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IGTAP Guidean Incremental Game That's Also a Platformer

IGTAP update history

Quick answer

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IGTAP has been in players' hands since its February demo, and the update trail is short enough to read in one sitting. Here's the full timeline.

Pairs with: IGTAP controls · IGTAP hidden upgrades: full-game routes · IGTAP levels 1–5 walkthrough

The demo era (February–June 2026)

DateUpdateWhat it changed
Feb 20Demo launchThe five-course demo goes live; day-one bugfix follows the next day
Feb 26Demo patch #2 (0.5.2)Early balance and crash fixes
May 6Demo extension teasedDevs confirm the demo gets extended
Jun 1Update + raffle teasedGiveaway announced alongside new content
Jun 5Demo updateThe big mid-demo content drop
Jun 8Next Fest + hard modeSteam Next Fest; hard-mode reminder for the B-side push
Jun 15B-sides releasedHard-mode versions of the demo courses — the biggest single addition

The road to launch (September 2026)

DateNote
Sep 8Official notice: demo saves will not transfer to the full game
Sep 18The demo appears at Tokyo Game Show
Sep 211.0 launch — the full game unlocks, adding the areas beyond the demo's pit

The launch window and after (September 21 – October 8): seven hotfixes

The launch build has been patched quickly — seven hotfixes across the first three weeks. Most are short, but one of them changes how the endgame is built and another normalises your ability set, so read those two before you spend on the upgrade tree.

DateHotfixWhat it changed
Sep 22Hotfix #1Fixed a softlock when returning to the "unlock orbs" area with omni-dash; fixed a softlock caused by a box that was not translated in Russian (the fix may not be retroactive); adjusted the endgame balance to make it faster
Sep 23Hotfix #2Omni-dash is now a toggle: you can pick -1 jump with omni-dash or your previous moveset; +1 double jump moved from the end of the tree to the middle; a whole load of lategame upgrades had their costs or scaling factors reduced
Sep 24Hotfix #3Save files reinforced, with backup saves added; secrets are counted in a new way, so finding them while Steam is not initialised no longer locks you out of the achievement; save logging is more verbose so future save problems can be traced
Sep 26Hotfix #4The red teleporter by course 5 now loops you back to the hub, preventing softlocks if you skip one in the chain; toggling omni-dash now normalises your abilities — a save stuck with an odd double-jump count can be fixed here; the overgrowth background was expanded to fix the rare wrong-position load
Sep 26Hotfix #5The VMAN tutorial board got an extra line marking it as an important mechanic; fixed the "atoms until next tier" counter after the Atom Collider is prestiged
Sep 28Hotfix #6Attempted fix for the save issues Linux players hit running the game through Wine, CrossOver or Proton
Oct 8Hotfix #7Fixed a rare softlock when you load a save while a tree segment that automatically triggers another segment is growing; Steam Cloud settings were reworked to cut down on lost data; logging spam cleaned up, which should help performance in long sessions

The one to internalise for planning is Hotfix #2: the movement package that used to sit at the end of the tree now arrives mid-game, and turning omni-dash on costs you a jump unless you toggle it off. The revised buying order is on Upgrade Priority.

What we're watching next

The launch build's new areas (the grass zone, the Atom Collider and the upgrade tree behind it) are the community's immediate frontier — expect routes, hidden-upgrade maps and balance notes to develop over the coming weeks. We update the relevant guides as things firm up; if you spot something we haven't covered, the contact link is in the footer.

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