- Retchid is 20% OFF - 1 September 2026
Retchid is currently 20% OFF in our Perp Publisher SalePick up Retchid and experience visceral classic-style FPS combat with 20% OFF until September 12th! Sale Price: £16.79 | €19.60 | $19.99 (Was £20.99 | €24.50 | $24.99)View our full Publisher sale here.
- Retchid - July Development Update - 25 July 2026
Hello everyone, Apologies for not updating each month for the last few months. I had a lot going in my personal life. It's all settled down now, and so it's business as usual. Don't worry I never stopped working. Solarsplace and myself have worked on a lot of things, ranging from code, to level design, to game balance, and new features. Code I've rolled up my sleeves began coding a bit, to help resolve some of the smaller tasks in the code. I wrote some new code that updates the animation frame rate based the size on screen, reducing CPU usage. We fixed how the AI spawns so it doesn't unhide via behavior, it now does it in the AI code. Reduced behavior thrashing, minor optimization and cleaning AI functionality. Added support for what I like to call World Animations, like enemies sitting down or puking etc This means that the AI doesn't turn towards the player while awakening from these…
- Retchid Development Update 28 - 28 February 2026
Hello everyone, A small update on what Solarsplace and I worked on this month. We'll have more specific details next month with some new and updated gameplay of updated levels in Episode 2. AI Solarsplace managed to get the bulk of the AI work done for all enemies! There are a few little kinks left work out in some of the enemies, but over all it's a great milestone to hit in development. Animation Almost all the gameplay animations are done for the enemies. There are just a few tweaks I want to do to some of them. That's a total of 16 new enemies coming (not including variations) for Episode 1, 2, and 3 on top of the existing 11 enemies. Level Design Work began on fully fleshing out the layout for E1M8 (ep1 secret level). Secret levels are smaller levels compared to the main levels. Their focus is to give you a unique little side experience. E1M8 is the water reservoir for the entire c…
- Retchid Development Update 27 - 1 February 2026
Hello everyone, Before we finished for a Christmas break last year I pushed out a patch that replaced most of the human animations with updated staggers, stuns, attacks, walks, deaths, etc you can read about the notes here if you missed it: https://steamcommunity.com/games/1419060/announcements/detail/538873641933211628 For January myself and Solarsplace worked on several different AI from Episode 2 and 3. Code Solarsplace worked on bringing a few AI to life, Sisters of the Cosmos, Flameborne Knight fixes, and began working on the Evoker of the Yith, and also refactoring a good portion of the melee behavior code so they are more responsive and attack more often if close enough. Over all it's a smoother experience. Animation I managed to get the majority of the animations done for 6 enemies this month. Which is all their deaths, staggers, stuns, pain, attacks, walks, jumps etc, about 250…
- Retchid EA Patch V0.85 - 23 December 2025
Hello all, This patch focuses on improving the enemy engagement experience with improved animations as the focal point and saving/loading bugs. Since the newer enemies have higher quality animations, it left a difference in quality between the Episode 1 enemies and the Ep2/3 enemies. A few bug fixes, and under the hood for me, a better skeleton/rig in Blender to work with, so I can easily add animations to existing enemies. For example in the upcoming level improvements, enemies will have more idle animations instead of mostly just standing around, like leaning on stuff, interacting with things, puking up stuff etc. The animation changes to staggers and stuns does leave enemies more open to attacks, so it does make the game a bit easier, I'll tweak the balance of the game once all the content is in, and do remember, you will choose your difficulty path in E1M1. I also got a little overz…
- Development Update #26 - 28 November 2025
Hello everyone, For November I continued the work on the remaining animations for the new enemies and Solarsplace continued working on the AI code. Code We found a few little quirks in the code that were cleaned up like enemies that shoot ranged projectiles like energy/fire balls just always target you no matter their facing direction, they now follow a linear target from their origin of creation. This will make the game a bit easier on its own, to avoid the projectiles, so I'll make a pass to make them a bit faster, so it's over all the same but fairer to the player. A bug was found that, I *cough* introduced when improving the hit feedback on the enemies with the Pain animations(simple reaction animations that played on any damage). This bug basically overwrote the stagger animation, so it kinda played a few frames of stagger, then the pain animation. I have fixed it locally and it'll…
- Development Update #25 - 30 October 2025
Hello all, Zombie here with the October update, giving you a brief run down on what we did and are doing. Code This month Solarsplace worked on the Toahuggoa (a giant toxic toad for episode 3) The Gorgonops class has been updated. A new function was made so that via blueprint we can force a stun on an enemy, good for specific things like Nub-Yeg's stun attacks and scripted events. Some enhancements and fixes to the existing AI code base, for example AI weren't always facing you when attack so they would missing with their projectiles. Art This month I finished the models for the remaining enemies, some vfx, bug fixes, and began the animation work. Nub-Yeg Nub-Yeg is the enemy that Shoggoth will spawn during the boss fight. Right now it's using the Abyss Stalkers as place holder enemies. A wandering mass of eyes and flesh, reading to unleash powerful projectiles as it gazes upon you. A f…
