About the Game
Hit the rock
What is the rock? Irrelevant question — when struck, it outputs shards, and shards are amazing. They allow you to purchase and upgrade gnorps, and build new structures. The gnorps must have them. Hitting the rock is only half the battle, however, as the gnorps must retrieve the shards before they can use them.
Acquire and upgrade gnorps
Gnorps represent the heart of the game. They are responsible for both shard generation and collection. Gnorps adapt varying methodologies to reach their goal. Some slam the rock with their heads, others shoot it with arrows and guns. You have gnorps that grow flowers, and gnorps that use psychic powers. They even build rockets and drones. All for a single purpose — the accumulation of shards.
A strategic incremental
(the) Gnorp Apologue is about making numbers goes up, but how you do that is up to you. At your disposal:
- All the gnorps, with their varying strengths and weaknesses
- Upgrades that enhance and modify both gnorps structures and gnorps
- The Talent Stone, offering unlocks that allow for extreme, synergetic effects
- Status effects to enhance and modify shard generation
- A special resource, Zybellium, that can greatly enhance your gnorps
If you enjoy theorizing about and executing builds in games, this game is for you.
Will you help the gnorps?

Version Information
Steam Patch Notes
Official update history
Hello! With no Half-Life 3 announcement, the world needs (the) New Gnorp Times more than ever. Today we'll talk about hats, and the current status of the Epilogue Expansion,
I hope you are doing well, by the way!
Hats
All the hat winners are now live in-game! Here are a few of them:
[img src="{STEAM_CLAN_IMAGE}/44722791/c2eca67e6a907a3ab04910d745291d7050a53253.gif"]The Mug Gnorp becomes a literal mug at the garden. Also featured are the Rock Gnorp, and the Unfortunate One.
[img src="{STEAM_CLAN_IMAGE}/44722791/a0fcdd68670b50acab11a7ebe528736983d7124b.gif"]When enabled, the Hooded Gnorp appears in certain buildings. And there is also the Anglerfish Zygnorp.
[img src="{STEAM_CLAN_IMAGE}/44722791/579ea4f476ffbb902e0d2fac455815565b70cd0e.gif"]This hat, if enabled, appears during prestiges (and endings), and is a little raincloud.
[img src="{STEAM_CLAN_IMAGE}/44722791/b630c3eb901d5c330503b25f8a485575a224c83e.gif"]Some hats can be combined. This one is Stereoscopic + Bring Your Gnorp To Gnorp Day.
[img src="{STEAM_CLAN_IMAGE}/44722791/e486aec20ae1c571f44e7246e20d03b9ac73cd5c.gif"]
These are all the implemented hats, made by you guys:
Lei, by Pumpkinburger
Snail, by Joy
Bandana, by Zymosan99
Drill, by anonymous
Dented, by SleepyHead (with idea from Ultrakill Enjoyer)
Frog, by Kero
Robin Hood, by Goat
Bunny, by Pecan, and Popgoes
Gnome, by Popgoes
Stereoscopic, by Firmamentality
Bring Your Gnorp to Gnorp Day, by Caty, MetallicSaladFork, Pumpkinburger, and Sting
The Unfortunate One, by Matsan
Allseer, by Popgoes
Dorp, by MetallicSaladFork
Hooded, by Popgoes
Anglerfish, by Borgage, MetallicSaladFork, and Dokkefyxen
Drone, by Matsan
Fox, by Doshige
Mug, by Pecan
Raincloud, by DailyNightmares, ThatOneGuy, and Popgoes
Rock, by Matsan
Bundle of balloons, by Doshige
Thank you to everyone who submitted a hat, and thank you to all the winners who have now left a permanent mark within the game.
Epilogue Status
It's been a while since I last spoke about the progress of Epilogue, so here is the gist of it: Implementation is ongoing. Once that is finished: Lots of testing, polish, localization, more polish, more testing.
Full disclosure: I was certain to have finished the Epilogue Expansion by now, and I've been crunching to accomplish exactly that. Alas, I've missed a couple of self-imposed deadlines, and as a result the world remains deprived.
