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Recently, we had the chance to get to know the developers behind The Spirit and the Mouse, but instead of discussing that game, which currently has a 97% positive rating on Steam, they introduced us to their new puzzle game, Squeakross: Home Squeak Home.
Alblune is a tiny studio made up of just two members, Alex and Luka, who plan to release their new game next year. This charming puzzle game combines logic-based challenges with home decorating and features a customizable rodent as a pet. It was first showcased at the Summer Wholesome Direct 2024. One of the game’s standout features is the pet rodent, which lives in your home and actively participates in solving puzzles.
Additionally, players can seek assistance from their pet using the Logic Assist Mode, which makes gameplay more approachable. The game includes hundreds of puzzles, each rewarding players with furniture or costumes that can be used to decorate their home. Your pet interacts with every piece of furniture you place, adding another layer of interactivity.
We’re a small Canadian studio called Alblune, consisting of two people: Luka and Alex. We’ve known each other for over 12 years and have been working in the games industry for around 10 years. We’ve always dreamed of creating our own games, but balancing a career in games with indie development made it difficult to take the leap. We’re very fortunate that our first game, The Spirit and the Mouse, attracted publisher interest, allowing us to get closer to our dream!
Alex: After releasing The Spirit and the Mouse, we wanted to work on a shorter project. I thought about making a nonogram game because I enjoy them, but they always feel very clinical visually. The original plan was to create a nonogram themed around The Spirit and the Mouse, but when Luka joined, the idea evolved, and we brainstormed together.
Luka: I also love nonogram puzzles! However, I often feel unmotivated to finish all the puzzles. I wanted a reward at the end of each puzzle to encourage consistent play. I also enjoy decorating, so combining furniture and decorations with puzzle-solving seemed like a fun idea, and that’s how it all began!
Luka: It was a very unique experience! For The Spirit and the Mouse, we had to create a large environment with level design, animate various characters, write dialogue, and produce cinematics. The game was highly visual, so adding even a single mission required a lot of content.
Alex: Since Squeakross is a puzzle game, a lot of focus goes into UI and menus. It has a larger interface compared to The Spirit and the Mouse. There are several screens where the control layout completely changes, like puzzle phases, home editing, and customization screens. But we still aim to include as much charm as possible, even in the menus!


Luka: I think the mix of home decorating and puzzles makes us unique. Allowing players some creative space to relax and decorate is something I haven’t seen in other puzzle games. Having a home to customize gives players another goal besides solving puzzles.
We also aim to make the game beginner-friendly. Advanced players can still have a challenge, but I realized that my friends, who had never tried nonograms, were intimidated by their difficulty. We want to make the game accessible with helpful tutorials and a welcoming environment.
Alex: We haven’t shown this publicly yet, so here’s an early insight! Players in Logic Assist Mode select a row or column and can see which logical solutions are available. It’s a useful tool for anyone stuck on a puzzle and unsure of the next step. It doesn’t solve the puzzle for you, it just helps visualize solutions.
Luka: Everyone is welcome to use it! Sometimes I make more mistakes when I’m tired, but I still want to play. Features like this let me adjust my playstyle depending on how I feel.
Luka: This isn’t a full list yet, we’re still developing the game and will adjust based on feedback. Currently, features include highlighting mistakes, incorrect moves, and displaying solvable lines with hints. Numbers are designed for readability and colorblind accessibility. There’s also an in-game manual so players can revisit tutorials from the main menu anytime.
Alex: We also have two additional logic assistance options: automatic solving for certain cases and a “show mistakes” button. Unlike other nonogram games, cells with mistakes remain visible even after moving the cursor. Theoretically, you could use this to bypass puzzle-solving, and we won’t judge.


Luka: Our main inspiration was Wii games! I love bright, cheerful UI design. Many apps today default to dark mode, so I wanted Squeakross to be colorful! The game isn’t too serious—you have little rodents moving around a small home, and the puzzle menu is a furniture catalog. We also used a grid pattern for many backgrounds, similar to a nonogram grid.
Alex: Thanks! Players can customize their rodents using the Rodent Character Editor with many options. Costumes are divided into hats, nose accessories, and neckwear, offering lots of combinations to make your rodent look adorable.
Luka: Costumes don’t affect gameplay, but they brighten your day. Seeing a cute little rodent walk around in human-like costumes makes me happy!
Luka: Players can access various rooms to decorate. We’re designing furniture sets similar to Animal Crossing. You can match backgrounds, floors, and furniture to create your ideal rodent home. Your pet will also interact with placed furniture, letting you relax and watch them in action. It’s very fun!


Luka: Giving the game personality was important. We thought about why a player would buy a house in a nonogram game and came up with the idea of a program called Home Squeak Home, where you buy a house and receive a catalog of nonograms to solve to earn furniture. Nini is the CEO of Home Squeak Home!
She’s obsessed with nonograms and wants everyone to enjoy them. She distributes nonogram catalogs to players who buy a house, promising free furniture for every completed puzzle! Her brother, Nono, builds the furniture. Nini also guides players through tutorials and keeps in-game contact via emails.
Alex: Nothing we can announce yet, but we’d love to bring it to more platforms in the future.
Alex: Wholesome Direct gave a huge boost to our Steam page. People seemed excited about the game, and we received very positive feedback!
We initially thought only a few people would be interested, but many expressed enthusiasm on social media, shouting, “THIS GAME IS MADE FOR ME!” It’s amazing to see so many people excited. Several players also wanted to try nonograms for the first time because the game has rodents.
Luka: That’s why we emphasize beginner tutorials and accessibility options. Some people said they’d try Squeakross just because of the rodents, even without knowing anything about nonograms beforehand. I don’t want to disappoint them!