The Kaiyo Mission - Update May 2026
Based on player feedback, minor bugs have been corrected.
Control a submarine or a diver into the depths of unknown underwater worlds and take photographs of alien animals, plants and artefacts. Continue your journey through this casual, side-scroller, exploration game and collect stars to unlock more secrets before travelling to an alien home planet.
| App ID | 2248280 |
|---|---|
| App type | Game |
| Developer | eXplore Studio |
| Publisher | eXplore Studio |
| Homepage | https://explorestudiogames.com/ |
| Release date | 2025-01-29 17:01 UTC |
| Release state | released |
| Controller support | partial |
| Store page | store.steampowered.com/app/2248280 |
| Last store refresh | 4 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | TheKaiyoMission_GAME.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:56 UTC | $9.99 | $9.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 23035493 | 2026-05-06 15:37 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228989 | windows | from app 228980 · shared install | ||||
| 228990 | windows | from app 228980 · shared install | ||||
| 2248281 | 1.27 GB | 1.14 GB | 6635622527322988054 |
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 | First seen |
|---|---|---|---|
| 23035493 | public | 2026-05-06 15:37 UTC | 4 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 21:56 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Based on player feedback, minor bugs have been corrected.
Minor incremental improvements and bug fixes based on feedback.
After what I’ve heard a lot of people describe as a challenging year, here at eXplore Studio we have been reflecting on what progress we have made. It has not been all sunshine and rainbows for us either. We have had our fair share of hurdles, especially as a truly independent indie game studio with very limited funding. However, I am also incredibly proud to be writing that our first game will be released 29th January 2025, and we are now less than a month away from this milestone. This comes with both nerves and excitement, but The Kaiyo Mission game is a piece of art we cannot wait to share
At eXplore Studio, we see the value of taking an agile approach to our work. This working style still includes two structured weekly meetings with the whole team, with a scrum planning meeting on Monday and a technical meeting on Thursday. Nonetheless, throughout the week we are flexible and maintain strong lines of communication. This means we are continuously in touch to share our insights and prioritise our working connections as a team. Equally, the agile approach gives clear advantages when developing working products which we continuously refine. Through this technique, we avoid striving
Whilst developing video games, accessibility might not be your first thought. After all, some people argue that certain accessibility functions could limit your creative scope. However, here at eXplore Studio we believe that accessibility and inclusivity are key to creating strong video games. Most importantly, ensuring that everyone is able to be included and thought of before constructing a video game is key, rather than including accessibility as an afterthought. This makes it easier to figure out ways of working which are most accessible, as well as the video games themselves. In fact, we
In the first mission phase of The Kaiyo Mission, the player controls a submarine that is exploring the underwater plateau of Enceladus, a moon of Saturn. While the submarine is discovering this new fascinating, extra-terrestrial world, you take pictures of the many elements of interest that are nearby like plants and animals for example. The second mission phase opens once all the pictures are taken! Good luck! 🐙
‘Are you telling me that one of our two ESEL submarines that landed on Enceladus last month, that was deployed, melted through the ice, found life in the subsurface ocean, and suddenly vanished…has been found on Earth last week?’ asked the Head of Deep Space Exploration of JAXA. (extract from The Kaiyo Mission – Enceladus)
Many developers do not bother with estimating their workload, because it takes time and effort, and in most cases, estimates turn out to be incorrect anyway. This is true. All estimates will probably be false. Too many factors have an influence on the time it takes us to do anything really, even depending on multiple human performance influencing factors present on a given day, which will vary from one day to the next. But if estimates are good enough to give us helpful indications for decision making, they are precious. So, estimating our workload when developing a game is crucial for several
An Underwater Inflatable Life Support System (UILSS) has been put on Europa in the vicinity of the portal to Earth and before it is fully operational, two researchers of The Kaiyo Mission are there at work, 1.44 billion kilometres away from Earth. ‘Sheila and Asim went through their checklist of activities in the tent. They had eight essential test activities on their list: (1) Monitoring of breathing air consumption; (2) using the airlock; (3) charging the air supply of two portable life support systems simultaneously; (4) connecting the three surrounding observation pods and receiving data f
One might think the situation is hopeless, when small indie game studios try to gain visibility and traction in the market, given that they have to compete against seemingly very powerful, big companies with impressive marketing budgets. However, despite the odds, small studios can indeed compete with larger companies by leveraging creativity, community engagement, and strategic marketing. The following strategies may be useful: Using social media like X, TikTok, YouTube, Instagram, Tumblr, LinkedIn, Discord etc., small studios can still reach out to their future players globally and build a s
Since The Kaiyo Mission belongs to the hard science fiction genre, with animals, plants and artefacts created and named for the game itself, we thought that a compendium would be one of the many cool features to implement. Indeed, the compendium is easily accessible when you play the game and gives you short but very detailed information about the elements of interest discovered and photographed. Moreover, the comments have been written by the explorers of The Kaiyo Mission themselves (for more, check out also The Kaiyo Mission Enceladus and The Kaiyo Mission Europa books – available on Amazon
Small game development studios face several challenges in gaining visibility in the large market of games – why is there still much hope even without having a publisher? The global gaming industry keeps growing at a rapid pace, which is good news for game developers. At the same time, the market is highly competitive, with many games being released every single day. For indie game developers, it is increasingly difficult standing out among well-established studios and popular titles, especially when they have limited budgets for the development and marketing of their games. Also, many small st
Deciding whether to employ people or work with freelancers in game development depends on various factors, including your project’s needs, the location and country of residence of the people who work with you, your available budget, and the long-term goals of your studio. Employing full-time staff has got certain advantages but also drawbacks. On the positive side, it tends to bring consistency, stability, and longer-term commitment. Team cohesion is likely to be higher having a dedicated team, which can foster better collaboration and a stronger company culture. Regular team members can build
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, partnerships, and valuable insights. If you are actually exhibiting your game, you can also showcase your game to a diverse audience and get immediate feedback. This can be invaluable for refining your game and understanding what players enjoy or find challenging. Similarly, conventions offer you marketing and exposure o
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, partnerships, and valuable insights. If you are actually exhibiting your game, you can also showcase your game to a diverse audience and get immediate feedback. This can be invaluable for refining your game and understanding what players enjoy or find challenging. Similarly, conventions offer you marketing and exposure o
Full appinfo as delivered by Steam PICS, changenumber 35946306. Also at /api/app/2248280/raw.
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