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ZeepkistNewsVersion 18 - Logic 2.0 Update
Major update

Version 18 - Logic 2.0 Update

Zeepkist · published 17 Aug 2026, 09:57 UTC · build 24865319

All newsPlayers around this dateRead on Steam

Hello everyone!!!

It has been over a WHOLE YEAR since the last big Zeepkist update, and that whole 1 year+ I've been working very very very hard on one of the most ambitious Zeepkist updates yet:


Zeepkist Logic 2.0!!

It's a fully-fledged honest-to-god node-based logic system for Zeepkist, to replace the original physics-based Logic 1.0 system I implemented a whole while back.

Simply put: You can connect wires between logic blocks to make things happen in your Zeepkist levels!Advancedly put: It's a 90 ticks per second node based Int64 signal logic system that resolves the entire node network in its entirety every single tick.

There are multiple different types of inputs, including but not limited to:

  • current tick ticker

  • constant signal generator

  • trigger

  • player input

There are multiple different types of signal manipulators, including but not limited to:

  • math

  • boolean logic

  • pulse generators

  • memory

And there are multiple different signal output blocks, including but not limited to:

  • universal block toggler

  • cannon that shoots things

  • pink wrench block that changes the physics of zeepkists

  • logic-based parking block

1.5 Hour Tutorial Video

For the occasion I've recorded a one-and-a-half hour long tutorial video explaining the function of every single logic 2.0 block in the update:

Changelog

Now I've been working on this for a very long time so my memory of -everything- I've added is a bit spotty, but this is more or less the entire changelog for Zeepkist v18:

  • Added logic 2.0, with 39 logic 2.0 blocks (It's funny how this one line is carrying such an insane amount of work lol)

  • A bunch of new primitives based on the new logic blocks

  • Block 2454 "Simple Rotator" with many different rotation meshes (Important note: the 2454 rotator works with a different rotation algorithm than the previous rotation blocks, making this one 100% deterministic when restarting, the rotation angle of this piece is physically locked to the current physics tick, so with every single reset, the rotation will be the exact same on every exact tick)

  • 5 new decorative road pieces, 2 "disco" floors and 3 "mosaic sun" floors

  • "Level needs 1 start and 1 finish block" tip in level editor now has different colors for different states

  • Blocks are now tagged "cheese" and "random" and you will see a counter in the in-game (and pause) GUI that displays how many cheese and random blocks are in the level you're playing

  • Removed a bunch of excessive debug log messages

  • Made the ctrl-z system less buggy (Thanks Metalted hehe)

  • A new "Square Tiles" set of paints

  • More cobblestone paints

  • 6 new adventure levels

  • 25 new gifts

  • 49 new cosmetics

  • Various new building/wall blocks

  • Various windows and doors to use with wall blocks

What's Next?

Like I mentioned at the end of the v18 Logic Tutorial video linked above, I want future Zeepkist updates to be much much smaller in scope than this one, and I have plans/ideas for a couple of themed content updates already.I also want to spend more time on my other projects, because as an indie developer it's not giga smart to put all of your eggs into one basket! Zeepkist is not my only source of income and there are other, smaller games I want to work on too! :D

So there will absolutely be more Zeepkist updates in the future, likely far less ambitious than this one, but they will come for sure! B-)

I am super duper mega insanely proud of what I've put down here, Logic 2.0 is something that for the longest time I basically didn't even dare dream of being able to add to Zeepkist. But here we are!! Finally!!!I hope all of you enjoy this update as much as I hope, and I hope you'll all play Zeepkist for many years to come!

HAPPY ZEEPKISTING EVERYONE!!! <3

Join the Discord if you want to be part of the Zeepkist community, read development updates, report bugs, and many other things! - https://discord.com/invite/kmfaaQg

Hotfix Patch Notes

Patch 1:

  • Fixed podiums not working in online

  • Fixed new adventure levels not working in online

  • Fixed a gift giving the wrong cosmetic

  • Fixed gear gifts not showing up in adventure overworld gift signs

Patch 2:

  • Added Photosensitivity Warning to main menu

  • Added "Don't Show Again" to Mods Warning in main menu

  • Added 3 "skinny pin" passthrough logic blocks

Patch 3:

  • Fixed a camera flickering issue related to photo mode

Patch 4:

  • After player feedback, changed adventure overworld so L-01 now unlocks after A-19, instead of A-24

Patch 5:

  • Fixed an issue with shaders not showing certain textures

  • Added 4 new editable signs

  • Made it so you can select the font on editable signs

  • Added 24 fonts to choose from for editable signs

Patch 6:

  • Added "left margin" and "right margin" settings to editable signs

  • Added one more editable sign

  • Added some descriptive text to some logic blocks

  • The trigger block will now output 0 for the first 10 ticks, to prevent reset bugs (might break some levels, check your logic circuits people)

  • Added a smaller, more compact logic signal power display block

Patch 7:

  • Hotfix cause I broke a small thing

Patch 8:

  • Awarded outstanding event cosmetics (Took a while but they're finally here!!)

  • Fixed the logic math blocks sometimes having capped outputs

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