Progress is continuing though, and since we last spoke some (many?) things have changed.
Talent+, revisited
I previously discussed the plan of Talent+, a system for Epilogue. The gist of it was to implement cool new talents on top of existing ones, allowing you to leverage your experience playing Apologue. You would be able to "upgrade" or replace a talent through socketing an additional talent point.
It was a cool system that would allow me to add more talents on top existing ones. But as I worked on implementing more of them, I realized that working with the talents in Apologue was just not fun enough. Don't get me wrong- I love (most of) the Apologue talents, but I want Epilogue to feel and be fresh.
[img src="{STEAM_CLAN_IMAGE}/44722791/772130cdb9def95722320a648b5337afea11a648.gif"]A new talent for Epilogue: Capsaicin Cocoa
In addition to that, there's also the new ring mechanic and the party pad. In order for them to be a holistic part of Epilogue, it would require deeper integration with the modifiers of the game.
So, in order to reach a state of overall freshness and integration, I thought it would be a good idea to replace almost all talents with new ones. Currently only 6 of the 41 talents in Apologue are present in Epilogue, and out of those 6, some might not survive.
[img src="{STEAM_CLAN_IMAGE}/44722791/993b2aa105a5f5ead326bc9825ea761ed1335d26.gif"]Another new talent for Epilogue: The Scoop
I still think it was a good idea in terms of quality, but perhaps not such a good idea in terms of finishing the project in reasonable time. The Talent+ system remains cool and is still in place, allowing you to modify the 35 selectable talents in Epilogue with another point.
[img src="{STEAM_CLAN_IMAGE}/44722791/778a868067455fd67c01dea454ff17d7b49c9263.png"]How the talent tree looks in Epilogue (currently). The hole in the middle is a talent that doesn't exist yet!
I'm very satisfied with the overall design of the new talents, and the ability to modify the talents with another point opens up more interesting possibilities.
Uh-oh, what about upgrades (and inspirations)?
The talents are just one part of the systems of Gnorp, and they are integrated with the inspirations and zybellium upgrades. As I was working on the new set of talents, making them fit in with the Apologue zybellium upgrades and inspirations felt too much like treading old ground.
[img src="{STEAM_CLAN_IMAGE}/44722791/4e445a19d507ac32fa8dd3cdbedcfac1843add0d.gif"]The conveyor belt, a zybellium upgrade for runners in Epilogue. Fun fact: The first ever version of Gnorp had no pile, just a single conveyor belt automatically carrying all shards.
The conclusion was simple: In order to make Epilogue the best it could be, I would have to replace some of the zybellium upgrades and inspirations. This would not only be super neat and fresh, but it would also make the process of creating new and satisfying talents easier.
[img src="{STEAM_CLAN_IMAGE}/44722791/9f12397da41f80050859bc9be95bac17b3491aec.gif"]Another Epilogue zybellium upgrade: Fusion, for slammers
I've had a lot of fun, and still am, making the new modifiers. Once finished, I hope that Epilogue will provide an experience that'll feel fresh, with brand new ideas.
Finishing up
And that's the current state of the Epilogue Expansion! I'm very excited for you all to have fun with this new puzzle to solve, in the form of picking your units, talents, upgrades, inspirations, etc.
There is a lot of hindsight to be had here, but the scope is definitively locked now, and I am pushing to release an update that I can be proud of. I think it's getting there, and I hope you will agree that it was worth the time and effort!
The Epilogue Expansion will be a free expansion in the form of a new mode. You will be able to re-experience the gameplay of Gnorp with a new core mechanic, a new set of talents with plus-variants, and new zybellium upgrades and inspirations. There are a couple of new units, and several new buildings. Completing the mode will reward you with a new ending, concluding the story of (the) Gnorp Apologue.
[img src="{STEAM_CLAN_IMAGE}/44722791/d830d8430c788c281336dae22ef256ceacbd8254.gif"]Another new talent for Epilogue: Instant Housing
A couple of days from now will be the 2-year anniversary of the release of the game. Thank you for playing, and thanks for your patience as I figure out this whole "supporting a game after its release".
