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Delivered as a Steam gift, usually within 3 hours.
Includes 2 items: Not a bug, Catetris. Bundle info
Every project starts the same way. One task. Then another.
The build needs fixing. Marketing wants a post. Someone asks for screenshots. Assets are missing. Bugs keep showing up. Somehow, all of it becomes your problem.
NOT A BUG is a fast-paced arcade game where you juggle development tasks under constant pressure. Complete the right task before time runs out, keep your resources under control, and survive until release.
Features:
Fast arcade gameplay with short, replayable runs
Multiple task types: code, assets, builds, and marketing
Increasing pressure as the release date approaches
Random glitches that make every run different
Multiple difficulty levels
Easy to learn, hard to master
Every mistake makes the next one more likely.
Ship the game. Don't let the project collapse.
The price of Not a bug in Sri Lanka is Rs. 4,603 on VaultX.lk. Pay in 3 installments with Koko or 4 with Payzy, no international card needed. It is delivered as a Steam gift to your own Steam account, usually within 3 hours of payment. Genres: Casual.
A video game developer simulator with strict deadlines. A minimalist and addictive arcade clicker that will make you feel like a game developer! Apparently, this is a Ubis0ft simulator: we slept all year, and now we’re on the last day before the release. This is a good workout for your decision‑making speed.
10 found this helpful
Not a bug is a casual single-player game developed and published by Neuroslop Studio that turns the messy process of making and releasing a video game into a deliberately hectic interactive experience. Rather than approaching development as a serious business simulator filled with spreadsheets and financial management, it presents the work as an escalating struggle to keep multiple responsibilities under control. Coding, obtaining assets, dealing with marketing requirements, and preparing the project for release all become pieces of the central challenge. The result is a premise that uses the familiar frustrations of software development as both its gameplay foundation and its source of comedy. The main attraction is the idea of managing several parts of development at once. Writing code may sound like the obvious priority, but finishing a game requires considerably more than programming. Assets need to be acquired, promotional demands cannot simply be ignored, and eventually everything has to come together in a state that can actually be shipped. Not a bug appears designed around the tension created when these responsibilities compete for the player's attention. Instead of calmly completing one objective before moving to another, the player is encouraged to deal with an increasingly demanding workload where efficiency and prioritization become essential. This approach gives the game a mixture of arcade, simulation, puzzle, logic, rhythm, and incremental elements. These genres might initially seem like an unusual combination, but they fit the concept surprisingly well. Logic naturally connects with programming-related activities, while arcade and rhythm mechanics can represent the speed and coordination required to manage an overloaded workflow. Incremental progression can provide a sense that the project is gradually approaching completion, even when individual moments feel chaotic. The puzzle component can potentially emerge from determining the most effective order in which to address problems rather than merely performing tasks as quickly as possible. The humorous tone is especially appropriate for the subject. Even the title, Not a bug, plays with a familiar software-development expression and immediately establishes that the experience should not be interpreted as a realistic professional simulator. The game seems more interested in exaggerating development problems until they become entertaining obstacles. Deadlines, unfinished features, missing resources, marketing expectations, and the pressure to release can all become opportunities for comedy. There is considerable potential in watching a seemingly manageable project gradually descend into disorder because several small problems suddenly demand attention at the same time. Its visual direction also appears intended to keep the experience approachable. The colorful, cute, and stylized presentation contrasts nicely with the stressful scenario being portrayed. Instead of representing programming through intimidating walls of technical information, the game can communicate its ideas through exaggerated visual feedback and easily recognizable tasks. This is important for a concept that may involve rapid switching between activities. Players need to understand what requires attention immediately, especially when several problems occur simultaneously. Text-based elements can provide additional information, but the overall interface will need to remain readable when the pace increases. Choices could become another important part of the experience. A game about completing a project becomes much more interesting when there is insufficient time or resources to handle everything perfectly. Deciding whether to concentrate on programming, search for necessary assets, satisfy marketing requests, or push toward release could create meaningful compromises. The strongest version of Not a bug would make these decisions affect later situations rather than simply determining which task the player completes first. Small choices accumulating into larger consequences would complement the incremental structure and make individual attempts feel less predictable. There is also an emotional dimension hidden underneath the comedy. The premise repeatedly emphasizes the challenge of reaching release without completely falling apart, which turns stress itself into part of the game's identity. This can give the experience more personality than a conventional collection of development-themed minigames. The player is not merely assembling a virtual product but trying to survive the increasingly ridiculous demands surrounding it. That exaggeration can resonate with anyone familiar with creative projects, even if they have never written code or worked professionally in game development. The greatest concern is repetition. Multitasking games depend heavily on introducing new complications because their basic actions can become routine once the player understands them. Coding, collecting assets, managing marketing, and preparing a release need enough variation to remain engaging beyond the opening sessions. Difficulty should ideally come from new combinations of problems and increasingly difficult decisions rather than simply requiring the player to perform identical actions faster. Strong progression could make the experience addictive, while insufficient variety could cause the novelty of the development theme to disappear quickly. Replayability will similarly depend on how much unpredictability exists within each attempt. If decisions, priorities, and unexpected complications can significantly alter how a project develops, there is considerable room for repeated play. Different approaches could encourage players to experiment with efficiency and discover better ways of balancing responsibilities. On the other hand, a rigid sequence of identical tasks would weaken the game's arcade and incremental potential. The underlying concept is flexible enough to support substantial variety, so execution will ultimately determine how much longevity it possesses. Not a bug therefore stands out primarily because it takes an ordinary subject and converts it into an intentionally frantic game. Neuroslop Studio is not simply asking players to pretend to be programmers; it is attempting to capture the broader chaos surrounding the completion of a project. Programming, assets, marketing, decision-making, and shipping are treated as interconnected pressures rather than isolated features. The combination of humor and escalating workload gives the premise a clear identity, while the colorful presentation prevents the technical theme from becoming unnecessarily intimidating. Rating: 6/10
A fun simulator about an IT specialist trying to complete their monthly quota in just a couple of hours. It’s a humorous game with a touch of hardcore challenge. It was well worth the price.
1 found this helpful
A fun deadline simulator. Apparently, it's a Blizzard simulation, we've been playing Dota all year, and now we're crunching on the last day before the release. It's a good exercise in decision-making speed.
It's an arcade-style coding simulator where you have to make decisions based on various metrics and deal with the consequences of your actions. As you progress through the game, the pressure keeps mounting. Each mistake increases the likelihood of making another one.