Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Dewdrop›Events›Devlog #3: Drip Droppin' Along
Community

Devlog #3: Drip Droppin' Along

Dewdrop · published 28 days ago

All eventsPlayers around this dateRead on Steam

Hey everyone!

Got another dev log update for you all. A lot has changed with Dewdrop since the last one. So many little quality of life tweaks have made the gameplay feel smoother, and more polish on the UI has helped everything come together like a complete experience. There's honestly so much that it's hard to decide where to start...

Let's kick things off with vine customization. Last time I introduced custom soundbanks, but I've since scrapped that idea and narrowed it down to individual vines. I always knew I wanted players to upload their own vines to the Workshop, but making people build a whole soundbank just to do that felt tedious. So instead you can now create individual vines, name them, and upload them straight to the Steam Workshop. This also came out of some other changes I had to make to the vine instrument menu itself.

Before, you had 7 sounds you could select and add FX to. If you wanted different vines, you had to switch to a new soundbank. The problem was that this didn't let you have separate FX per soundbank. Each instrument slot had its own channel and FX, so swapping the soundbank meant the vine in that slot inherited the same FX. To fix this, I decided to let you add up to 12 of any vine, which means there are now 12 audio channels each with their own FX. That should give people a lot more creative freedom. It also lets you swap out a vine you've already drawn with to test a different sound.

I've improved the FX panel too. Instead of always sitting at the bottom, it now pops up when you hover over the arrow icon above the vine slot. This makes it way clearer which vine's FX you're actually changing.

Along with the UI stuff, I've been working on the background shader. I added some nice highlights to the waves that give them more depth. I also fixed a bug on Nvidia GPUs where the waves had visual artifacts and jagged edges. There are also some subtle orbs drifting around now, slowly shifting color to add a bit more variety to the scene.

Another big one is I got rid of the points. I was going through the feedback people left in the Google form (which I'm super grateful for!) and it hit me that the point system didn't make sense to anyone and wasn't adding anything to the gameplay. So I cut it entirely, and honestly I'm really happy with that call. The game feels way more relaxing and straightforward now. When you finish a level you won't be interrupted anymore. It just says level complete, and you're free to sit back and listen to the beat you made while solving the puzzle, then hit continue whenever you're ready.

There are so many more changes I'd love to cover, but I think I'll keep those secret until the game comes out! I know the delay to September was a bummer, but I promise it'll be worth it. I'm starting the final playtest for the 50 puzzle levels soon, and after that it's just polish, so hang in there. You'll be bouncing around in Dewdrop before you know it.

Thank you all for the love and support so far! Join the Discord for behind the scenes and to share your creations with the community once the game comes out!

More from Dewdrop

Other announcements

All events
Community7 Sep 2026Thank You for 2000 Wishlists!I am so happy to announce that Dewdrop has hit over 2000 wishlists! When I first started work on this game, that goal seemed impossible, yet here I am. This is my first game, so for this many people to show it so much love is absolutely incredible to me. The game has come a long way. It started out very simple with just the sandbox mode, but it quickly evolved into something much more than I ev…Community27 Jul 2026Release Date Delayed to September 18thHey everyone, I've got some news today. I'm pushing Dewdrop's release back one month, to September 18th. I know a delay isn't what anyone wants to hear, but I'd rather take the extra time now than ship something that isn't fully polished. Dewdrop is feature complete, I'm just in the process of tightening everything up. Honestly, I underestimated how long it would take to finish and playtest ove…Community28 May 2026Dewdrop is in Cerebral Puzzle Showcase!I am extremely excited to announce that Dewdrop is featured in the Cerebral Puzzle Showcase of 2026! I can't wait to see people's puzzle solutions and beautiful songs they've made in Dewdrop. If you haven't already, give the game's demo a try! I am constantly releasing updates on the development of Dewdrop as we get closer to release. Join our Discord for behind the scenes and to share your cre…