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Gentoo Rescue News

1.0.5 - Hints, grid lines, and Lemniscate improvement

The 5th patch is here! Sorry for the delay - work was really hectic this week.

We're a week away from the 1-monthiversary, and only 13 reviews away from the magic number of 50 required for "Very Positive". Please continue to help spread the game around to other puzzle enthusiasts.

Puzzle changes
  • Added hints for remaining levels. I am done! Feedback for improvements is still welcome, of course.
  • Moved the yellow goal location on Lemniscate. The old version was straight-forward from the starting position, but it was very easy for players to accidentally fall into an impossible state without realizing it. This is one of the biggest sins in puzzle design, and it should not occur unless the "realizing it" step is part of the main idea of the puzzle. In this case it wasn't.
  • Added 2 fog tiles to Pivots. This increases the uniqueness of the puzzle, making it more deducible.


Misc
  • (Post-Inception) Unused exit spirals now animate by being pulled to the center instead of flashing.
  • Increased the size of grid lines because the lowest nonzero setting was unusable with FXAA, and barely usable with TAA/TSR.
  • Changed the look of the grid lines to be more "natural". You can still increase "Grid darkness" if you like the artificial look. I like the lowest nonzero thickness with darkness turned all the way down. I'm considering making this the default in a future patch. Thoughts?
  • Hint menu in puzzle editor now has a scrollbar so there is no longer a soft limit to the number of hints that can be added to a puzzle.
  • Don't show the journal entry tag icons in the "Required for current level" menu for undiscovered journal entries.
  • Added mention of font under assets in credits.


Bugfixes
  • Prevent animation of exit spirals when first loading a puzzle in the puzzle editor.

Gentoo Rescue is a puzzle game with twists that will melt your mind that I'm too stupid for

Gentoo Rescue from Jagriff seems simple on the surface but it's a real brain melting puzzle game that's well worth your time.

Read the full article here: https://www.gamingonlinux.com/2025/06/gentoo-rescue-is-a-puzzle-game-with-twists-that-will-melt-your-mind-that-im-too-stupid-for/

1.0.4 - New Trapeze and bigger unused [redacted]

I'm pushing this patch earlier than planned because I think some of the changes warrant it. As a result I'm not finished with hints for all bonus levels yet.

Puzzle changes
  • Replaced Trapeze (level in post-Accumlation world Crowdsurf) with a completely new puzzle. The old version wasn't an amazing puzzle, and its idea also had already appeared in a similar form in another level. So I made a completely new level that explores a novel idea. I'm granting anyone that beat the old puzzle progress on this one because I don't want to spoil 100%-ers, but there is no relation between the old Trapeze and this new Trapeze. Give it a try!
  • Added blue wall to hub puzzle. This prevents another scarlet herring (see 1.0.3 notes), and should better hint at how to reach one of the endgame areas.
  • Hints for a couple of levels added.


Misc
  • Flashing export spirals are now much bigger. I noticed players were having issues finding out what to do immediately after completing Inception. Hopefully this helps!
  • Fade "undo or reset" message when pause or warp menus are opened.
  • Tweaked tile shader to not show grid lines (when enabled) on the sides of tiles.


Bugfixes
  • Fixed flashing "water" in the black background of the space biome when using "Medium" graphics settings preset.
  • Using the "quick exit" bind while the end popup and journal are both up will no longer close the end popup.

1.0.3 - Hints and a herring

It's almost 2 weeks since launch and I'm embarrassed to say that all levels still do not have hints. But I'm almost there! The only missing hints are for bonus levels, and those will be done in the next patch within the next few days.

I keep saying it, and it keeps being true. The support and enthusiasm from the puzzle community is overwhelming. I'm glad you're liking the game and spending 30+ hours of your life to playing it. Please keep telling others about the game. I want to watch more YouTube videos and Twitch streams! I also want to start playing your custom levels, so please join the Discord server to share them! I might even make it a regular thing where I stream some user submitted levels. (Eventually I'll add Steam Workshop support, but for now Discord will have to do....)

Here's the 3rd patch.

Puzzle changes
  • Removed a block on the left side of the hub puzzle because it created a possible scarlet herring; i.e., a red herring that is especially attractive. As much as the penguins like herrings, I do not.
  • Renamed puzzle `tmp` to `Temporary` to make it fit the naming style of the rest of the game.
  • Added hints for all puzzles in Replication.
  • Tweaked hints for a few other levels based on feedback. Please keep sending feedback my way!


Misc
  • Keep Warp bind prompt hidden until a sublevel has been seen. This is only relevant for a single level in the very late-game.


Bugfixes
  • Scroll wheel binds are given a special exception to not trigger "menu back" because of collisions with normal scrolling. However scroll wheel down could mistakenly trigger "menu back" from menus like warp, journal, pause, and settings if the end popup was visible. Now it cannot.

1.0.2

I've noticed many players are already well past the 20+ hour mark and have finished, or are closing in. Others are just getting started and still wondering what that color spirally thing is for. I really love reading all of your comments about the game in reviews, on forums, and on social media. The more buzz around the game the happier the penguins will be, so keep it up!

Without further ado, here's patch number two.

Puzzle changes
  • Added hints for all initially reachable puzzles in Attraction and Contraband. This came with a few very very minor puzzle tweaks that I'm confident objectively improve the design.

    • Removed unnecessary fog from Attraction.Hurl.
    • Removed unnecessary tile from Attraction.Tractor.
    • Changed the starting state of Attraction.Wrecker. This was done because the new version will do a slightly better job at encouraging the player to try an idea that would work if there were no magnet: move green down onto blue's target, and then hit it with a blue move right. This isn't just a bait, but it shows off why this puzzle is interesting while hinting at the main idea for how to solve it. The old version, where blue started in the far left of the middle row, was further from revealing the key idea despite being technically closer to the solution.
    • Added colored wall to Contraband.Deeper to fix cheese that let players skip ~2/7 of the puzzle.
  • Refined journal entry unlock conditions for a few fog related entries to not include grey animals in fog. This affected the "Required for current level" entries for Ground_Rules.I and Liftoff.Extinction.
  • The following levels had some errors in their "Required for current level" entries, unrelated to the above change: Attraction.Fledging, Exchange.Displacement, Exchange.Stwap, Exchange.Timing, Exfiltration.G, Foreboding.Jackhammer, and Sustain.Chumming.
  • Added new (post-Replication) bonus solution and reworded existing one for Lemniscate.EYO. Thanks to Mikan for discovering the new one!
  • Reworded (post-Replication) bonus solution for Ground_Rules.Blockers.
  • Moved the position of Walk.Threading.


Misc
  • Added "LMB double click" bind prompt to sublevel button on hover. On unhover it goes back to the keyboard bind. Mouse-only is an option that the game doesn't teach very well, so hopefully this helps.
  • Removed "Awards" and "Challenge" sections from buttons corresponding to backup saves.
  • Achievements all marked as secret to avoid spoilers. I don't think anything there is super spoilery but just staying on the safe side since players can reveal hidden achievements on Steam. This was done through Steam, so it is not part of the build and actually went in Sunday night (PDT).


Bugfixes
  • It was possible to use the quick exit bind to exit from a puzzle while the journal menu was opened if the end popup was also opened.