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KeytamineNewsKeytamine Devlog #0 - What is this?
Community

Keytamine Devlog #0 - What is this?

Keytamine · published 5 Jun 2025, 07:08 UTC

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Hello everyone! I want to write this log to introduce Keytamine to the players. What it is, and what its plans are.

As the game's short description:

Keytamine is a satisfying action game where you auto-click unique keycap enemies in a fast-paced, rhythmic battle! It supports both engaging survivor-like and relaxed modes. Basically a video game ASMR !


The core idea of Keytamine is having an incremental progression, with new, fresh mechanics and scenery after every level. The plan is to have 11 levels (0-10), and around 14 maps. You start simple, then you achieve the most chaotic level. Level 0 will be a relaxed, deathless, slightly longer level.My plan isn't to have extremely fast, uncontrolled gameplay, instead, I need to focus more on players' decisions, like should I interact with the health dealer now, or later? And how much should I gamble? Speaking of the Health Dealer, there are 3 main categories of keys:

  • Basic Keys

  • Elite Keys

  • Special Keys


Basic keys are, well, basic. Their main functionality is to provide experience to the player, and oppose a basic threat.Elites are like basic keys, but way stronger; one elite key may be equal to 200 basic keys.Special keys, such as the Health Dealer, will play a major part in game progression, with each level introducing a new set of special keys. These keys may be:

  • Pure Helper keys (Like Loot Crates)

  • Decision-based keys (Like Health Dealer)

  • Aggressive keys (Like Wizard)


In the demo, currently, you have only 4 special keys, but the total special keys is 16 (I may add more as I work on it). Another part of the game progression will be the tools, all demo tools are passive, which means they work by themselves (You can switch to manual clicking using Tab, though), but there are 3 more active tools in the development build.The plan is to have a very compact experience. Contrary to the demo, the final game will start with shorter sessions, around 6-8 minutes, and go up to longer sessions, around 30-40 minutes.The game foundation is already done, so you can expect major updates very fast and very soon. The planned release date is around July-Aug, so it's very soon :D.That's it for this log. I'm planning to have 1-2 more logs before the release, to keep things updated.In the next demo build, we will have 2 new features:

  • Added session progression HUD, now you can know how many waves are left to finish the run.

  • Added a camera controls tutorial, I reviewed let's play videos of Keytamine, and some of them weren't aware of the camera control using the Middle Mouse Button, so I added that.

  • (Extra note) I'm not sure if this fix has already been uploaded, but the UI now works with most of the screens, including wide screens!


Happy gaming!
- Ali.

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Major update26 Jan 2026Update Notes for Version 1.2.0.1Added tools usage VFXs (can be disabled in the setting menu) · Late levels now are shorter, removing the boring start. · Some upgrades balancing. · Misc improvements.Esports26 Dec 2025Broadcast.Broadcast.Major update15 Dec 2025Major game difficulty changeHello everyone, I hope you are having a great day! I need to talk about this update. I've received many, many feedback about the game difficulty. And unfortunately, I failed at marketing my game correctly. Many players told me, "I thought the game was relaxing, but it turns out it was super stressful." My original design was to have a very difficult game, but my marketing failed to convey this.…