
After almost two years, I’ve decided that it’s finally time for the full release.
OCTOPTICOM 3D is leaving Early Access today, September 10th, just in time for the Steam Programming Fest 2026. Jumping over 0.8 and 0.9 straight to version 1.0, it comes with three new (and slightly different types of) levels requiring the use of the Random Passthrough component.
The other highlights are the full validation of player solutions (8,000+ files checked) from the Early Access period for the histograms (previously, the solutions were not thoroughly checked), changes to input generation, and some new test cases for some levels (as a result of the validation process). There are also challenges for all levels, as well as bug fixes for the Random Passthrough and Flip-Flop components.
For the full list, check the changelog below or in the game.
The 6 months that I originally planned for Early Access obviously turned into 2 years, something that's not too unusual for Early Access games. There are a few reasons for the delay, but the most important one, I think, is the low interest in the game, which is very demotivating.
Looking back, I definitely could have handled the initial release better. This is also combined with the fact that reaching people has become significantly harder since 2018 (when the original OCTOPTICOM was released), while the competition in the niche of zach-like games has grown. I hoped to at least reach the all-important 10 reviews before the full release, but with the way things are moving currently, that would take too much time and is just not fair to the people who have supported me so far.
That being said, when it comes to the game itself, I think I've done most of the things that I planned for it. Since the Early Access release, I've also had two more ideas for additional content: one somewhat inspired by reversible computing, and another for a mix with a building-type zach-like (similar to Warp Factory). Depending on how the full release goes, these might come soon, late, or very late.
Thanks to everyone who has played, followed, and supported the game along the way!
Full changelog for Version 1.0.0:
Added an appendix with 3 new levels requiring the use of the random passthrough component.
Added optimization challenges for the levels after level 47.
Fixed all random components having the same result.
Fixed a bug in the flip-flop component, thank you to brookieoz for reporting.
Fixed the glow/emission color not changing when the color of the beam or component changes.
Fixed missing top description and duplicated last controls menu row after resetting to defaults.
Clear the saved frames in the temp directory after a video is rendered instead of before starting a new recording.
Make the recording process faster.
Disable the 'Edit IO' button while the simulation is running.
Made more clear which levels are available in the demo.
The tab icons on the level select screen indicate when a tab contains open levels.
Changed the way the input for levels 25 (Channel match), 38 (First 5 last 5) and 53 (Compression) is generated to prevent solutions that only work for specific inputs.
Changed the way the input for level 39 (Expand) is generated and added a new test case to prevent solutions that only work for specific inputs.
Added a new test case for levels 27 (Red Blue Red), 40 (Reverse), and 52 (Longest) to prevent solutions that only work for specific inputs.
Ran a full validation of all 8,000+ player solutions from the Early Access period and updated the histograms. All solutions included in the histograms have now been verified to pass every test in version 1.0.