- Development Update #24 - 29 September 2025
Hello everyone, Zombie here with a brief over view of what we worked on in September. Code Solarsplace worked on bringing life to the Flameborn Knight Bile Human, Bodi Gorn, and a few misc fixes here and there. Art This month I managed to get the high poly sculpts, low polys, textures, some rigging, and some block out animations done for a few enemies. Remnant of Shoggoth The Remnant of Shoggoth are offshoots of the boss from E1M7, Shoggoth. The roam the halls of Episode 2 unleashing strong ranged attacks and producing fog around it's area. The model is finished with a rig and basic animations. Dhole This Eldritch Growth eating maggot got a bit of a touch up and the texture work completed. You'll find these enemies in large groups chowing down on the Growth around the facility. Evoker of Yith The Evoker of Yith is a weak enemy to fight against directly. the Evoker squeezes a Beyond Worm…
- Development Update #23 - 2 September 2025
Hello everyone, Zombie here with August's developer update on what we got up to. General update On the weekend I pushed out a patch that added all the remaining maps to the debug menu. Once all the remaining enemies are all completed I'll work on bringing each map in to the main progression loop so you can enjoy them as intended. https://store.steampowered.com/news/app/1419060/view/530982192097002133 Code On the code side of things Solarsplace worked on bringing the Bile Human to life. He created a nice bit of code to handle the exploding aspect of this enemy. The Legion knight's shield code was also completed. Art This month I began work on finishing the hi/low-poly, rigging, and texture work for the remaining enemies in the game. Sisters of the Cosmos The Sisters of the Cosmos are incredible beings that were charged with caring for the Great Ones Unborn. Under Sisters' care the Unborn…
- Retchid Patch #16 - 31 August 2025
Hello All, I'm Zombie, the main developer who does all the level design, characters, weapons ,animation, textures, models, design, (essentially all the content in the game) along side Solarsplace who works on the code side of things a few times a week. I'm changing up the presentation of Steam updates going forward to be directly from me instead of from general company perspective, as it's easier to write specifically what we're doing. Today I went through all the levels in Episode 2 and Episode 3 to make sure the golden path can be completable, so you can see the finished art work for the levels. The gameplay is still in a block out form. What that means is there isn't much in terms of objectives, signage, and feedback on completing puzzles. All these things I'll do once I've finished bringing all the remaining enemies to a completed state. Today's patch includes new levels, hundreds o…
- Development Update #22 - 1 August 2025
Hello all, In the month of July while surviving the heat waves we got more code work done and more environment art done for the levels, in fact, all the environment art for the levels is now completed! Work will now move on to finishing the remaining enemy models, animations, sounds, particles, and then we'll circle back to the levels to polish up all the encounters, balancing, and final optimisation. Code This month we updated the the leap attack logic to use root animations for smoother transitions in to and out of the leap attack, this will affect all enemies. The Dhole enemy was completed, a small eldritch critter that bites your lower regions. Work also began on the exploding archetype enemy. This blubbering toxic enemy explodes on death of any kind. It is quite slow and weak, and is very susceptible to the stun from the shotgun, so you can tactically kite them to where you need an…
- Development Update #21 - 30 June 2025
Hello everyone,For the month of June work progressed on the levels (only 1.5 levels left!), and AI code. With some miscellaneous work done here and there.CodeThe Legion Knight's work has been completed, all its mechanics are all implemented. Work will begin on the Dhole next, which is a small maggot like creature that you'll encounter in small swarms. Level DesignE2M5 - Mineral MinesWork on E2M5 was completed. This level is where the TEC began in their mining operation and where the stumbled upon the Morsgoroth Temple of Amaganth. Once they had discovered the Temple, they built a small temporary research area so scientists could work while the engineers worked on a permanent lab (which is E2M6).The objectives for this level are to find some explosives to blow a hole open to access the large drill which is then used to drill down in to the ground, opening a way to the exit of the level.T…
- Development Update #20 - 30 May 2025
Hello everyone, This month AI progressed well, the Legion Knight is now being worked on, and art wise the environment art for Episode 3's maps is finished and work began on the few remaining Episode 2 levels. Misc Features Over the course of the development of the game we've always listened to feedback and tweaked, changed, or added things within the realm of the design scope of the game. We wanted to outline a bunch of things that are coming with the Ep2/3 update that is coming in the future: The Map This is something that has been requested a few times, so we're happy to say we'll get a map implemented for you guys. It is a 2d hologram map device you switch to, we felt it was important to keep it in game and not just some UI pop up, that way you can still move about while holding up the map, and also see anything that's trying to murder you. It'll do all the things you would expect a…
- Development Update #19 - 25 April 2025