Thank you for reading!
Today we'll talk about:
— Another hat batch
— A new beta version
— Talents in the Epilogue Update
Hat Batch #2
More hats have been implemented! You'll find them both in the live version and the beta version. A big thank you to the hat creators, and I hope they will be pleased to finally see them in-game!
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Zygnorps become united with machine — the drone gnorp. This was made by Matsan, and is acquired by the achievement "Y2K". I gave the Drone Gnorps some extra love with an animated booster effect as a replacement for the regular Zygnorps' little tadpole tail.
Directors get some glasses. Nerds. This was made by Popgoes, and is acquired by the achievement "MY EYES".
Wildly unsafe, but it's Bring Your Gnorp to Gnorp Day for the gunners. This was made by Caty, MetallicSaladFork, Pumpkinburger, and Sting — they all had the same wonderful idea. Acquired by the achievement "Uh, is this allowed?"
Only the hardest working, fastest archer is deserving of a hat like this. It was made by Goat, and is acquired by the achievement "Getting somewhere".
A beautiful flower wreath for your runners. This hat was made by Pumpkinburger, and is acquired by the achievement "First compression".
Balance and Rework Beta
Thanks to everyone who has tried the balance and rework beta, and thanks for all the great feedback!
The talent changes have been received well, particularly Supershatter and Sacred Mountain, and I do agree that it's quite nice to not have to click on drones in order to brutally, viciously murder them. A lot of you have mentioned that you especially enjoy the drone rework, and I am very pleased about that. The mountaineers also got significant changes, and it's been great to see them finding additional use.
We're not quite done yet, though, as there are many elements I would like to improve before the beta becomes a proper update.
I've just uploaded a new beta version, and you'll find the changes here. You can access the beta the following way: Right-click the game in your Steam Library -> Properties -> Betas, and then write 4gnorplovers in the private beta field.
Here are some of the highlights of this round of changes:
— Clear button for the talents
— The Supershatter rework has been reworked, and it is now called Minishatter
— Baby drones now have a cooler way to attack
— Slam 2: Re-Rockening (neé Combo Power) now allows for possibly infinite combos
— Melty Bullets has a synergy of sorts with Future to the Back
— Ice immunity is visible as a status
Again, the full list of changes can be found here.
A big reason for these changes are to improve the foundation of the base game to in order to make the Epilogue a better experience. So let's talk about talents in the Epilogue Update.
The Epilogue Update will have a new mode, Epilogue, that will feature additional gameplay mechanics, like sending gnorps (almost) to space, and a new ending.
Talents in Epilogue
(the) Gnorp Apologue is a bit like a puzzle. The problem of the puzzle is always "How to get more", but the solution will depend on your progression level — your talent points. With only a few talent points available, many people find Popcorn and Superhot to be an excellent solution, but that specific talent combination can only take you so far without adaptation. Along the way, as the player discovers more interactions and gets a more intimate familiarity with the units and mechanics, more solutions are discovered.
I'm very satisfied with the idea of the design. I think (the) Gnorp Apologue would be a poor game if the player was not encouraged to seek out new solutions for progression or their own curiosity.
Now, the tree itself initially started as a tree-like structure — the sort you'd find in WoW or Borderlands. Then I realized a tree-structure would feel too restrictive. My goal was to have the player feel like they are carving a path through a forest. The tree-structure goes against that goal, as then the player merely picks a path through the forest to walk.
Concepting the talent tree we have today.
{STEAM_CLAN_IMAGE}/44722791/7f7a14563225df275234adb9585330a6abe335c7.png
The talents themselves were meant to allow for exploration of the game, and with an open non-tree structure it was important that the talents adhered to the following rules:
— Not openly synergetic with other talents
— Opens up new opportunities for exploration
— Have a downside, apparent or otherwise, that could ideally be worked around
If you have a very good memory or have recently played the game, you might be asking "What the fuck, Myco. There are many woeful exceptions to these". Yes, indeed. Some talents exist to feel good—to shelter the player from the chaos of permutation. Complicated talents might not have a downside, besides the cognitive load of reading the tooltip.
