
A Webbing Journey
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We’re Steam Deck Verified!Jun 10, 2025 - Community AnnouncementsHey all,We are just swinging by with some news for those of you who love to play on the move:You can now play A Webbing Journey on the Steam Deck! This means Silky can keep you company on your daily commute, long days travelling, or whenever else you might take your Steam Deck out for a walk! We also just reached 500+ reviews on Steam, with a rating of ‘Overwhelmingly Positive’ which is so exciting for us to see! We really appreciate everyone who has taken the time to leave their thoughts and let us know how much you love our little game ♥️If you haven’t yet left one, please do. Reviews mean a lot to indie devs like us, and we love hearing your feedback on the game ☺️Currently, we are busy prepping the next update, which focuses on saving web and object positions in each level, so keep your eyes peeled for more on that soon 👀That’s all from us today, thanks again for all your support and happy web-slinging!A Webbing Journey Team 👋A Webbing Journey - Patch 0.11.10(73)Jun 1, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Fixed interaction with the reset snow button on the Christmas tree. It now properly registers when you attach your main web. Improvements Implemented proper web targets, web indicators, and web particles for all webs. Improve the shoot strengths calculation for the catapult. It should now be more consistent, especially for players with low FPS. Added sound effects for catapult minigame. Implemented an alternative solution to hit the targets in for the catapult minigame. Added shmoop hat. Check social media if you want to know how to unlock it. Made the sliding puzzle pieces double-sided to make solving it with the alternative solution less annoying. Swapped FXAA with SMAA. FXAA made the text in the dialogue boxes look weird. Improve dialogue box visuals. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡10k copies sold!May 30, 2025 - Community AnnouncementsHello everyone, It’s been just over a week since we launched, and we’re so excited to say that we’ve sold more than 10,000 copies already! We’re so grateful for all of the positive reviews and feedback, we love hearing your thoughts on our little game 😊 To thank you for all of your support, we have added a little Shmoop hat to the wardrobe: {STEAM_CLAN_IMAGE}/42597350/3f61f13fc31e7389220e68bbd6fd7f82a1197066.gif A gift from us to you ♥️ In true ‘A Webbing Journey’ fashion however, you will need to complete a task to unlock this hat, but we’ll leave you to discover exactly what this is for yourselves 👀⭐ The only tip you get is that you need a shmoop to unlock the hat. We hope you love this fun little addition as much as we do! If you haven’t already, we would really appreciate it if you could leave us a nice review, it really makes all the difference to small indie devs like us. That’s all for now, happy web-slinging and see you soon! A Webbing Journey Team 👋 A Webbing Journey - Patch 0.11.8(69)May 29, 2025 - Community AnnouncementsQuick round of improvements today: Added selected web color to your main web. You can finally swing around using the RGB web. Changed the oven and stove knobs models to make it more clear when the buttons are off and on. Improved button interactions for the microwave, printer, 3D printer, safe, desk fan, dollhouse buttons, star cannon and rocket launcher. They should now be activated every time you attach your main web. Improved piano key interaction in a similar way. They always play when you attach your main web and you can press them in rapid succession. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.7(67)May 28, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Fixed wrong default FOV value. It should now default to a value appropriate to your monitor size. Fixed wrong plant placement in Kids' Room level Fixed an issue where the player could get soft locked when getting respawn. Fixed wrong race dialogues in Office and Kids' Room for Russian and Simplified Chinese localizations. Improvements Implemented check to prevent invalid safe files. Swapped wardrobe colors for dinosaur claw shoes. Added camera collision to baking tray in the oven. