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Scribbly, open-world action adventure Scrabdackle arrives December 2

Follow along the misadventure of a novice wizard in Scrabdackle, a scribbly-art open-world action adventure when it arrives on December 2nd.

Read the full article here: https://www.gamingonlinux.com/2025/11/scribbly-open-world-action-adventure-scrabdackle-arrives-december-2/

Release/launch news and info!

[p]Hey folks! Got some Big News plus some supporting Other News Components![/p][p][/p]
Scrabdackle Act 1 releases Tuesday, December 2nd!
[p][/p][p]It's happening! I said 'this fall/winter' and 'Q4 2025' and I meant it![/p][p][/p][p]I finished up the launch build the other night, and review keys are going out I think basically around the time I post this? So we're into the final stretch of this five-and-a-half-year-and-counting project, with Marketing-Mode Jake taking the last baton pass! Yes, there'll be Acts 2 & 3 to come, but we only get one 'real' launch, yknow? It's exciting![/p][p][/p][p]What time of day are we launching? ...Dunno yet! Something reasonable, surely. You'll hear about it before actual launch![/p][p][/p][p]Scroll for info on pricing and related launch timing. But first![/p][p][/p][h2]Metroidvania Fusion Fest[/h2][p][/p][p][/p][p]We're in Metroidvania Fusion Fest on Steam all week! MVs are a favourite genre of mine, especially ones that play with the format - plus, there's a bunch of games from friends of mine in the fest with us, like Bio-Gun! Lots of reasons to go check it out![/p][p]Metroidvania Fusion Fest[/p][p][/p][p]Okay, back to Scrabdackle announcements![/p][p][/p][h2]Launch pricing[/h2][p][/p][p]Scrabdackle will launch selling for $14.99 USD for Act 1, and the Act 1 OST (about 40 tracks and 90 min) will launch selling for $9.99 USD barring any discounts and so on.[/p][p][/p][p]Don't use USD as your local currency? No worries, we've got you covered! Here's the full planned international pricing set we're doing. (We know USD conversion rates don't always reflect local currency purchasing power - we tried to take that into consideration for these rates.)[/p][p][/p][p][/p][p][/p][p]Answering some potential questions quick before I talk timing![/p]
  • [p]Will the game price ever change in the future?[/p]
    • [p]If you don't buy Act 1 and wait for a later act to release: Yes![/p]
    • [p]If you do buy Act 1 now: No![/p]
    • [p]Basically, the sale price of the base game will increase slightly during both the Act 2 and Act 3 launches (which are still a good long ways out), but once you've bought it, you've bought it. You'll get the best deal if you want to buy now and play Acts 2 & 3 as they come out.[/p]
  • [p]Will Acts 2 and 3's OST be the same price?[/p]
    • [p]No! Act 1 easily has the largest soundtrack since it introduces a bunch of character and combat themes that recur throughout the game. I'm not pre-announcing those prices, but in our planning, they're scaled to the number of tracks on them.[/p]
[p][/p][h2]Other timings & launch FYIS[/h2][p][/p][p]The public demo will be taken down on Nov 18th, two weeks before launch. The end of an era! There's been a Scrabdackle demo available in some form or another for over 5 years now, but it's time for me to start encouraging people to actually buy the game and uh, try and make a viable career out of this whole thing 😅[/p][p][/p][p]Within the community, we're also enforcing a spoiler lockdown for the first week after launch, which is also when we'll do the next reveal round of our "game theory" story/lore betting game. More about both of those topics on the discord server! Please do join if talking about the game with folks or checking out fan art and memes sounds fun, it's a good gang.[/p][p][/p][p]If you're a Kickstarter backer, check the latest Kickstarter update on the topic of key delivery and pre-launch access![/p][p][/p][p]Okay! That's it for me, for now - I'll be back with some minor announcements etc between now and launch.[/p][p][/p][p][/p]

