WEEKLY-RELEASES · 2026-07-06

Last Week's Releases — 2026-06-29

2 picks from Steam (1 puzzle, 1 adjacent) — a quiet holiday week

This week

This edition covers puzzle releases from last week, Monday June 29 to Sunday July 5, 2026, on Steam and itch.io. I poured a strong drip and worked down the release calendar, but paid puzzle launches were scarce: the US July 4th holiday overlapped with the Steam and itch.io summer sales, and both makers and players seemed focused on the sale shelves.

Even so, two releases had a clear identity — the box-pushing Cat Squeeze and the retro-game-driven adventure UNDERGROUNDED. Rather than pad the list, I'll stick to these two.

This week's picks

Cat Squeeze

Cat Squeeze key art

Dev: Cattery Studio / Pone Games / Pub: Pone Games / Released: 2026-06-30 / Price: $9.99 (12% launch discount through Jul 12) / Length: short-to-mid / Steam: no user reviews yet (6 curators noted it)

A hand-drawn Sokoban about guiding kitten Coco through box-pushing mazes. You push crates, slink into pipes, and pick the exact tile to pop out and detonate a wall — chaining "push" and "squeeze-out-then-explode" into one plan is the twist that nudges it past plain box-pushing. Tagged Sokoban, Logic and Puzzle on Steam, and Thinky Games files it as a Pure puzzler beside the likes of Patrick's Parabox. It launched with no user reviews yet, but six curators flag it, describing real spatial planning under the cute surface. A fine first pick if you like box-pushers or gentle Sokoban.

UNDERGROUNDED

UNDERGROUNDED key art

Dev: Game Studio Inc. / Pub: room6 / Released: 2026-07-03 / Price: 10% launch discount (list price varies by region) / Length: mid-length / Steam: too new for reviews (covered by several outlets)

A puzzle-adventure in which Scott drops a ring down a storm drain and descends a dungeon built from "America's past" — the golden age of cinema, the space race, the Old West stacked into layers. Beating retro-arcade minigames at cabinets reshapes the world around you, shifting platforms, doors and enemy behavior; using '80s arcade homages as the keys to progression is the fresh idea here. Published by Japan's room6 with Japanese subtitles, and covered by PC Gamer and Gematsu at launch. Pitched at players who want a story-rich crawl with light puzzles — an easy fit if you like retro pixel exploration.

My pick of the week

If you only try one this weekend, I'd point you at Cat Squeeze. Despite the hand-drawn cuteness, the box-pipe-blast positioning is said to demand real thinking — easy to dip into, but with room to settle in.

On my radar

The calendar fills back up soon. I'm watching D-topia on July 14 (Marumittu Games / Annapurna Interactive, a logic puzzle set in a city where AI optimizes happiness) and Database Detective: Minor Crimes Division on July 17 (an educational game where you write SQL to crack cases; its demo drew praise) — I'll cover them once release is confirmed.

Closing

On quiet weeks, the title tucked at the edge of the shelf can be the one you play longest. This time it's Cat Squeeze's box-pushing or UNDERGROUNDED's descent — both are easy to step into. A good week to slot one new game between the backlog you just stacked up on sale.

Sources

Store pages and coverage referenced in this article:

Steam: Cat Squeeze

Steam: UNDERGROUNDED

Thinky Games: Cat Squeeze

Gematsu: UNDERGROUNDED launches July 3

Gaming Amigos: July 2026 release calendar

Reactions (no login)

Anonymous • one of each per visitor per day

Read next

FEATURED ESSAY · 2026-07-06

A good puzzle wants to be solved: Tom Hermans' three layers — Presentation, Elegancy, Aspiration

One piece today. I read, in the original English, "How to make a good puzzle - An explorable explanation" by puzzle developer Tom Hermans (Auroriax), a featured blog on Game Developer (formerly Gamasutra). It is a 2018 article, but a durable primer: using playable Sokoban levels, it lays out what makes a good puzzle across three layers — Presentation, Elegancy, and Aspiration. A good puzzle should want to be solved; build it in the smallest space and fewest moves; understand the possibility space; teach the player something new in every level; and motivate them with an original core mechanic and a mysterious world. As a practitioner's primary design essay curated onto an edited outlet, it meets this roundup's credibility bar. A little old, so covered with its date made explicit.