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.6(62)May 26, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Fixed vSync not working after game start. If you have it enabled in the settings, it should now work properly when you start the game., Fixed overflowing text in the main menu for some languages. Improvements Implemented additional graphics settings for FXAA, MSAA and Field of View, so you can properly tweak the look of the game to your liking. Ignore the graphics settings looking weird. We will fix that soon., Implemented backup check for completed quests and unlocked cosmetic items. If for whatever reason a quest was not counted properly or an item was not unlocked in the shop this should now be corrected automatically., Implemented new collision sounds for toys. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.5(60)May 25, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Fixed two uncollectible buttons in the Kids' Room. You can now collect all 100 buttons. We are really sorry for everyone who was searching for them forever 😭, Fixed overflowing text in some popups Improvements Added color customization to fire hat and fire shoes, Added an arrow and Hub text to the level entry air duct to indicate that that's the way back out of the level If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.4(59)May 24, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Reset the Halloween and Christmas event flags properly when entering the kitchen. Fixed one of the kitchen plants that wasn't registered for the watering task. Fixed wrong popup animations Fixed wrong rotation on the arachnophobia ball when respawning Fixed wrong camera position when talking to NPCs on the wall. e.g. Billy in the Office Fixed the size of Billy in the Office. The little boy was a bit too big. Improvements Implemented Collectible Style setting, which let's you choose between buttons, coins, and nothing. Nothing is clearly a joke here, but we could add more options in the future if anybody has cool ideas. Add UI in pause menu to show you how many coins you have collected in each level for all the completionist out there. (Ignore the UI in the tutorial and hub. Made an oopsie there) Added a hint to the shop popup that tells you to pause the game to open the shop. Made the "DO NOT DROP!" text on the sliding puzzle smaller. It doesn't need to be that obvious. Changed the popups to show while the task list is open and show them in front of the task list. You won't miss any popups now. Made the catapult easier to turn in the office level. This should help you finally beat that highscore. Implemented new collision sound for rubber objects and small metal objects. Added sideways force to rocket to make the flight trajectory more interesting. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.3(57)May 22, 2025 - Community AnnouncementsNext round of bugfixes and improvements: Bugfixes Fixed wrong Spanish localization for balloon quest in the Kids' Room level Fixed confetti particle for celebrate emote Fixed missing speak sounds for some dialogues. Improvements Implemented alternative solution for sliding puzzle. Good news for everyone who's struggling with this quest. Implemented a way to deactivate the darkness from the Halloween event. I think you will figure out how to do it without giving you a hint. Implemented a safety net to prevent important objects from glitching through the floor. Moved Dash off the paper in the Office so he doesn't go on a journey when moving the paper around. Made the kitchen sink plug removable again, but increased the needed force by a bit. Aligned Shop UI better If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Patch 0.11.2(54)May 20, 2025 - Community AnnouncementsHere are some additional bug fixes and improvements: Bugfixes Fixed the bug that caused the "Hit the target riding a car" task to not register properly. This time for real! Fixed vSync. Now you can experience truly uncapped FPS if you turn it off. Fixed the loading screen bug. This time for real. No more getting stuck in the loading screen when hitting the Continue button. Fixed the ground and mountains in the background when activating the Halloween event. This might also resolve the game crashing when you activate the event. Fixed the additional shmoop who spawned when you open the PC panel a second time. Fixed the locked Kitchen entrance for players that have played the demo before. It should now be always open when entering the Hub. Fixed spawn positions of shmoops in the kids room. One of them was spawned inside the barn. Improvements Made shmoops burnable. Sorry shmoops. Added a hint in the web wheel to indicate how to swap web colors in game. Added the wall tiles to the sandbox kitchen level. Added proper collision sounds for balloons. More collision sounds coming soon. Reordered the Accessibility settings and added the "Christmas Event" header to clarify what the Snowflakes setting is doing Added RGB to the computer to run faster. Added the carpet slider for the kids room, because why not. Improved Swift's hint for the investigation quest. It now says "surround" instead of "shroud" and should be more obvious. Added a handle and text to the plushie box in the kids room to be recognized as an openable box. