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Major update · published by the developer

Huge changes arrived in Endless Snake!

On Steam

Hey everyone!Before getting into the patch notes, a quick update from me: I’ve also released more games! Casino Legends, Sudoku Unlimited and Jigsaw Puzzles Complete have joined the collection.If you’d like to try them, you can get a bundle discount through the 6 Classic Games bundle, which includes Chess Kingdom, Checkers Kingdom, Endless Snake, Casino Legends, Sudoku Unlimited and Jigsaw Puzzles Complete. There are other bundle combinations available on the store pages too, so take a look at whichever suits your collection. Support for Endless Snake is continuing. Releasing other games doesn’t mean I’ve stopped working on this one. There have been plenty of changes since my last post on August 3, from new ways to play to progression improvements and fixes.Here’s the collected update!

New ways to play

  • Snake Golf: Ten compact puzzle boards. Collect every apple, reach the exit and try to finish in as few moves as possible. Includes par targets, gold/silver/bronze medals, personal records, quick retries and undo.

  • Snake Sprint: Five fixed courses with checkpoints and a growing snake. Race against your personal ghost and compare checkpoint splits to see where you gained or lost time.

  • Golden Detour: A survival challenge with a tempting golden apple inside a risky vault. Decide whether the extra points are worth the detour, or bank the score you already have.

  • Weekly Book: Five puzzles each week, with medals and completion tracking. Previous books remain available, so missing a week doesn’t mean losing access to its puzzles.

  • Friend Duels: Share challenge codes, take on the same board and score, pin a rival and jump straight into a rematch. Pinned challenges are remembered between sessions.

  • Arena Workshop: Build your own Golf and Sprint boards with walls, apples, starts, exits and checkpoints. A board becomes shareable after you have completed it yourself.


You’ll find these through Choose Another Mode → Golf · Sprint · Workshop. The Weekly Book and Friend Duels also have shortcuts on the main menu.

Two-Body and getting back into a game

  • Added a dedicated Two-Body setup screen for solo play and local couch co-op.

  • Added player names, distinct colours and A/B head markings to make each snake easier to follow.

  • Added shared-keyboard controls using WASD and the arrow keys, plus support for two controllers or both sticks on one controller.

  • Made role swaps easier to recognise.

  • Added animated previews that show how the different modes play.

  • Added quicker access to your last mode or Arcade course.

  • Saved Roguelite runs can be continued directly from the main menu.

  • Added a short resume countdown so returning from a pause gives you time to get ready.

Journey progression and rewards

  • Reworked Journey progression to reward active gameplay alongside collecting apples.

  • Adjusted the early progression curve so useful rewards arrive sooner.

  • Moved more skins and themes into the opening levels, including Glow, Forest, Crystal, Sunset, Ribbon, Ocean, Gradient and Neon.

  • Added an unlockable Chill music mix.

  • Opening Journey rewards are automatically claimed through level 12.

  • Improved the display of your next reward and the reward recap after a run.

  • Preserved existing unlocks, Journey levels and relative progress when moving older saves onto the revised progression curve.

  • Improved music transitions through results, quick retries and returning to the menu.

Daily Challenges and weekly competition

  • Daily streaks now follow consecutive UTC calendar dates instead of a strict stopwatch between sessions. Playing a little later the following day should no longer break your streak.

  • Connected the automatic streak freeze so an available freeze can protect a streak when you miss one day.

  • Daily practice now uses the same seed and modifiers as the ranked challenge, while keeping practice results separate from ranked scores and progression.

  • Prevented contradictory Daily modifiers from being selected together.

  • Fixed the first Daily Mystery Apple appearing at the wrong collection count. Lucky 7 also repeats at the intended intervals.

  • Fixed Mystery Apples counting some pickup effects and statistics twice, and improved their discovery tracking.

  • Daily setup refreshes when the UTC date changes.

  • Runs that cross a day or week boundary retain the challenge identity they actually started with.

  • Fixed missing boss encounters when a modifier changes boss frequency.

Boss fights, Boss Dojo and Pure Score

  • Added Boss Dojo: practise an individual boss without affecting ranked results.

  • Added optional Learning Assist with slower movement and a longer practice timer.

  • Added practice results with a performance grade and feedback.

  • Added a deliberate boss-mine action: spend a tail segment, arm the mine and lure the boss into it.

  • Improved boss objective displays, damage explanations and attack warnings.

  • Boss pursuit now commits to its warned direction instead of changing its route at the last moment.

  • Reworked charging behaviour into clearer wind-up, charge and recovery phases.

  • Improved boss spawn placement and opening protection.

  • Added clearer feedback for perfect dodges and stagger opportunities.

  • Fixed several boss-specific damage conditions, including fractional damage being rounded away.

  • Boss contact now respects the armour shown on your HUD.

  • An escaped boss no longer counts as successfully progressing through the Boss Rush gauntlet.

  • Strengthened Pure Score’s rules so upgrades, active skills and adaptive difficulty cannot accidentally carry over into it.

  • Added a clearer Pure Score rules display.

Controls, readability and smoother play

  • Reorganised the HUD so goals, upcoming threats and build information are easier to read.

  • Made active-skill names and status displays clearer.

  • Fixed HUD overlaps at smaller resolutions, including the threat panel overlapping skill slots.

  • Improved the placement of Two-Body information and leaderboard panels.

  • Added clearer status indicators for Ghost, Phase, Ghost Tail, boosting and nearby body danger.

  • Limited real-time queued turns to avoid old inputs executing after you have already reacted to a new situation.

  • Cleared queued direction and boost inputs at round transitions.

  • Fixed holding the restart button causing repeated restarts.

  • Improved controller back-navigation and input handling around menus and overlays.

  • Kept Shift+Tab reserved for the Steam overlay.

  • Fixed boost input conflicting with Focus Time.

  • Removed repeated hit-stop pauses from common actions such as eating apples, combo increases and individual boss hits.

  • Reduced gameplay hitches caused by repeatedly saving large profiles during a run.

  • Improved rendering compatibility on Windows handhelds and external displays.

Replays, results and achievements

  • Replays now retain more of the original run’s state, including challenge modifiers, skill-slot changes, gear removal and manual mine inputs.

  • Improved replay end detection so playback includes movement after the final recorded input and finishes correctly after death.

  • Improved compatibility with older replay recordings.

  • Improved the results timeline and route heatmap, including routes that extend beyond the original board in Endless.

  • Added more specific post-run feedback based on how the run ended.

  • Replaced the 100-day and 365-day Daily streak achievement requirements with playing on 20 and 30 different Daily Challenge dates. These two achievements no longer require consecutive days.

  • Clarified build-stacking achievement descriptions.

  • Updated Pure Endurance and Tightrope Walker requirements and descriptions to match the actual mechanics.

Desktop Companion and other fixes

  • Improved Desktop Companion opening, visibility and placement.

  • Improved restoration of the main game window when leaving Companion mode.

  • Fixed stale main-window save data potentially overwriting progress earned by the Companion.

  • Improved save ordering and handling around run endings and closing the game.

  • Updated translated text for the revised progression, rules and interface.

  • Added updated information about my other games, with localised announcements and Steam pricing where available.

Tell me what you think


If you find a bug, have an idea for a mode, dislike a balance decision or just think something could feel better, please leave a comment or start a discussion in the Steam Community Hub.I’m especially interested in how the new Golf, Sprint, co-op and custom-board features feel to play, and what you would like to see next.Thanks for playing Endless Snake, reporting problems and supporting my games!— Pinch Games

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