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)
| Date | Update | What it changed |
|---|---|---|
| Feb 20 | Demo launch | The five-course demo goes live; day-one bugfix follows the next day |
| Feb 26 | Demo patch #2 (0.5.2) | Early balance and crash fixes |
| May 6 | Demo extension teased | Devs confirm the demo gets extended |
| Jun 1 | Update + raffle teased | Giveaway announced alongside new content |
| Jun 5 | Demo update | The big mid-demo content drop |
| Jun 8 | Next Fest + hard mode | Steam Next Fest; hard-mode reminder for the B-side push |
| Jun 15 | B-sides released | Hard-mode versions of the demo courses — the biggest single addition |
The road to launch (September 2026)
| Date | Note |
|---|---|
| Sep 8 | Official notice: demo saves will not transfer to the full game |
| Sep 18 | The demo appears at Tokyo Game Show |
| Sep 21 | 1.0 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.
| Date | Hotfix | What it changed |
|---|---|---|
| Sep 22 | Hotfix #1 | Fixed 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 23 | Hotfix #2 | Omni-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 24 | Hotfix #3 | Save 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 26 | Hotfix #4 | The 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 26 | Hotfix #5 | The 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 28 | Hotfix #6 | Attempted fix for the save issues Linux players hit running the game through Wine, CrossOver or Proton |
| Oct 8 | Hotfix #7 | Fixed 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.