Some talents could use a bit of a redesign. That's what the ongoing beta is for, and I feel confident that it's moving things in the right direction. But let's not have perfect be the enemy of perfectly adequate.
Now, assuming a delightful talent tree of interesting choices—can we extend that? Should we? I think most of you would agree that more talents would be cool. I am also of this opinion, so I decided that—yes, we should—the Epilogue Update will have more talents.
The question then is, how? A few options are apparent:
— A clean wipe of the existing talents, replacing them with new ones when playing the Epilogue
— New talents are inserted into the tree, resulting in a total 6 or 7 talents per milestone section, up from 5
— The talent tree is extended with new milestones and milestone sections
Ironically, the clean slate option might be the easiest. It would allow for more creative freedom allowing for all sorts of possibilities, instead of trying to come up with new talents that would cleanly fit with all the other ones. Unfortunately, there is a significant downside with the clean slate: You, the player, would not be able to leverage your existing knowledge going into the Epilogue — and that's a deal breaker.
The second option, with new talents being inserted into the tree, could be neat. It would be difficult to come up with talents that fit with the existing ones, but certainly not impossible. The biggest problem would be cognitive overload, where there are simply far too many options to consider — and that's a deal breaker.
The third option, an extended talent tree with new milestones and milestone sections, is a bad option for the following reason: You, the player, would be retreading too much old ground — and, because the Epilogue is supposed to be fresh, that's a deal breaker.
So all the readily apparent options are terrible, but now we can move on with an understanding of what the unknown, good option must do:
— Avoid cognitive overload
— Allow the player to leverage previous knowledge
— Fresh
After tossing ideas like a salad in my brain, I came up with a solution that I am happy with: Talents+. That's a terrible name, but (the) Gnorp Apologue might not the best name either, considering how many "gnorp analogues" I've seen online.
Talents+ is an extension of the talents in the game, where all talents have two slots for points. You'll have to spend two points to get the the Talent+ effect. A talent might look like these:
HIKING BUDDIES
— Mountaineers bring a friend when they depart the Cocoa Cafe
BRING THE WHOLE GANG
Unwilling participants galore!
— 4 hiking buddies now join the mountaineer
Doubling down on the talent avoids cognitive overload and gives a significant power increase to the talent.
BULLET BREATH
— With Fire Breath acquired: Slammers will spray gatler bullets instead of breathing fire on their 7th combo
BABY BREATH
"Where did you get these? Why did you eat them? Why are you the way you are?"
— Instead of bullets, shoot baby slammers that.. despawn when completing their combo
For this one the talent is replaced by something different — it works similarly and slammers breathing babies should be a delightful viewing experience. Since it'll cost 2 talent points and is a replacement, it has to be powerful.
POPCORN
— Fire damage has a range of 7-10, up from 0-3
SOME GNORPS WANT TO SEE THE PILE BURN
Actually, all gnorps if this proves effective.
— Gnorps that shoot fire arrows will now aim for the pile. Burning the pile shifts shards forward.
For this one you keep the previous talent and get an entirely new one!
This solution is exciting, and ultimately the superior one as it sidesteps the issues with leveraging knowledge, cognitive overload, and freshness. The end result will ideally achieve the following results:
— Unhinged and interesting
— The above
{STEAM_CLAN_IMAGE}/44722791/21d90c47f32dc458165d8d70d0f91be9425ae52c.png
The end
— The work to increase the frequency at which I release (the) New Gnorp Times continues.
— Currently splitting my time on the Epilogue Update and the currently-beta-update.
— Doing well! I hope you are too.
Today is the start of the Idler Fest on Steam, and I thought it cool to also provide a couple of new things to mark the event.
Hats (and a bundle of balloons)
The first batch of hats are now available! It's been a long time coming, but the first ones are finally here! There will be over 20 hats implemented into the game, but we're starting with six of them. These first six hats are amazing and they all look great in-game. They're unlocked by completing certain achievements — for example the SPEED achievement unlocks the snail-gnorp (snorp?), made by Joy. Fitting!
