My players have become... incredibly powerful. Perhaps, too powerful?

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My players have become... incredibly powerful. Perhaps, too powerful?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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It’s back: support for wiggling wires around is returning in the next release of Silicon Zeroes!
Hand-writing tests to cover corner cases. Tricky to debug assembly... but nice to be able to debug it on your own processor :)
Silicon Zeroes 1.2.0.1 - Bugfix Release
Fixes:
Custom puzzle descriptions should load properly.
Instruction Selector rendering fixed.
OS X builds no longer crash if the ‘community’ puzzles directory does not exist.
Silicon Zeroes 1.2 - now with custom puzzles!
The weekly update is out, with one big addition!
Highlight: user-created puzzle support is in! Full documentation here.Â
Features:
Added cow grafitti.
Removed ‘The Alternate Approach’, to preserve its status as a proper easter egg.
Tweaked tests for Delay Branch.
Bugfixes:
Secret puzzles can now trigger Ne Plus Ultra.
Extremely large Numbers can no longer be stolen from the Credits.
This release is something of a beta for user-created puzzles; I have plans for much more, including Steam Workshop and leaderboard support. If there’s anything you’re particularly interested in, now’s your chance to ask!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
One Month On
It’s been one full month since Silicon Zeroes came out. Since release, thousands of people have played the game, a rich community has developed, and the very best players have mastered the systems in ways I never imagined. Pretty good, I think.
I’ve been working on Silicon Zeroes since May 2016. In that time, the game went from a very crude prototype to a full-featured game, with a story, art, sound, and music. Over four thousand commits and thirty thousand lines of code, dozens of playtests... There are still more features that I want to add, but at this point, the game is solid.
I want to thank the community for helping me move the game forward after release, and in particular to thank Francisco Demartino, without whom the Linux version would be much much more broken, and the Discord server, who’ve broken the game in more ways than I can count.
Finally, thank you to everyone who’s enjoyed the game. Here’s to more fun with hardware for time to come!
Silicon Zeroes 1.1.3!
This week is a smaller update; mostly catching up on bugfixes and smaller tweaks, as promised.
Features
Tweaked a few puzzles’ ideals and tick limits, the latter upward.
Colored disconnected modules red on the minimap, to help finding isolated ones.
Clarified 'Cows’... so to speak.
OS X uses shift-(cmd-)-z for redo, instead of (cmd-)y.
SFX for opening/hiding the puzzle description & minimap.
Bugfixes
The steam leaderboards’ x-axes should be much clearer.
Non-US keyboards should have working/reasonable hotkeys.
The ‘Faux-Reg’ achievements will now trigger immediately after beating the puzzle, instead of one puzzle later.
‘Maze’ displays its tick limit in the description.
‘Finale’’s ideal is beatable, again.
Secrets no longer missing a perfect sparkle.
It’s coming up on a month since release, and most of the low-hanging fruit for fixes and improvements are cleared up. The remaining projects are larger, so to give myself time and space to work on them, I’m shifting to one release every two weeks. See you on the next one, and have fun!
Silicon Zeroes is a puzzle game about building electronic digital logic, solving problemsby connecting together discrete components and ultimately building a...
A new video about the game, this time from the splendid Scott Manley!