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Temple Of Snek News

Pachamama update v.0.3.0

The Pachamama update is now live!

Version 0.3.0 is now available, bringing the next big chunk of Story Mode, including:
  • New tile types and puzzle mechanics
  • New NPC types and new dangers
  • New secrets to collect and achievements to unlock




There's a bunch of other little improvements too, including:
  • A shiny new body type to unlock in Mek-a-Snek
  • Improved music system that runs smoother and is more versatile
  • Faster fast-forward
  • Various fixes and more!




  • Did you notice that each Temple of Snek update is named after a deity from a prehispanic culture? Temple of Snek is not set in the real world, so the characters in the game don't represent any specific people, but the goddess Snek has a lot in common with different indigenous South and Central American deities. Pachamama is the name of an earth mother goddess of the Andes. She's the mother of the sun and moon. She's generous and supportive, but will also protect her earth and its children when she has to... like our Snek. It's time to monch some conquistadors!


Check out the Pachamama trailer on the store page.

If you enjoy Temple of Snek, be sure to leave a review to let people know. If you have an feedback or comments, or a bug to report you can do that using the feedback form in-game (F8) or by joining us on the Discord. By joining the Discord you can also get in on beta updates and help shape the game with feedback and suggestions.

The next major update will be the Kukulkan update (version 0.4.0), which will include an art pass for all of Story Mode, live achievements and some other unannounced features.

snek

Snek wants you to have a little gift for Valentines. It's a patch for the game! Isn't that nice.

v.0.2.19


Fixes:
  • Experimental fix to stop rare bug that could allow player to reset at the same moment as saving on a checkpoint.
  • Fixed "tail-boop-droop-flip", where Snek getting booped by her own tail-end failling onto her head-end would cause her tail-end and head-end to swap heights.
  • Fixed "boop-droop-tail-flip", where Snek booping her snoot and drooping onto her tail would cause her tail-end and head-end to swap heights.
  • Fixed an issue where pressing escape/pause on the Classic Mode start screen could sometimes start an empty game.
  • Fixed a new bug in the opening cutscene where the bell-ringer priestess's animation was out of sync with the music.
  • Changed how kill-cam works interacts with snek-cam, e.g. getting sliced while using snek-cam in Classic Mode. Now the kill-cam will stay active until you crash, which avoids it getting stuck elsewhere.


Improvements:
  • 3 of the 4 collectible coin puzzles have been tweaked. Now they all have two solutions: a solution where you get the coin and boop, and a version where you get out alive. (This is how the feather and flower puzzles will be too.)


Minor Snek-update, or Snupdate

We promised you a minor Snek-update, or Snupdate, and here it is. This is just a taster to keep you hungry for the Pachamama update which is only 2 or 3 months away.

In the meantime, enjoy the overhauled music and beat system. It lets Temple of Snek mix up the interactive music in more efficient ways and should save you some RAM too. It also lets us script smoother music transitions between areas, and add more interactive music events to go along with the puzzles going forward. The existing puzzles of Story Mode have been jazzed up in a few places too!

UI features around chapters and objectives have been polished up, with a little bit more info on the pause screen than before. We've also added an achievement specially for the community minded - people who take part in the beta versions. (Achievements will go live on Steam in a not-too-distant-future version.)

Some of the harder puzzles in the first hour of the game have been smoothed over a bit, to create a more satifying learning curve, nothing too drastic. Plus there are a bunch of minor improvements and fixes too.

Thanks to the Snek community as always for the suggestions and feedback, some of which influenced this update. The best way to give feedback is through the in-game form (F8) but if you want to hang out or try betas, you know where to find us! (You find us on Discord.)



Here are all the updates since v.0.2.6!

v.0.2.14


Fixes:
  • Activating the Steam overlay now pauses the game in the background.
  • Fixed an issue where sometimes some music channels could go out of sync.
  • Changing the gameplay speed during a music transition no longer risks de-syncing the music channels.
  • Changed the transparency of locked achievements on the Extras menu to make them readable.
  • Falling on a raider in Classic Mode no longer stops more of them from spawning.
  • Fixed a rare bug where blocking obstacles would sometimes not block Snek if it was an NPC who triggered them.
  • Fixed some issues with Fast mode interfering with puzzle/NPC timing. Fast-forward mode now has a rev-up time before activating zoomies.


Improvements:
  • Completely rebuilt rhythm and music system that will probably be completely unnoticeable front-of-house, but allows more music variety and lower RAM and CPU overhead.
  • New Fast mode that goes up to x4 your chosen gameplay speed.
  • Smoother music transitions and more interactive music moments.
  • Some difficulty tweaking in the early game, for a smoother difficulty curve.
  • Improved fast-forward mode that can now go 4x your gameplay speed.
  • Improved chapter and objective UI on the pause screen.
  • 2 new achievements (offline for now, but not for long), including a reward for beta playtesters.
  • Water now reacts to debris - spleesh!
  • Added something secret...?


Slithering onwards...

It may look quiet from the outside, but here in the temple workshop things are a-happening!

We're putting the finishing touches on a minor update which you'll get in the next few days, to tide you over until the bigger Pachamama v.0.3.0 update which isn't too far behind!

The Pachamama update promises a whole new chunk of story mode, as Snek explores deeper into the temple. If you like lore, you'll want to keep you eye out for clues! There'll also be more puzzles of course, and a few new puzzle mechanics.

The other thing that Pachamama brings is an overhaul to the music and rhythm system. That's about ready and just going through some final testing! So, to make sure you don't lose the beat while you're waiting, we're rolling out a minor update to the main public branch: v.0.2.11.



The v.0.2.11 minor update includes (since 0.2.6):
  • Completely rebuilt rhythm and music system that will probably be completely unnoticeable front-of-house, but allows more music variety and lower RAM and CPU overhead.
  • Smoother music transitions and more interactive music moments.
  • Some difficulty tweaking in the early game, for a smoother difficulty curve.
  • Improved Fast mode that can now go 4x your gameplay speed.
  • Improved chapter and objective UI on the pause screen.
  • 2 new achievements (offline for now, but not for long), including a reward for beta playtesters.
  • Water now reacts to debris - spleesh!
  • Added something secret...?
  • Activating the Steam overlay now pauses the game in the background.


Coming to the main public branch within a few days.

If you want to get in on these updates as they come out on the beta updates, come see us on the Discord!

another little update, 30th October

v.0.2.6


Fixes:
  • You can no longer get the Ramps +5x multiplier in Classic when Obstacles is set to zero.
  • One secret coin has been uncollectible since 0.2.1 - that's now fixed.
  • Fixed a couple of non-solid walls in the Upper Sewer.
  • Camera should no longer clip into the wall in the Old Snek Pit.
  • Fixed a minor keyboard navigation bug on the main menu (Mek-a-Snek > Extras).
  • The itch.io version will no longer stop you from editing your previous Mek-a-Snek patterns when no Steam login is found.


Improvements:
  • Collectibles now leave a "ghost" behind, so that you can collect them again, if you like.
  • The "enable/disable events" dialog in the Content menu now has a cancel button, and also indicates whether events are currently enabled or disabled by only enabling the appropriate button.
  • The Serpenta Muerta body is now partly separated from the Crypt of Snek event - if you unlock Serpenta Muerta and play it outside of spooky week, it won't automatically activate Crypt of Snek. Crypt of Snek will remain a separate annual event and might have new seasonal content in future.