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Gentoo Rescue News

1.0.6 - Dragging and moonwalking

Patch 6 is here! I'm hoping I can finally get time to start improving the custom levelpack experience and add Steam Workshop support. No promises on any timeline because I am still prioritizing QoL suggestions, and addressing any points of unintended friction. Hearing your feedback and watching gameplay videos/streams has been very helpful for further improving the game, so keep sending those my way!

Speaking of custom levels, we already have a few community members creating them. Until Steam Workshop is ready, join the Discord to play and share custom levels. As we start to get more, I would like to do some regular streams, say 1-2 times per month, where I play some community levels.

Also I want to give a shout-out to Discord user StarlitEternity who has routed and completed a low% run of the game's "true ending". They managed to reach this ending while only completing 55 levels for a progress of 16.9%. Wow!

Puzzle changes
  • Made Moonwalk much easier to solve by moving the red goal. Players were too easily reaching the optional hard levels before realizing that they could just complete and leave the world, so having an easy solution to this early world puzzle will better teach how the meta structure of the game works.
  • Moonwalk.Reciprocity now has the walrus start with the spring. Also added an extra tile in the bottom left to make the main deduction a bit easier to spot.
  • Added 2 fog columns to Liftoff.Countdown to make one of the early deductions easier.

Misc
  • Mouse users can now perform moves using LMB click-drag-release. This is not tutorialized anywhere, but there is feedback in the form of a stretching arrow in the direction of the drag. Some people will like this much more than LMB to select and RMB to move.
  • Gameplay setting 'Selection ring' will now also control whether the two different mouse arrows (one for RMB movement and one for LMB drag movement) are displayed.

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.