Pluck Em!
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Night Mode just got a proper glow-up Night Mode has been reworked to feel darker, clearer, and much more atmospheric. The old version was simply too hard to read in motion, so I rebuilt the lighting pass to make birds, backgrounds, and important gameplay elements stand out better during night stages. I prepared a quick Old vs New comparison video, with no narration, just the game footage side by side: The new version adds stronger… | — | |
| Community | Pluck Em! just won Best of Gaming at Runway AI Festival 2026! "Pluck Em! just won Best of Gaming at Runway AI Festival 2026 !" Well, this still feels a little unreal to write. I didn’t start Pluck Em! with some grand plan or huge expectations. At first, I simply wanted to see if I could make a small but competent game — something that would actually be fun to play, and not feel like a messy AI experiment held together with "duck tape". The result turned o… | — | |
| Community | How It Started: Building Pluck Em with Moonlake AI Hello World! I think it's worth sharing how this all started. At first, it was just an experiment. I had early access to Moonlake AI , a new tool designed for creating virtual worlds — mostly in 3D. But for me, it quickly became equally great for 2D games and a useful playground for practicing game design skills. So I decided to test a simple idea: could Moonlake help me create a small arcade g… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.