Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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100% positive of 140 · Very Positive · Live from Steam
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Free on Steam. The demo has its own app, so its players are counted separately.
A frenetic hand-drawn bullet hell shooter, blending run-and-gun mechanics with classic shmup action in looping arenas. Inspired by drawn-on-film animation of the 1930's - shoot, dash and pound your way through the Animator's creations.
Live data from Steam, tracked by SteamPlayerBase.
No authorized Steam key store lists this game right now.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-01 → 100% today (140 reviews)
1 item on Steam, newest first.
Works great on Steam Deck. Results from Valve's own testing.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Hi, I just made a small patch to address a couple of issues.Selected language now saves properly so you don't need to keep selecting it every time you start the game.The "Wave of Mutilation" achievement is fixed, so it should pop when you kill a boss with the …
It's official, ZOE Begone! is Steam Deck verified!
Inspired by drawn-on-film animation of the 1930s, ZOE Begone! masterfully blends together a bullet hell with a run and gun shooter and you need to check it out. Read the full article here: https://www.gamingonlinux.com/2025/09/zoe-begone-is-a-fab-hand-drawn-fu…
ZOE Begone! is OUT NOW! It's been years in the making but it's finally here! Destroy the animator's tools, blast their creations to bits, collect Apples to spend on Power Ups, rack up your multiplier, and reclaim your serene surroundings to help Zoe get back t…
Watch the developer try and get past the first level on hard mode!
Hello everyone, Super excited to announce that ZOE Begone! will be releasing on September 17,2025! See you there! Check out the release date trailer!
Watch the developer try and get past the first level on hard mode!
Watch the developer try and get past the first level on hard mode while talking a bit!
Watch the developer try and get past the first level on hard mode while talking a bit! Feel free to ask some questions in chat as well :D
I'm happy to announce the release of the latest demo for ZOE Begone! As we near the end of development, this will likely be the last major update to the demo before the full release. It includes an updated first level of Arcade mode with some new Apple mechani…
Hey, I just wanted to quickly shout out CafzkaSoft for their awesome work on the new key art for ZOE Begone! It makes it feel like a real game to me now, weirdly. Which is a good job, cos I'm pretty much done with development! Yay! Keep an eye out for news! ːs…
Hey folks! To celebrate Steam Shmup Fest, we're releasing a brand new demo for ZOE Begone!! Please give it a go, compete for the high score, and let us know what you think - feedback is really welcome as we're getting pretty close to finishing the game now.
Is it even possible? Maybe - I improved my PB on yesterday's stream, so maybe I'll do it! Hop into chat and cheer me on, and ask me any questions about the game. I might give a sneak peek of the new level I'm working on too!
Join me - yes me, the dev - as I attempt to regain the high score on my own game. I will probably fail.
Regular worm. Metal Worm! Blingworm, the final form.
The power up system has gone through a few iterations throughout development, so I thought I'd take a look back at how it's evolved. It was initially a basic pick up that would appear after certain enemies were cleared, and would just level up the standard gun…
Having done a bunch of enemies and refined the theme of the game a bit, I decided to tackle the first boss fight! I decided pretty quickly that I'd need to somehow pause the side scrolling and create some sort of arena in order to contain the fight, mainly bec…
Take the fish out one by one and earn points, or dash through them to send them scattering and maybe get a better level clear time bonus?
Most of my time on the project had so far been focused on simply getting things to work and making things look decent, but the player really had no motivation or reason to shoot any of the enemies other than to just, you know, shoot all the enemies. I'm a big …
I've been getting some more enemies in the bag for level 2 - here's a Thwomp type thing that can take out other enemies if you time it right. Or just hurt you.