We’ve rebuilt our Bill Manager app from the ground up and added some new features. Check it out on Google Play.
https://play.google.com/store/apps/details?id=com.bealssoftware.billmanager
We’ve rebuilt our Bill Manager app from the ground up and added some new features. Check it out on Google Play.
https://play.google.com/store/apps/details?id=com.bealssoftware.billmanager
A new build has just been uploaded to the Beta branch, and this one adds a lot more unpredictability to your cryo operations.
You can opt in by right-clicking the game in your Steam library, selecting Properties → Betas → “beta – Upcoming releases.”
This update focuses on expanding variety, player control, and post-run clarity.
New Content & Systems
6 new random events added (8 total now)
Expect more unexpected complications — and more opportunities for things to go terribly wrong.
22 new crew traits added (32 total now)
The trait pool has expanded significantly, creating more distinct crews and more emergent outcomes each run.
Action Reports (NEW)
The traditional game over screen has been replaced with detailed Action Reports that summarize your run.
These reports are now saved automatically and can be reviewed at any time from the title screen.
Player Control & Quality of Life
Steam Friends Blacklist
You can now blacklist specific Steam friends so they will not be randomly selected as crew members.
Manual Crew Selection (Optional)
You may now start a run with specific crew members of your choosing.
Traits remain randomized to preserve unpredictability.
Additional background music added
More ambient tracks to keep you company while everything quietly spirals out of control.
As always, this beta is about iteration. We’re especially interested in feedback on:
Event frequency and difficulty
Trait balance and clarity
The usefulness and readability of Action Reports
We’re still looking at possible Twitch or Discord integration, we’ll keep you updated on those plus possible future updates.
If you try out the beta, please let us know how it feels. Your feedback directly shapes future updates and helps us tune the experience before wider release.
Thanks for helping us keep them sleeping. 💙 – The Team
We’ve just released a new build to the Beta branch — and it’s a big one! You can access it by right-clicking the game in your library, selecting Properties → Betas → “beta – Upcoming releases.”
This update focuses on UI improvements, performance, and quality of life fixes — all laying the groundwork for the next content update.
Here’s what’s inside:
All-new in-game UI layout — rebuilt for smoother navigation and cleaner visuals.
Item and sub-program names and icons are now displayed for greater clarity in your systems.
Expanded crew traits, growing from 6 to 10 (a small preview of what’s coming soon).
Significant performance improvements across the board — smoother frame pacing, faster loading, and reduced disk I/O.
Fixed a cursor issue that caused misalignment after maximizing or resizing the window.
The next update will be a major content expansion, featuring:
New character customization options to personalize your crew.
A huge trait overhaul, increasing the total planned pool to 32 unique traits.
New in-game events that will challenge your management skills in new ways.
We’re also exploring several new systems for future builds, including:
Manual crew selection before launch.
Post-game reports for tracking performance and outcomes.
Twitch and Discord integrations to bring your cryo operations to a wider audience.
If you try out the beta branch, we’d love to hear how the new UI feels and what you think of the updated trait system. Your feedback directly shapes how we move forward — and helps us build a stronger final release.
Thanks for helping us keep them sleeping. 💙 – The Team
Keep Them Sleeping has been officially released on Steam now!
Keep Them Sleeping is coming soon to Steam, with new graphics, new features, and Steam integration.
With the Steam version you can customize crew members, your own character, have it pull names and character customizations from your Steam friends, and unlock achievements.
You can see the Steam store page here: https://store.steampowered.com/app/3436420/Keep_Them_Sleeping
We have just released version 1.9 of the Bill Manager app. We’ve updated the UI a little bit, but the main focus was improving the analytics side. We’ve added the ability to view the accounts based on their category and breakdown the cost by month and year.
You can download the app on the Google Play Store for $0.99 USD: https://play.google.com/store/apps/details?id=com.bealssoftware.billmanager&pli=1
We are currently working on a brand new version of Keep Them Sleeping. We have rewritten the entire engine, now based on the latest version of MonoGame and .NET 6. We have also made almost the entire system file driven, so it runs off of scripts and item files instead of direct code. This gives us the ability to more easily tweak different parts of the game as well as easily add new content.