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡A Webbing Journey - Hotfix 0.11.1(51)May 19, 2025 - Community AnnouncementsHere are some day one bug fixes: Fixed a bug that causes the "Debug the PC" quest to softlock if you leave the level while you where doing the quest Fixed the collision detection for the "Hit the target riding a car" quest. It should now properly register the car. Improved the collider for the save hint notes. They should not glitch through the floor anymore. Changed the color of the batteries in the Kids' Room to make them stand out more. Fixed the vSync setting. It should now work properly when enabled. Reset eye color when swapping eye shape to prevent weird color behavior. Fixed Swift dialogue in Kids Room to show proper hint for investigation quest Fixed the colors for the doll house furniture. If you still encounter any of these bugs, please let us know. - A Webbing Journey Team 🧡Chaotic spider-physics sandbox A Webbing Journey is out now in Early AccessMay 19, 2025 - GamingOnLinuxA game that finally made me think a Spider could be adorable? Nah, they still terrify me, but A Webbing Journey really is wholesome. Great idea for a game too with some fun physics and web-slinging. Read the full article here: https://www.gamingonlinux.com/2025/05/chaotic-spider-physics-sandbox-a-webbing-journey-is-out-now-in-early-access/ A Webbing Journey is OUT NOW!!May 19, 2025 - Community AnnouncementsHey all! We’re so excited to finally say that… A Webbing Journey is OUT IN EARLY ACCESS NOW!!! Here’s what you can expect from A Webbing Journey: 🕸️Physics based web-slinging! 🧼Help the human roommates with their household chores! 🕷️Make lil eight legged friends along the way! 🪜3 full game levels to explore: The Kitchen, the Office and the Kids’ Room! 🎩Customise Silky with a wide range of looks to try out (the shoes are our personal faves) Launching in Early Access of course means we would love your feedback on the game, so that you can help us shape A Webbing Journey into something we all love! We’ve been working hard as a team for 4 years to get the project to where it is, but now it’s your turn to get involved in the development process! Join our discord to share your creative and hopefully wonderfully weird ideas with us! Now please go ahead and enjoy A Webbing Journey! Leave us a review, tell your friends about it and tag us on social media @firetotemgames 🔥 We can’t wait to hear what you think! - A Webbing Journey Team 👋 🕸️ Our 2025 Roadmap for A Webbing Journey 🧡May 12, 2025 - Community AnnouncementsHello, spider friends!! As you may already know, A Webbing Journey will launch into Early Access on May 19th, with 3 story levels (packed with fun cosmetic items to dress up your spider) and 6 sandbox levels, including a cheat console where your web creativity can run wild! But this is just the beginning - Early Access means that we’ve got more content planned, and we’re excited to share a peek at what’s coming next! A quick note before we dive in: we're quite confident we can hit the timeline below, but of course, this is game development - so please consider everything subject to change. 😄 If anything does change, we'll be sure to let you know! {STEAM_CLAN_IMAGE}/42597350/41ea696302ff23663fdc2a073994c99ca6ba9810.png 🔄 Update 1 - June 2025 Sandbox Mode Save System At launch you’ll be able to save your game progress and unlocked items, but many of you asked for more: We’re working on adding save functionality for Sandbox levels - including your web creations and object positions. That means when you return to your sandbox levels, everything will be right where you left it! Finally! 🎉 🏅Update 2 - July 2025 Achievements + Additional Cheat Console Commands Attention, completionists! Get ready for some super fun Steam achievements - ranging from collecting buttons to building webs to finishing tasks, and much more. But our achievements aren’t just your average checkboxes - they’re art and come with cute achievement icons from our talented artist Anja. We’re also adding new cheat console commands to give you even more tools and toys to experiment with in Sandbox Mode. 