{STEAM_CLAN_IMAGE}/44722791/748a97dd649b9ff0ce623e148912f5ac89a94b80.png
Thank you to submitters Joy, Sleepyhead, Doshige, Zymosan99, and Popgoes! More hats coming soon.
Beta update
A new beta update has just been made available. You can access it by right-clicking the game in your Steam library -> Properties -> Betas, and then write 4gnorplovers in the private beta field.
Please note that the localization for the beta has not been updated to match the changes.
The goal of this update is to meaningfully improve units and talents to make your choices a bit more interesting and to enable new and cool builds. With the Epilogue Update on the horizon, ensuring a solid base-experience to further build upon is very important.
Slammers, Mountaineers and Drones have all received updates. Here are some of the highlights:
— Drones now consume shards to spawn baby drones
— Mountaineers can now, with the help of a talent, designate an area of the pile sacred
— Slammers have can now deal significantly more damage with the help of the redesigned talent Remembrance of the King
— Reclamation Nullification has been replaced with a new, more interactive upgrade called Don't touch my pile!
— A new talent called Melty Bullets. How does it work? Really well!
The changes touch on many parts of the game, and I'd love to hear your feedback if you end up trying the beta update. The best place to provide feedback is in the Gnorp Discord, in the #beta channel. However, I will also try to check for feedback in the Steam forums now and then.
Below you'll find a comprehensive list of the changes.
Outro
(the) New Gnorp Times, well-respected publication, will now be released roughly every 14 days until the release of the Epilogue Update/Mini-expansion. The work on the Epilogue is going well, and I might tell you more in two weeks. Thank you for your patience, and I'll talk to you soon.
<3
And here's the beta notes
Reclamation Nullification has been replaced by something better. The something better is intended to allow for a more interesting way to work around reclamation.
Don't touch my pile!
The rock might be fighting back, but the mountaineers (and drones) resist.
— Prevents reclamation where mountaineers (and drones) are planning to go
— When told to rest, Mountaineers now rest on the pile, as long as there is space and the pile is worthy of climbing
A replacement to clicking on drones
Roboticide
Would be a shame if anything happened to one of these drones.
— Murder a random drone
Drones have been modified to no longer eat shards for no gain. Instead they spend some time eating, then spawn a baby drone.
Drone
Get yourself a drone, but be careful — they're hungry! Drones are auxiliary units that need some help to succeed.
— Drones pick up a fixed amount of shards, based on the current tier
— Drones consume 70% of their capacity over 3.5 seconds. If Drones finish eating, they spawn a Baby Drone
— Baby drones deal damage equal to the consumed amount, with a range of 7-10, then die
— Drones die during compression events
Higher the pile has been replaced by:
SACRED MOUNTAIN
The gnorps bless the pile, for it represents the fruit of their labor.
— Mountaineers now consider the rightmost area of the pile sacred, and attempt to build a large mountain of shards there
— Mountaineers do not dig the sacred area
This new talent replaces drone targeting. It gives bullets an interesting effect.
MELTY BULLETS
Perpetuate that fire with some melty bullets! How does it work? Really well! Pyromaniacs pick this.
— Bullets that hit the rock while it is on fire deal their damage as fire damage
Descent of the king has been redesigned to empower the king when he is present and to also empower slammers when he is not.
DESCENT OF THE KING -> REMEMBRANCE OF THE KING
When will He return?
— The King of the Pile will always dig an additional 2ø of the current tier
— Slammers gain a bonus to their damage when the king is gone
— Bonus starts as +10, increasing by +2ø every minute
— To facilitate The Return, slammers halve their range when Remembrance is active
The flow has been modified to give slammers a bit of extra damage and now they only fly farther when they actually combo
THE FLOW
Allow slammers to unlock their latent power, displaying the power of dumb determination.
— After having meditated, slammers deal +3ø damage, plus an additional +3ø damage for every slam in their current combo
— Slammers fly much, much farther away after a combo
Supershatter has been modified and moved in the talent tree! Old supershatter took away the ice multiplier, but this version does not
SUPERSHATTER
Let's put this rock on ice.
