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Winnie's HoleNewsDEMO v0.6.90 - Major update
Major update

DEMO v0.6.90 - Major update

Winnie's Hole · published 12 Jun 2025, 09:13 UTC

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We launched our new demo!

Hi all, we've just released our first update to the new demo so I'm going to catch you all up on everything!

Thank you to everyone who gave feedback and sent bug reports. Much appreciation to our community - this update includes community suggested content!

If you'd like to get involved in our community events, join us on Discord.

And a new trailer! ːFrogChampː

What's new in Demo v0.6.90:

Here's the belated update summary from our demo release this month, for anyone who played previously:

  • Exiting a level triggers an Event! When travelling deeper you get to evolve the virus, improve your deck, grow mutations and more.

  • New ways to get buff! You can add Traits to Actions now, which act like modifiers. Only have a few currently, and one is overpowered...

  • Unlockables and virus selection! 2 Virus Strains can be unlocked in the demo.

  • Tons of community suggested content from our #events is now in the demo!

  • Art visual improvements - the fog looks like stylised guts now! We're makin' a spicy meat-a-hole.

  • UI improvements and new screens - virus selection, gameover, redesign of the game layout so the player deck is on the left

  • The random event collectable has a different events now.

  • The map has currency instead of Mutations, and shops can be accessed via Exits.

  • Enemies and tutorial streamlining - we've been iterating on the way we design content to help new players learn the game. (An ongoing endeavour)

  • Animals have flavour text during combat

  • More quality of life settings options like game speed, skipping cutscenes, changing the dialogue skip button...

  • More encounters and rework of level generation

Implementing feedback - Demo Update v0.6.92:

After a lot of consideration we've decided to simplify the exploration so you can better focus on collecting pickups.

  • The virus auto-exits after placing all blocks. It will move towards the exit which is closest to your last placed block, and then go straight into the event queue and encounters.

  • Exiting will consume any remaining blocks in your inventory, so in each level it's best to just use blocks to collect pickups. You don't need to spread onto an exit, and it will skip to the next depth each time you use all inventory blocks.

  • Levels have been redesigned to better work with these changes. There's more water tiles to help traverse through levels, and 'loot areas' are more condensed into the same type of loot, so the choice between getting currency or healing is a bit more distinct.

I'm also making my way through rebalancing the later demo encounters as well, and addressing balance feedback or mechanics confusion. Here are some of the changes are in the build:

  • Brain Abilities now have a label on the UI, hopefully this will make it clearer how to counter Slow Loris. Currently the only Brain Ability is Redraw. We'll have tooltips and a tutorial soon as well.

  • Deer's Perk will only gain Adrenaline for captured Heal tiles in the Brain, not any healing.

  • Snowy Owl is simplified more into a spawning type enemy, with no offensive actions.

  • Arctic Fox is no longer Piercing, and has reduced based attack but Sniper gives him +3.

  • Shrew removed from late-game encounters (temporarily, until we fix his Perk).

  • Riot Shield and Quaking Defense now synergise.

  • Lots of fixes for translated text.

  • Some missing art and general bug fixing


    ...and more!Thank you all for trying our demo and your interest in our game.

If you liked this demo, try Ring of Pain!

As a studio we really want to innovate with fresh genre-blending formats!
Our goal is to make games you haven't played before.If you want to be involved in WInnie's Hole, we'll continue running content design events and also run playtesting in the future on our Discord.Thank you!
ːRoPFrogː Twice Different

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