🛋️ Update 3 - August 2025 New Level: The Living Room This is a BIG one! A brand-new story level: The Living Room! Ride the roomba, go fishing in the aquarium and discover whatever wild ideas will crawl out of our brains (we’re still brainstorming 😁). This update will also include new achievements and new cosmetics tied to the Living Room. 🌍 Update 4 - September 2025 Photo Mode + Living Room Translations We plan to release something that is in our minds for years now: A proper Photo Mode. Set up your scene, add some stickers, and click - capture the perfect spider moment! Also we’ll be adding full dialogue translations to the Living Room Level in all our supported languages. Localizing during development is tricky, so this comes a bit later. ✍️ And beyond We’re just getting started. There are still lots of ideas that didn’t make it into this list, and we’ll be revealing more leading up to the 1.0 release. Got a favorite? Let us know which update you’re most looking forward to! Launch is next week—May 19th! We’re so excited (and a little nervous 😅), and your support means the world to us. Thanks for helping us turn these wild dreams into reality! Go web-slinging in the adorable looking A Webbing Journey on May 19May 8, 2025 - GamingOnLinuxFire Totem Games have announced their really sweet spider physics game A Webbing Journey is finally ready for an Early Access release on May 19th. Read the full article here: https://www.gamingonlinux.com/2025/05/go-web-slinging-in-the-adorable-looking-a-webbing-journey-on-may-19/ Release date announcement!!May 6, 2025 - Community AnnouncementsHey gang, Have your spidey senses been tingling? Because we have some HUGE news… A Webbing Journey is launching in Early Access on May 19th! 🕷️🎉 We can’t wait to see what you think of the game! The team has been working so hard to make sure AWJ is full of fun, creativity and mischief, as well as making sure the gameplay experience is as slick and silky (😉) as possible! The content available in Early Access will include 3 full levels to explore: the Kitchen, the Office and the Kid’s Room, all providing many cool quests to complete. We’re so excited to hear your thoughts and feedback- help us shape this game into something we all love and are proud of.❣️ And if you haven't done so yet, remember you can wishlist the game to be notified once it's out! That’s all for now, but in the meantime don’t be shy! Come find us on our socials and join our discord! Tiktok Instagram Twitter/X See you on the 19th! - A Webbing Journey Team 👋 New Logo Creation ProcessApr 8, 2025 - Community AnnouncementsHey everyone! You may have noticed that the visual identity of our game has changed over the last months. Now we have a new logo as well as new key art! Anja is here to tell you a bit about how and why we got to the new look and how the process looked like. Today I’ll tell you a bit more about the new logo creation. This is how an old one looked like, together with the key art: {STEAM_CLAN_IMAGE}/42597350/db6beec923838f040b890c66eb6dd87b6410324a.png The logo captured the funny, tangled, upside-down feel of the original game, and the colours represented the feel of the game world which was set in nature full of very saturated, bright colours. On the other hand, the key art was a very simple image of nature in blue hues and our hanging Silky with her iconic cookie. I think it worked well for the game as it was at that point, but since the game started to evolve, the logo and key art no longer represented the game correctly. And since these are the first things you encounter when you find a new game, they need to do exactly that, so it was time for a new look! 🎨 Logo Progress The new logo needed to tell the short story: you’re a spider, in a cozy house, making a mess, having lots of fun swinging around and creating crazy structures with webs. Now, we *could* just put everything inside the logo, but it would just be a mess of everything. So instead, we tried to represent those elements in the language of graphic design. We needed to start from somewhere and a big help was looking at other games and how they approached their logos. Here are some of the inspirations: {STEAM_CLAN_IMAGE}/42597350/f17f7be7a5b0c03cf4a0e358a21408a63808736e.png For the playful, cozy feel we went for a font that would be roundish, soft and reminding of playful, childlike days. So definitely sans serif of a kind! The colours needed to also give away the feel of cozy and slightly less aggressive intensity of the original palette. These were some early prototypes: {STEAM_CLAN_IMAGE}/42597350/100afe29c510090c2ab6562c8ce065a8233eaf5d.png Then the direction of the game changed slightly again, we moved away from cozy in the direction of fun and chaotic. This