Patch notes - 0.5.09b

[p]Patch notes for 0.5.09b:[/p]
  • [p]Gameplay[/p]
    • [p]Peeky's 'full region' bits reward has been upped from 10 to 25[/p]
    • [p]Removed 'corner bombs' from Waking Fossil's last phase[/p]
    • [p]Updated Ruins Hounds' pursuit code; they no longer start running at max speed[/p]
    • [p]Fixed Ruins Beast leaving its damage hitbox active for 2 seconds post-death (sorry, Harper! 😅)[/p]
    • [p]Garbage Eater can correctly be 'damage pierced' with the Witchbrand when slashing it when it's inside its bin.[/p]
    • [p]Lots of once-absent speaker tags populated for various 'nameless' NPCs[/p]
  • [p]Other[/p]
    • [p]Save stones no longer flicker the 'generic stone' texture on room entry[/p]
    • [p]Cleaned up a few last spots still using the 'old' fonts[/p]
    • [p]Updated some last placeholder UI SFX[/p]
    • [p]Fixed dialogue bubble size rendering issue[/p]
    • [p]Updated pause screen collection total handling, and explanatory message[/p]
    • [p]Technical change to how fullscreen mode is handled - if your device had the rare black screen error, that shouldn't happen anymore[/p]
    • [p]VSync added as a settings option (it used to only ever be off fwiw)[/p]
    • [p]Fixed Skrine boons disappearing from the HUD upon respawn or reload[/p]
    • [p]Resolved glitchiness with textures on certain room transitions[/p]
    • [p]Fixed mousewheel not working for navigating dialogue for some players[/p]
    • [p]Fixed notebook table of contents' right page being out of alignment[/p]
    • [p]Removed a small mouse click deadzone along the top of the screen (in the ruins)[/p]
[p][/p][p]There's also a bug report icon/link on the main menu now! It goes to a database managed by Fellow Traveller that I have access to. (I am saying this in the hopes of no one submitting jokey reports thinking only I'll read it...!)[/p][p][/p][p]Most of what I've been up to the past few weeks has been final prep on Act 1 content - there's some stuff in the game I'm really proud of, but I've had to really hustle to jam it in before launch 😅 I'm gonna get back to that - but I'll be back with some news pretty soon![/p][p][/p][p]-Dev mode Jake[/p]

Patch notes - 0.5.08a + 08b

[p]Patch notes for 0.5.08a:[/p]
  • [p]Replaced placeholder sounds for quest menu interactions (using the menu + related notifications)[/p]
    • [p]Still a little WIP! But trying 'em out.[/p]
  • [p]Fixed issue with motes deciding to wander offscreen (sigh)[/p]
  • [p]Tweak to resolve an inconsistent crash issue for select players.[/p]
  • [p]Adjustment to Litlte Lord's first* fight; they no longer turn invincible once at the start of their third phase, and received a small bump to health for that phase to offset that.[/p]
    • [p]*Did you know the Peanut Village gate and Blustergust Ridge fights can actually be played in either order? Whichever one you get to 'first' will be the easier one, and the 'second' will be harder and assume you've gotten the spells that the first fight gated off.[/p]
  • [p]Added death tracking! This is toggle-able in the Settings menu.[/p]
    • [p]When you die (starting from now on; the game didn't previously track this), an animation will show how many times you've died on that room specifically. That'll make it easy to see how many attempts you made against a given boss/arena.[/p]
    • [p]On the minimap full-screen-view, if you've died in a given room, that will be displayed in the lower-left corner.[/p]
    • [p]Your total deaths will be shown on the pause screen, in the lower-right.[/p]
[p]Patch notes for 0.5.08b:[/p]
  • [p]Temporarily disabled a secret room's teleport access until I have a chance to look into it (it's Thanksgiving today here in Canada! ain't at me desk much)[/p]
[p][/p][p]Beyond that, most of my work lately has been on wrapping up Act 1 release stuff, so working on stuff not in the demo. Some neat surprises in store for the full launch![/p][p][/p][p]-Dev mode Jake[/p]