Fast-paced, action packed metroidvania-styled goodness that does not hold back! Explore a massive world as you battle against hoards of crawling, rolling and flying insects.
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Price history, US store (USD)
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2026-09-11 21:57 UTC
Free
Free
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public
16153150
2024-10-23 15:28 UTC
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1434341
windows
283.35 MB
76.70 MB
4279088821036168663
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
Build ID
Branch
Updated
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16153150
public
2024-10-23 15:28 UTC
2 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:57 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2021-01-08 02:11 UTC · Community Announcements · Mayo-chan
Going to keep this short and sweet. I finished renovating the game, the only thing I have left to focus on is outside the scope of the demo, so unless there's a major bug or crash, I will stop updating the demo and focus my efforts on the retail product. Thank you all for your feedback and support! I anticipate a spring release for the game. More news in the form of updates will be brought here for the status of the game. Patch notes: -Intro cutscene is finished -Lizardman cutscenes are finished -Fixed bug where you would get damaged every frame if you got knocked back, landed on the ground, a
2020-12-23 17:54 UTC · Community Announcements · Mayo-chan
First off I have to say that the process of planning and launching a retail game when you're an inexperienced one person team can be very rocky, with lots of things blindsiding you and ending up searching difficult to find answers to common questions. Very recently Clickteam released a new Multimedia Fusion update specifically made to counter antivirus false flagging, and I'm using a new option to unpack the .exe. The results were extremely effective, going from 7-8 devices false-flagging to only 1, which is called BitDefenderTheta. If you are using BitDefenderTheta and it claims Insect Advent
2020-12-12 17:53 UTC · Community Announcements · Mayo-chan
-Made walljump and web swinging movements a lot smoother -Fixed Mantis and Spore Dragon's AI -Enemies can now drop consumables -Text appears at the bottom of the screen when you get an item with cutscenes off, or grab a dropped consumable -You can now see what an item does before you buy it -All that needs polishing left are the second two bosses, the cutscenes, and the achievements on this demo. Here's my gameplan for the coming months: -Finish the above and push out a final update for the demo. -Focus on the endgame bosses, make the game finishable. -Finish all the art for the later game cut
2020-12-05 01:25 UTC · Community Announcements · Mayo-chan
Part of a huge coding overhaul I'm finishing up before working on the penultimate bosses of the final game. It's almost finished but there seems to be a lot of "whack a mole" type of issues where one thing gets fixed and I immediately notice more. The game is slowly but surely getting into a less janky state, for sure. -Rolling and web swinging are a lot smoother -Wall jumping has more polish and has a heftier feeling to it -Hammer pogo is a lot more stable and doesn't require you to hold both Jump and Attack to use -Pause menus have been redesigned and use a lot less memory -You only have to
2020-11-14 17:42 UTC · Community Announcements · Mayo-chan
First of all I want to say thank you to over 100 of you for downloading Insect Adventure's demo! This update changed a lot of internal logic on enemies, they should no longer clip through walls. A lot of enemies behave more intelligently and (hopefully) more fair as well. Some enemies like bees had an unintentional "super armor" effect when attacking, now you can swat them with the hammer and boomerang at any moment to break them and other weaker enemies out of attacking. This is part of a much larger code overhaul that goes over everything in the game. I've been working a few hours a day on t
2020-10-29 17:33 UTC · Community Announcements · Mayo-chan
I've been working a lot at updating the graphics, a lot of the enemy sprites were as old as 2016, when I was a much less experienced and lazy artist. At the time when I seen that enemies weren't large enough, I just scaled them up in engine to compensate. Eventually that bit me in the butt when I was optimizing code for enemies, causing the knockback and damage hurtboxes to become disjoined. I've been working at updating all graphics that were resized in that manner. You should have gotten an update to the demo and the first thing you should notice is that the hammer looks a lot less crusty an
2020-10-22 22:47 UTC · Community Announcements · Mayo-chan
10/22/2020: -Changed the font to become clearer to read -Fixed a softlock that happens on certain machines -Optimized some code, the game runs smoother Anticipated changes to fix: Redrawing sprites and backgrounds that were scaled up in the past.
Full appinfo as delivered by Steam PICS, changenumber 38623686. Also at /api/app/1434340/raw.