to the beta or the live version... because I don't even remember. To give you an idea of how lost I am: a few days ago I spent hours trying to figure out why the Orange T…
Clarified the description of one of Outlaw Pocket's mechanics. · Now when there are more than 12 cards, they should render better (they used to have a weird flickering effect). · Added an anti-crash check for certain situations where winning a round caused an unexpected error. · Kimi Card should now work properly when starting a run with it (Warlock/Chosen Pocket). · Tooltips of 'miniature' chi…
ULTRA UPDATE - u9.0.0! I've been working on this update for months, knowing that the game still looked bad and needed to be polished to the max so the gaming experience would be the right one. I know my weakness was the visuals, so that's what I worked on the most: IN TOTAL I MADE OVER 200 CHANGES. Aside from the aesthetics, I used the momentum to create new features and make the game easier fo…
Finally. The new version is here! I'm almost done with all the new systems and features, along with the biggest aesthetic overhaul in TEKO's entire history. To try out this version, you'll have to go through your Steam library: Settings > Game versions & Betas > Private versions (Check Code). tekobeta1234 Select the beta version, the game will update, and you'll be ready to play the new version…
Fixed Lankvian Card's logic when it's on the right. Previously, there was a bug that made it activate on any chip that retriggers. Now it only works with the first one selected. · The number of chips (the text above the pocket sprite) wasn't updating after using Printer. Additionally, a translated text was missing on this consumable's screen. This was fixed. · Adjusted the triggering for the Te…
Fixed the missing interaction between special combos and The Based Card when the player is using Outlaw Pocket. Some achievements weren't working either. It's all been fixed now.
Fixed a very annoying bug that didn't let you play normally if you had fewer chips than draws. The system would freeze because it tried to draw something that was no longer there. It's been fixed now, it should work properly. Fixed a Filling Card bug. Several of the mods it copied weren't working, now they should work correctly. Added the mods it can't copy to its description. I'm evaluating se…
Hi. As you may know, I've made several announcements lately, but I forgot to mention something. I actually couldn't decide whether to do it or not, but now it's very clear to me. I know I've been mediocre in the past, but I keep working to be a better version of myself. And, above all, I've learned that I need to take my time with things. As the months go by I'm much more patient. That's why, t…
In-game event · published 22 Apr 2026, 21:14:30 UTC
8.1.0
I just fixed all the unlock conditions for the Cards that unlock when beating specific difficulties in certain Pockets. I did a quick but huge nerf to the Mods. Pipe/Hat Common Mods: REMOVED. Pipe/Hat Rare Mods: +2 extra base > +1 extra base. I made a giant mistake that I knew was going to end badly: adding too much stuff. In the past, I really wanted to add more Mod variety, and the ones that…
Fixed a minor bug. Winning a run with Jean Pocket D4 used to unlock The Transgressor Card. This was not intended; it should be unlocked by winning with Drab Pocket D4.
I just fixed a small visual bug where texts weren't displaying correctly for any language, specifically when using the juice Consumables. When this happens, instead of the normal text, "KEY_NOT_FOUND" appears. I'm letting you know so that if it happens, you can report it correctly. When this text appears as a placeholder, it's because a localization text is missing or it was declared incorrectly.
I just fixed the issues related to having Sinister Cards and managing slot space. For example, now we'll be able to use Consumables like Mask or Binoculars even if we have more than 12 Cards. Previously, the system detected that if we had more Cards than slots, it wouldn't let us receive any new Cards, but this system changed with the new Sinister Cards that don't take up slots. It's been fixed…
Major update · published 12 Apr 2026, 06:05:19 UTC
8.0.0
u8.0.0! I've created 13 new Mods. 4 Common / 4 Rare / 5 Pro. Fixes: · Now the amount of Mod slots on each Relic will be retained when exiting/entering a run to avoid any kind of bug or exploit. · Ticket (Consumable) won't allow expanding Sinister Cards or Cards with more than 4 slots. · Now the description for ultranumber/numberless appears in the Stickers tooltips in the shop and inventory. It…
Major update · published 10 Apr 2026, 04:29:52 UTC
7.0.0
u.7.0.0! 21 new Consumables: 4 Common / 12 Rare / 5 Epic. Consumable changes: · Outlay: +10 base -> +16 base. · Ticket: Epic -> Rare. · Shovel: NEW! 10% chance to drop a Common Sinister Card. Now you can only use this Consumable in the shop. · Mask: Fixed the description (instead of "common card" it said "normal card"). New mechanic: Sinister. · Cards that are Sinister won't take up any slots.…
Fixed a visual bug: Starlight Chips now appear with the Noise/Grain effect in the shop; previously they appeared gray. · Numberless/Ultranumber descriptions no longer duplicate in chip tooltips. · Modified tooltip title colors. Previously, all trait titles were the same purple color; now each has a distinct color. For example, if a chip is 'Ultracolor' and 'Shapeless' and also has a 'Knife Stic…
In-game event · published 4 Apr 2026, 02:49:27 UTC
6.1.0
A LOT OF BUFFS. I've just made the most generous patch in the game! I hope it doesn't make things too easy, otherwise I'll have to adjust more. I want this to be balanced and for the winrate to stabilize. I obviously want players to win more runs, and I've realized the game has been unfair. I agree that balance still needs work, and I'll keep taking feedback. If I see that the winrate improves…
Fixed a crash when using a Delete Pack while having at least one Ultranumber chip. This trait may still cause issues. Fixed a bug where Mods were not contributing to scoring. There may still be more bugs related to chip/sticker interactions, as well as the scoring execution order. Overall things are fairly clean, but keep an eye on those two aspects of the game.
Fixed all issues related to the latest changes: percentage reduction, and specifically Green Tubes. I'm a bit burned out, so I'll take more time to prepare the next major patch.
In-game event · published 23 Mar 2026, 19:56:19 UTC
5.1.0
I just made a substantial change to the percentage reduction mechanic. Previously, the logic worked in a very strange way, probably additively: for example, having 3 Blanket mods (-8%) resulted in a -24% reduction to the score goal. In reality, the reduction should have been sequential, meaning applying -8%, then -8% to that result, and then another -8% to the new result, instead of stacking th…
Fixed Spanish correction for The old trick Card, it doesn't give -1 draws, it gives -1 play size. · Fixed Give me the usual Card, it should now correctly grant the pack. · Fixed notification for defeating bosses five times (achievements) + fixed Steam boss achievements. · Added clarification in Profitseeker Card description, it now specifies that it gives money for each unlocked empty card slot.
Major update · published 21 Mar 2026, 14:08:49 UTC
5.0.0
u5.0.0! the first Major Patch of TEKO. CONTENT: 17 new CARDS: · Common: Give me the usual / Everything is calm here on the throne / Basement escape / Foreshadowing / False hope / Base mascalitus / +2 hidden troll meme cards · Rare: The old trick / The blond elf vampire vs the flogger spider / The path of temptations / Elite card · Epic: Damn mouthwatering alfajor / Blue mascalitus?! · Supreme:…
u6.0.0! Changes to the scoring system: Combos are now added before chips. Previously it was the other way around; in fact, the 3 types of combos had their own animations, which I'm now removing. This allows chips that can multiply base or multi. I've also added a visualizer showing the sum of the 3 combos. This was highly requested and makes sense. I removed the text below the score goal that i…