— Ice arrows immediately freeze the rock
— When ice shatters, an additional 60 shards, doubling with every tier, is dealt. This additional damage has a range of 0-6 or 4-10, picked randomly with every occurrence.
— Ice arrows striking the rock when frozen deal 4x damage, up from 2x
— Frozen duration increased to 20 seconds, up from 4
— Shattering the ice with fire effects allows the rock to be frozen again immediately
Combo power has been renamed, and now has an additional benefit when combined with baby drones
COMBO POWER -> SLAM 2: RE-ROCKENING
Starring: The slammers, and the baby drones in a guest appearance.
— Slammers gain an additional 1% chance to combo every time they do a preparation jump
— When triggering Combo Power, slammers cause baby drones that are attached to the rock to explode for 2x their total damage
Drone capacity is adapted to fit the new drone behavior
DRONE CAPACITY
Drones get more capacity and they spawn more baby drones, but at a cost.
— 2x capacity to drones
— Drones eat twice as much and now spawn 2 baby drones
— Descent speed reduced by 50%
A redesign to fit with the new drones, and a name to highlight potential synergies with zygnorps and baby drones.
DON'T EAT THAT -> BABIES TOGETHER STRONG
United by the power of shared suffering!
— When drones spawn a baby drone, zygnorps gain energy equivalent to the consumed amount
— Zygnorps never collect from the left side of the pile
This used to be a talent. Now it's an upgrade that costs gnorps.
New upgrade: Drone Targeting
By default, drones are directed to target the highest points on the pile. With some additional gnorp-power, additional targeting modes can be unlocked.
— Drones unlock the FAR and NEAR targeting modes
Redesigned to fit with new drones
Inspiration: Drone-Bomber
Drones enter efficiency mode, reducing their overall movement speed and consumption.
— Descent rate is halved
— Consumption reduced by 30%, without affecting baby drone damage
Redesigned to fit with new drones
Inspiration: Drone-Rocket
Drones enter burn mode, increasing their overall movement speed.
— Descent rate is doubled
— Acceleration is doubled
King of the pile has been modified to give the king some additional power and now also affects his mobility.
King of the Pile
A zybellium crown with powerful effects is granted to a single mountaineer: The King of the Pile.
— The King digs 10x faster
— The King digs twice as much
— The King has significantly increased mobility
— The King will not rest
Acid has been modified slightly to avoid instances of it being doubly good for both damage and compression.
Acid
Puke flowers create Spewers. Spewers explode on the rock, leaving Acid. While acid is present on the rock, it has the following effects:
— 1.5x increase to all damage
— The minimum range of damage is reduced by 3, ex: 7-10 -> 4-10
Rest in piece: Adaptive Learning
Rest in piece: Terathrusters
Rest in piece: DRONE.TARGET = FAR |DRONE:TARGET = CLOSE
- "Reverse shop" is now an option than can be enabled. Enable this to get back to the previous order.
This patch seeks to remedy a couple of text issues from the localization patch that, ironically, exists in the English version of the game. I have also thrown in a couple of quality-of-life changes.
User interface fixes
- Shop items are now listen in reverse order, thus preventing unintentional upgrade purchases
- UI now (mostly) disappears during prestige
- The logo should now be centered better during scene transitions
- Fixed some text issues
Miscellaneous
- Fixed an issue that could cause a diagonal line to appear during prestige transitions
It's been a while coming: (the) Gnorp Apologue has finally been localized!
{STEAM_CLAN_IMAGE}/44722791/19b0797429322059cb4ef50f27f79c64fe14f122.png
I've been working with a company called IndieArk to bring this to life, and I'm very happy with to see the game translated. Besides English, the game is now available in the following languages:
- Simplified Chinese
- Japanese
- French
- German
- Brazilian Portuguese
- Spanish
The game will attempt to detect your Steam UI language (or your system language if running without Steam), and if it matches one of the supported languages, it will switch to that language. You may also manually select one of the available languages.