We have removed the GameJolt integration as the framework running it has not been updated. We may add it back in, but we are currently deciding which distribution platform we want to move forward with, if we want to support multiple, etc.
We have not finalized the feature set for the next release, so we do not currently have a release date set yet, but we want it to be within the next month or so (mainly depends on how playtesting goes.)
Some of the new release features include:
Here are some screenshots of the new UI and crew editor (please note, these are still in progress, so are subject to change before we release):

The Bill Manager app only stores information you enter on your phone – it does not transfer the information outside of the app at all. If you would like to remove the data, you can do so by uninstalling the application or deleting it from the UI.
The information entered into the app is stored in plain text, so we do not recommend storing any important information (i.e. do not enter SSN, credit card numbers, or account numbers inside of the app.)
Not late at all with this release. Nope, released it right on time, exactly when the last post said we would.
All kidding aside, we had a release ready to go for the April 1st date, but it didn’t work at all in release mode. There were also a few bugs that we didn’t quite notice (you couldn’t beat the game because the asteroid would hit every 15-18 seconds, so you could never fully repair.)
Anyway, the new release has been tested and is up on GameJolt: https://gamejolt.com/games/keep-them-sleeping/27679.
We will most likely not be doing any more releases for this project beyond bug-fixes. We are moving on to our next project…we just need to determine exactly what that is.
We have major update to Keep Them Sleeping coming soon. We have another project in the works, but before we dive into that too heavily we feel that Keep Them Sleeping was left partially finished. The upcoming release will be attempting to resolve that.
90% Scripted
The game is now mostly powered by Scribe, our scripting language. At the moment everything except for the very core of the game runs based on these scripts; so items, processes, and sub-systems are all powered by their own scripts. This has allowed us to work on balancing the smaller components more easily. We’ll be including a little bit of documentation with the game for Scribe and the engine, for anyone interested in playing around with it.
Traits
The game originally supported different “immune system strengths” that would affect how the crew members all reacted to the events in the game. However, it was difficult to balance, so everyone just shipped with a standard value. We’ve revisited this and now there are currently 6 traits in the game; a good and bad trait for each stat – Feeble/Hardy, Light/Heavy Sleeper, Weak/Strong Immune System (they can also generate with no trait.) We’ve contemplated adding a few more, but it’s not on the roadmap at the moment.
Music and Sound Effects
We added a music track to the game that was created for us. We also added sound effects to the UI and when asteroids hit.
Merged Cures
We merged the infection and disease cure into a single “cure”. Having both didn’t quite make sense after multiple play-test sessions. For scoring, we averaged the two values together and went with that. For clarification, there is still a distinction between being infected and being diseased, but there is now a single cure item and cure process.
New UI
We’ve revamped the UI with a new skin, some layout changes, and some animation (the layout is still WIP):

We’ve still got a little bit of work left before we can release, mainly testing. Scribe has had lots of testing already, but it hasn’t been used to this capacity before so we want to really work out the kinks.
Since we stopped working on Lord Sen’s Battle Arena (LSBA), we have spent a lot of time stabilizing the multiplayer library that we were developing to run it. We’ve fixed some major issues with player connectivity (receiving the proper message once connected, receiving messages when players connect/disconnect, receiving messages when the server shutdowns to name the major ones.) We’ve also ensured that if a player disconnects, the library provides the ability for the player to reconnect. We allot a certain amount of R&D time each sprint and right now that time is going toward finding solutions to some of the problems that we’ve encountered ourselves while playing some other games.
Now, having mentioned LSBA, I’m not sure if it will be seeing a revival. We have a few different prototypes that we’re playing around with, but we haven’t decided what our new project will be exactly. We have a few ideas that we’ve had in our dev forums for years, so we’ll see. What we can say is that it will be multiplayer-based with PvP and co-op play. We’ll post some screenshots or videos of the different prototypes soon.