needed to be expressed better with LOUD BIG LETTERS and more energy. Also, we thought of just putting the little house inside, since it is a big part of the game’s story. {STEAM_CLAN_IMAGE}/42597350/a903bc0afcd70b0781e07be7a10013d1ae4f358a.png But this ended up distracting from the main point of our game, which is not the house itself but the little spider! Also, it accidentally led to reading it as “Webbing A Journey” (oops), thanks to the awkward placement of the letter “A.” {STEAM_CLAN_IMAGE}/42597350/fd62998bbe45bed40a20267c503a64d0be8b2c71.png Then came the painful process of trial and error, figuring out how to implement a white web in the design which just made everything that much harder since white is a useful colour for background which now had to be compromised. But slowly, certain elements began locking in, the font,...Demo Update Now Live!Apr 4, 2025 - Community Announcements🕷️ A Webbing Journey – Demo Update 0.10.3(33) is now Live! We’ve just released a brand new update for the A Webbing Journey demo, and it’s packed with improvements, polish, and a few fun surprises! Whether you’re swinging through for the first time or revisiting Silky’s world, there’s plenty to discover. Here’s what’s new: 🆕 New Features New NPC Outfits – Spot some stylish new looks around the house. New Task Bar Icon – The demo has a fresh new icon on your task bar. New Startup Logo – We've updated the logo when launching the game. Updated Credits – Our publisher is now included in the credits—yay! Reworked Metal Panels in the Tutorial – Featuring a shiny new metal shader for extra detail. 🛠️ Improvements Camera Collisions – The camera should no longer clip through walls, floors, or ceilings. Or at least not as often as before. Spider Collision Behavior – Movement has been refined, and slipping out of bounds should be harder, but if you try hard enough, you can still get out of the levels. Wardrobe Upgrades – New color palette, better outlines, and movable googly eyes! Task List Behavior – Automatically closes when starting a dialogue for better flow. Advanced Web Building – Now works while jumping—get creative mid-air! Depth of Field Off by Default – This change helps highlight our improved outlines. Let us know what you think! New Toy cars - If you start the Christmas Event the toy cars have been upgraded to include sound effects. Better LODs - The LOD distances for some objects in the kitchen are now set properly. 🐛 Bug Fixes Fixed a bug where you could fall off rotating objects like ceiling fans. Resetting profiles now properly resets all default settings. Fixed hat placement issues in Arachnophobia Mode. Fixed tutorial web placement and button prompts. Thank you all for playing the demo, sharing your feedback, and helping us improve every thread of Silky’s journey. We hope you enjoy the new update—and as always, we’d love to hear what you think! Stay cozy, 🕷️ The Fire Totem Games Team {STEAM_CLAN_IMAGE}/42597350/ad2eb2484db477094cc15a4ee419ca3b866f0fc9.pngThe Evolution of Our UI: From Chaos to ClarityMar 24, 2025 - Community AnnouncementsHave you ever wondered how A Webbing Journey's interface has evolved over time? Our UI & UX designer, Noel, has some thoughts to share with you! For those of you who have been part of our journey since the early days, you may remember our original interface from over three years ago. It looked something like this: {STEAM_CLAN_IMAGE}/42597350/89ef9a9c998f5204076f8aee7e9cec48e2fa660c.png Since then, we’ve made major improvements, refining the UI into what you see today: {STEAM_CLAN_IMAGE}/42597350/09dca2b177128c43d9ca89005b1b86d1faa297e3.png But how did we get here, and why did we make such a drastic transformation? Today, I want to take you behind the scenes of our design decisions and share how these changes improve the overall user experience. 🎨 Design Language & Visual Hierarchy One of the first challenges we tackled was ensuring a consistent visual language across the entire interface. Our original UI had inconsistent button sizes, uneven spacing, and a layout that lacked clear structure. While functional, it felt more like programmer art rather than a polished, cohesive design. With the new UI, we introduced better visual hierarchy, ensuring that important elements stand out and navigation feels intuitive. You’ll notice: ✅ Consistent button sizes & spacing ✅ A modernized look with a friendly, welcoming aesthetic ✅ Clearer navigation paths Additionally, we implemented delightful micro-interactions, making every button press and transition feel satisfying. The new UI is not just easier to use—it’s more fun to