Fun-fact about the Simplified Chinese translation of the game: (the) Gnorp Apologue is translated to 糯米团子历代记, which roughly means "The Chronicles of Glutinous Rice Dumplings", or perhaps "The Mochi Chronicles". I think it's a great translation. If you haven't had glutinous rice dumplings or mochi, they're foods you absolutely ought to try!
Thanks to all who requested localization support, and thanks to IndieArk for the localization! Now that the game supports additional languages, I may implement more of them based on demand.
In other news— work continues on several gnorp projects (including hats, of course!), and I am very excited to share more with you soon.
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First off, the game has reached 200,000 copies sold! The success of the game was something I was wholly unprepared for, and it has taken time to adjust this new reality. My plans for the future have been upended (in a good way), and I am now working on three Gnorp-related projects: Gnorps in Space, a secret project, and most importantly: the base game.
{STEAM_CLAN_IMAGE}/44722791/33bd48b333d24cb4c55ca7fc84d9848cadc0a756.png
Today I released a new update to the game, which is a foundational update that includes improvements to saving and adds support for cloud saving. Here are the patch notes:
- Added cloud saving
- Gnorp saves are now saved in a new location! Your old saves will still be loaded, but new saves will be saved in the new location. This prevents a permissions-related issue, where saving could silently fail. Your settings are also saved in the new location.
Gnorp save location: %APPDATA%\Gnorp\Apologue - Gnorp saves are now much smaller — a prerequisite for cloud saving, and a general improvement to loading and saving performance. This change comes at the cost of fidelity, however, as some information is no longer saved — projectiles and shards are among the game data that is not fully stored to disk.
- A new option menu has been added, which I call "the outgoing menu"
- Added several links to the outgoing menu, including links to the Wiki and the Discord.
- Added a quit button, which you'll also find in the outgoing menu.
- Added a new toggleable option: Save on quit. This option is enabled by default.
- Added a new button in the Save menu: Recover save. If you have lost your save data, either by error, mistake, or regret, this button will, based on your Steam achievements, grant you a number of talent points representative of the progress made when the achievement was unlocked. Speedrun mode remains unlocked if you delete your save.
- Laptop users rejoice: Horizontal scrolling with a trackpad has been enabled. Let me know if you encounter any issues with this.
- Removed the requirement to have Steam running to launch the game
{STEAM_CLAN_IMAGE}/44722791/257733f2f473a13e6459d8f03b1e494ddd0b1de6.pngNext up is the Wiki. The wiki for the game started out as a simple Google Docs, maintained by Discord member and moderator Frogie, but it is now a real website: https://gnorp.wiki.gg. The wiki has been a community project from the start, and I was so pleased to see it go live. The wiki.gg staff was extremely helpful to the maintainers in setting up the wiki, and they even styled the wiki according to the user interface of the game itself.
A thousand thanks to everyone involved in the project, and I am looking forward to seeing the wiki grow with updates to the game and the eventual release of Gnorps in Space.
What's next?
- Hat-preview update
- Hard mode + Hats update
- General improvements to UI, balance, etc
- MacOS support, pending some issues with building universal binaries
- Gnorps in Space
- Secret project
Thanks for reading!
Minor changes
- The festive hats are gone! See you next year!
- Both the gatlegnorp and riflegnorp reload sounds will now be disabled if you have gun sounds disabled
Bugs
- Ice shattering is no longer audible everywhere
- Fixed an inconsistency with the sprites of the talent stone
Text
- Fixed acid tooltip error regarding range
- Fixed some typos, and three instances where it would say "movementspeed" instead of "movement speed". In my defense, you are allowed to combine words in Norwegian.
Current Release
21167330
Uploaded May 05, 2026
System Requirements
How to Install
(the) Gnorp Apologue.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
54 MB
21167330
D01EF0DC
d63d43aeba040b503595489d9b75f634711b4b62eee6387e70b5b19d9b14d4af
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View AllDownload (the) Gnorp Apologue for PC with a direct link or via torrent. Get the full version of (the) Gnorp Apologue for free. (the) Gnorp Apologue is a Casual released by Myco.