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Winnie's Hole News

Play as a virus inside Winnie the Pooh in Winnie's Hole - demo out now

With Pooh now in the public domain, of course we're going to get some weird Winnie the Pooh games. Winnie's Hole is a new game from the Ring of Pain devs.

Read the full article here: https://www.gamingonlinux.com/2025/05/play-as-a-virus-inside-winnie-the-pooh-in-winnies-hole-demo-out-now/

DEMO v0.5.70 - New Perks, Actions and more!

[h2]Our demo is getting its first content update![/h2]
Hi all, it's been a wild month for our team.
Releasing our demo, exhibiting the game at multiple events and now our first big content update along with a ton of fixes and improvements.

Thank you to everyone who gave feedback and sent bug reports.
Much appreciation to our community - this update includes community suggested content!

[h3]If you'd like to get involved in our community events, join us on Discord.[/h3]


[h2]What's new:[/h2]

Content
  • New Perks! Community inspired Instant synergy perks
  • New Actions! More Instant actions and various base actions to help strengthen the foundation of builds

Note: Known issue - Crush Perk is currently not working as described.

Improvements
  • Added English button to Settings menu in case some folks got stuck in language we don't have text for
  • New contextual tutorial for when placing in an invalid position
  • Exits are now bigger holes, so there's less risk of surrounding them and getting stuck.
  • Updated the end of the tutorial to hopefully make placing blocks over the red tiles more easily understood
  • Health projection now shows a breakdown by damage type.
    Note: This system will make it much easier to understand when completed, but is still a work in progress. This version is missing status effect gain/loss, and in some cases has issues with Multiply.
  • General tutorial UI polish
  • Updated mutation icons so different rarities are more obvious


Balance
  • Buffed late game Porcupines, Labrador, Kangaroo and Snowy Owl encounters
  • Chihuahua now can only gain 1 Enrage per turn
  • Nerfed Rooster
  • Nerfed Marten in the Koala fight
  • Counter now reflects the damage back at the front enemy instead of the attacker
  • Bleed now will only trigger if a Bleeding target takes damage (Shield prevents Bleed activating)
  • Lifesteal now only Heals from damage done (Shield and Barrier nullifies)
  • Scaling Bonus now gives +1 to adjacent actions until end of combat instead of the Bonus tile itself
  • Perk rarity adjustments. Perks which give +1 per status instance are now Rare.
  • Resource reward and perk tier adjustments. There was a bug causing Epic Perks to be rewarded in some lower tier fights.
  • Honey Badger nerfed slightly. Reduced health, reduced Sensitive attack slightly and made Pain Channel a fixed amount. This rebalance goes hand in hand with the perk adjustments, since Sharpen and Fortify were previously very powerful for Commons and were often available.


Bug fix
  • Fix for placing out of bounds causing death before healing
  • Fixed Knockback leveling
  • Fixed recursive Spike damage not checking if the enemy is dead
  • Fix for nested tooltips not appearing on enemy actions
  • Bodyguard enemy Perk no longer includes self when gaining Shield
  • Fix for duplicate perks appearing


...and more!

Thank you all for trying our demo and your interest in our game.

[h2]If you liked this demo, try Ring of Pain![/h2]
As a studio we really want to innovate with fresh genre-blending formats!
Our goal is to make games you haven't played before.

If you want to be involved in WInnie's Hole, we'll continue running content design events and also run playtesting in the future on our Discord.

Thank you!
Twice Different

Winnie's Hole development update

"Hello?" I shout into the hole. "Is anybody there?"

The blackness responds:
[h3]"Feed us..."[/h3]
[h3]"We are HUNGRY"[/h3]


[h2]Developer intro[/h2]
It is time to appease you all with an update.
I'm Simon, the creative director at Twice Different, a tiny indie studio based in Australia which was fortunate enough to find some success with Ring of Pain, our debut creepycute roguelike card crawler.

...And now we're putting those funds into making the next dark roguelites with fresh gameplay...

Mess (programmer) and I have been working on this idea since 2022, and announced it mid year to a viral reception.

[h3]We originally thought Winnie's Hole would be a little, experimental game but the trailer announcement took off.[/h3]

The pressure is on.

[h2]Expanding Winnie's Hole[/h2]
Because of the huge response, we decided to be more ambitious... This means our timeline has also extended well into next year as we iterate and really flesh it out...


What we've been working on

[h2]A visual feast[/h2]
The first weak point I wanted to address since announcing was the art. We've been iterating on the original art style (top) to add in more of that dark flavour and better fit the core audience.
We're still working on this but here's a sneak peak of some experiments.




[h2]A holesome horror-comedy[/h2]
[h3]How do you combine the strategic depth of a roguelite with the story we want to tell? [/h3]
The question taunts me as I gradually press my face into the wall.
Slowly embraced by its cold, refreshing touch.


We want to tell a story about a naive, bumbling host infected by a symbiotic virus. A virus with the power to transform its host into an abomination. Will you do this in the game? Yes. You will make a loveable yet horrendous monster. Beauty is only skin deep, right?
The animals do not understand the virus, and the virus does not understand concepts like friendship. It's a matter of survival, and we are under threat... but it may not always be this way...

As you progress through the game, each run is played in one of multiple regions in the world. Before I go into more detail I will add the caveat that we're really trying to provide a new challenge with the roguelite mechanics, which I'll talk more about in the future. We're trying to do much more than simply reskinning a game you've played before.

[h3]We want this game to be a fresh experience. A delicious morsel. [/h3]
To innovate on anything is a very explorative process. We've prototyped and scrapped dozens of different systems and features in the journey so far. This is pretty normal in game development and we're lucky we can afford the time to do this.

All this is to say we're still finding the answers and some details may change as we continue development, but we will absolutely have a demo available when we get closer to launch.

For now, I continue to indulge you in the current state of Winnie's Hole. Gaze upon the current game loop.



Each play of the game, you and your host adventure into a region of the world, going through events and encounters which get more challenging until you reach a final encounter which really tests your build and the lessons you've learnt.

[h3]The game loop has two main parts: Exploration and Combat.[/h3]

Our combat system is solid and ties directly into the bodybuilding through mutations. You generate a deck of actions by growing mutations, then trigger them via the host's brain.

Much like in Ring of Pain, we're aiming to make combat accessible in that we'll show the outcome of your possible moves. This means you can focus on the deckbuilding strategy and make plays based on enemy intents without needing to calculate it all. We let the game do the maths.

Right now we're working on the exploration features which build on the idea of spreading the virus through the body of your host. This is where you make 'gut decisions' and influence the events they encounter.

Most strategy games need a critical mass of content to prove a system, and this is what we're currently building out. All the risk/reward mechanics and features that can be added to exploration to turn it from a virus-builder sandbox into an engaging strategy game with more planning, tension and consequence.

I'll do a deeper dive on both combat and exploration mechanics as we continue development.

As the year comes to a close we wanted to share an update with you all.
Thanks for reading, if you'd like to follow development and participate in future events or testing feel free to join us on Discord.

If there are specific questions or things you'd like to hear more about in future updates let us know in the comments.



Happy holidays to you all from the Twice Different team and our Chinchilla buddy!

[h3]The hunger subsides?... for now[/h3]

Bizarre Winnie the Pooh horror game is literal nightmare fuel

Making A. A. Milne's adorable little Winnie the Pooh free for use by the public was always going to be chaos, but I never quite expected anything like Winnie's Hole. A roguelike horror game from Twice Different, the developers of Ring of Pain, Winnie's Hole is a straight-up weird, yet vaguely intriguing, take on the classic animated character.


Read the rest of the story...