interact with! {STEAM_CLAN_IMAGE}/42597350/4f05401904658926abf149b56a7eb277d04fb260.png {STEAM_CLAN_IMAGE}/42597350/584e5e4bba305051e75df3a9660d426a374a187e.png ✨ The Magic of Animation & Motion Design A great interface isn’t just about looking good—it should also feel great. I always say that good interfaces have "the sauce": the little details that make a UI feel polished and engaging. Our old UI lacked animation, making it feel static and somewhat lifeless. With the new UI, we’ve incorporated smooth animations and dynamic motion effects to enhance feedback and responsiveness. Now, you’ll notice: 🎭 Fluid transitions when switching menus 🎨 Subtle hover effects and button animations 🌈 Animated gradients and background elements that bring the UI to life These changes aren’t just for aesthetics—they provide important cognitive affordances, making it easier for players to understand what’s happening on-screen and navigate effortlessly. {STEAM_CLAN_IMAGE}/42597350/cfdb0a8946fa4a295e5ee7a049a0bf35ac7e173e.gif ⚙️ Expanded User Customization One of our core design goals was to empower players with more control over their experience. Our old UI had only basic customization options, particularly when it came to graphics settings. With the new UI, we’ve dramatically expanded player customization, giving you: 🖥️ More granular graphics settings—so you can fine-tune performance for lower-end devices 🎮 Customizable keybindings for both controllers and k...🕸️ Behind the Scenes: Level Design in A Webbing Journey 🏝️Feb 23, 2025 - Community AnnouncementsHave you ever wondered how a level in A Webbing Journey at Fire Totem Games gets made? Our game designer Federico has some cool insights for you. The process begins with a huge brainstorming session involving the whole team, where we throw out every possible idea, including the ones that seem too ambitious or a bit odd. It’s a constant flow of sketches, wild concepts, and free-form discussions that gradually get filtered, refined, and structured. By the end of this phase, we usually have a beat chart, a mood board brimming with reference images, a breakdown of possible interactions, and a list of objects that might pop up in the final environment. Once Sebastian, our game director, signs off on these documents, the real work begins. While Anja and I might still fiddle with the mood board or look for new references, we start turning those ideas into something we can walk around in. Anja drafts a 2D outline of the level to capture an initial sense of spacing and architecture while I build a rough 3D block-out in Unity. It might seem strange to do a sketch and a block-out at the same time, but this dual approach helps us compare our original concepts with how a spider might actually move through this space. Even in the block-out stage, I’m always thinking about how webs could latch onto surfaces, how the spider’s vertical climbing might affect quest designs, and how to ensure that the layout isn’t too cramped or too scattered. {STEAM_CLAN_IMAGE}/42597350/d8b54692adbd76b9697628d300547bb133043cd1.png During this back-and-forth process, I spend a lot of time tweaking the shape and geometry of the level, moving walls or adjusting corridors to see if it feels right to walk—and especially climb—through them. Early on, we can discover issues, like players completely missing a key area or ignoring a particular room. It’s easier to fix those problems when the level is just a bunch of placeholder shapes rather than after everything is fully modelled and textured. We iterate multiple times and keep fine-tuning until it all starts to feel cohesive. As soon as the block-out is stable enough that we know we won’t be moving entire walls around, we begin to split responsibilities. The artists focus on environment design—color palettes, concept art, final modeling—while I start tackling quest design, which is where the bulk of my energy goes. Although I played a hand in puzzles and 3C (character, camera, and controls) design earlier in the project, quest design has become my specialty, and it’s often the most time-consuming task because there are so many moving parts to consider. For each quest, I create a separate document describing what triggers it, how players will progress, and what kind of reward or feedback they’ll get. Sometimes, I think the quest is clear in my head, but as soon as we try it out in a prototype, we realize players will use the spider’s web abilities to bypass half the steps, or we’ll see that the objective is too obscure and nobody can figur...
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