Hello everyone, This month work continued on E3M5, and more coding continued for the new AI enemies. E3M5 - Palace of the Bygones Most of the the environment art is completed for E3M5, just the final details of the Tombs and the final temple room which houses the exit. This is the first swampy area you come to when you come out of the small temple. A small side with the life pool that leads to a secret area, it's the same liquid in the life fountains the player can use to restore some life. This is the secret area that leads to a small room of Knowledge, you will need to find the Blood Key to access it. This is the split path that leads to the Lava Key and the final area of the map. The Tombs of Once were, where dead Morsgoroth go to be cremated and stored in boxes and placed in walls around the tombs so their memories can be honored for aeons. Thanks for reading. -FBS Team
- Development Update #18 - 2 April 2025
Hello Everyone, A big thanks to everyone for their continued support and feedback on the game. We're taking notes of all your feedback on all things across the board (we also have some small additional features coming down the pipe too especially for those that have really enjoyed the game spending dozens of hours on just episode 1 - we'll talk about this a bit later). Once we get to the final stages of development art all the art content is made we can focus on getting that feedback in the game. Due to your support we've been able to buy better software and hardware so we can make the game even better. We recently purchased some motion capture equipment, we're going to use it to create lots of new animations once our artist has finished all the level design/environment art/enemy models/etc For the month of April we finished work on E3M2, began working on the environment art for E3M5, a…
- Get Retchid for 20% off in the Steam Spring Sale! - 14 March 2025
Hello all, Spring time has arrived, and so has the Steam Spring Sale where Retchid is now 20% off. What is Retchid? For the uninitiated, Retchid is a gory, atmospheric first person shooter that challenges you throughout without holding your hand. The first episode currently available in early access contains 7 hand built non-linear levels with some light puzzling, shortcuts, collectibles, and secrets. Use the PDA to read about what was happening at the TEC complex, track your objectives, statistics, weapon/suit information, and read about the collectibles you find. Fight against various life forms ranging from humans to creatures from the abyss using various weapons like the ARC-Tool, SMG, Shotgun, TEC-Nade Launcher, and the Mining Laser, which discoverable upgrades scattered throughout the levels (not 100% fully implemented yet). Future Content The Team has been hard at work on Episode…
- Development Update #17 - 28 February 2025
Hello everyone, In February the environment art for E3M4 - Palace of Memories was completed. Work also began on E3M2 - Temple of Hidden Ways. Code Some code was also worked on, fixing a bug where if an AI was instantly killed, would not alert nearby enemies of their death. (who knew the dead don't talk). E3M4 - Palace of Memories Here are some of the caves that are below the Morsgoroth infrastructure the player will navigate through. Once you have arrived in the central area, you will need to navigate to this Teleport room which will give you access to Titan's Teleportation Lab, inside the Lazarus Lab. Once inside the labs you'll use the Teleporters the TEC Scientists have been studying, to teleport back to the Palace, which will give you access to other areas. Here is a little look at the secret pathway to the secret level - E3M8 - The Black Vault. The temple that is visible from most…
- Development Update #16 - 3 February 2025
Hello all, In January E3M4 - Palace of Recollection was worked on. It was almost all finished before the update, just a few rooms in the last area of the map need working before E3M2 will be worked on. With E3M4 you'll play through a level that has a good amount of vertical combat and challenges to overcome. For a brief moment you will return to Titan via teleportation. The player will go through a small portion of the TEC secret underground Lazarus lab that connects to the back of E2M6. You'll end up in a small section of the Teleportation labs where the TEC were researching how the Morsgoroth and the Abyssals could move through space and time. Here is the Tower of Strength, where the Morsgoroth train and hone their physical strength. The Tower of Cunning is a place where the Morsgoroth refine their dexterity. A secret pathway, that connects to a small room that unlocks a path to the s…
- Retchid is on Sale for the Winter Sale! - 19 December 2024
Retchid is 20% off for Steam's Winter Sale! Make sure to pick up a copy if you haven't taken the plunge yet, and gift it to your friends too! We update on development progress every month, so check out our latest update here: https://store.steampowered.com/news/app/1419060/view/595135124815742114?l=english
- Development Update #15 - 16 December 2024
Hello everybody, The team wants to thank everyone for their support over the past year, it means a lot to us to see how many folks are enjoying Retchid. The November and December update is combined in to this update due to December being a shorter work month. We managed to finish off the art work for E3M1, E3M3, and begin work on E3M4. Some extra textures were made for the exterior facades, and work on the skybox was completed for Episode 3. Art This is one of the Episode 3 sky textures, we used polarized coordinates on a hemisphere mesh. For the back ground terrain we used JangFX's new GeoGen to make the terrain, which is a chaotic rough terrain with lava coming through it. Using JangFX's GeoGen we made 4 planets to use in the skybox. Level Design E3M1 - Bastion of Cinders E3M1 was mostly completed in October, it just had a few rooms and the skybox left to update. The exterior for E3M1…