- Early Access Release 8.2: Improved Assets, Bug Fixes - 14 July 2026
Hello again. Apologies for the lack of updates, I was overseas on holiday. More substantial updates are on the way! ːsteamthumbsupːːsteamhappyːNEW / IMPROVED ASSETSCreated vertical variants for existing lab furniture (tables, shelves, stove, sink etc.)Improved colour palette for grass and trees (colours used to be similar and would blend together)Created new ground tile setsCreated new floor tile setsAdded new assets to Compound and Lab levelsBUG FIXESFixed: enemies circling around each other when arriving at the last seen location of the playerFixed: pausing / alt-tabbing while using the blink power would give permanent intangibilityFixed: restarting while using blink power would cause lingering particle effects
- Early Access Release 8.1: Workshop Menu & Input Improvements, Bug Fixes - 11 June 2026
WORKSHOP MENUAdded a log that tells the player what's happening (downloading items, when an error occurs etc.)Workshop Menu loads much more quickly (it now tries to retrieve the level's preview image from your local files before trying to retrieve it from Steam) Failing to connect to Steam or being subscribed to empty workshop items no longer make the Workshop Menu not interactable (previously when this happened the circle wouldn't stop spinning)INPUTSeparated Zoom and Far Look into separate binds again: Default Far Look binds: Shift and Left Trigger Default Zoom binds: Control and Left Stick Press Using an analogue input bind for either Zoom or Far Look adds an extra layer of control Far Look and Zoom can be bound to the same input (how it worked in the previous build)Fixed binds being changed during gameplay not kicking in (had to return to the main menu then start the level again for…
- Early Access Release 8: Explosion Update - 30 May 2026
NEW WEAPONSRocket Launcher: Fires a flying rocket that explodes upon impact Grenade Launcher: Fires an arching grenade that explodes upon impact, or when hitting the ground. It has a custom reticle: where you aim is where the grenade will landNEW LEVELSAmbush: The masked servants' beer run has been rudely interrupted by a flaming roadblock. With the help of a rocket launcher you will fight your way towards the mansion in the distance Compound: Due to some unpaid parking tickets, your sailboat has been towed and is impounded at a nearby dock. Use your grenade launcher to help with bunched up enemiesMISCELLANEOUSRe-added blood spatter animations when blood hits the ground (previously removed them due to performance concerns, the new animations are code based so they don't impact performance)Combined Zoom and Far Look into one function: far looking also zooms the screen out depending on ho…
- Early Access Release 7.3: New Challenge Levels, New Assets, Bug Fixes - 19 April 2026
Two New Challenge Levels:You can find these in the "challenges" tab when picking a level (unlike the main levels which are in the "campaign" tab)Obstacle Course Challenge: navigate through the traps to get to the endReflect Challenge: use your baseball bat to hit bullets back at the enemiesNew Assets:New furniture and walls for the crate day, tinny house and crystal palace levelsBug Fixes:Fixed various levels that had missing furniture after deleting redundant light furniture in the previous updateFixed issues with running into the hinge end of a door: previously when running into the hinge end it could cause a small gap that enemies could see you through and bullets could go through
- Early Access Release 7.2: Melee and Door Improvements, Level Editor Changes - 4 April 2026
Melee and Door Improvements:Changed how meleeing an enemy through a door works: previously this would just kill the enemy, now doing this stuns and knocks back the enemy and also slams the door openImproved the z-axis layering of doors to prevent the player and enemies from layering above or below the door incorrectlyHitting a door with melee or a bullet now has a sound effectFixed knife swings sometimes missing when trying to hit something very closeFixed bat swings sometimes missing near the end of the bat at the apex of the bat's swingLevel Editor Changes:In the Level Editor, Error Furniture (the red furniture that indicates an invalid furniture item in a level) now shows the name and other info related to the invalid furnitureIn the Level Editor you can now modify the light of the various light emitting furniture (torches, candles, spotlights etc.). You can change the size, shape, c…
- Early Access Release 7.1: Improved How Guns Work With Doors, Bug Fixes - 20 March 2026
Improving how guns work with doors:If you walk up to a wall while holding a gun, the Player holds the gun sideways to prevent it from clipping inside the wall (you've probably seen this kind of feature in First Person Shooters before).Previously this also applied to doors, but not anymore. Now your gun can clip with a door, and you can shoot to apply force to the door and slam it open.I made this change because I noticed during playtesting people would rush into a room and start blasting without noticing their gun pointing to the side. I think this change feels much more natural.Bug Fixes:Fixed being able to shoot an Enemy behind a door when the Enemy is very close to that door, due to an issue with the collision detection logicFixed Enemy and Player hitboxes sometimes sticking out past a door if standing in just the right spot (separate issue to the bug above that could also allow you…
- Early Access Release 7: Level Pack Update - 13 March 2026
Three New Levels:Crystal Palace: It's re-up day at the palaces, so the boys are having friends over. A difficult level with large stages, new furniture assets, many enemies and lots of gun focused combat. Crate Day: The boys are partaking in a sacred yearly ritual. This is now the first level in the game, it features no guns: serving as a softer intro to the game than the Tinny House. New Tinny House: I wasn't happy with the old Tinny House, so I redesigned it from the ground up. Makes use of new furniture assets to be more on theme with the name of the level.New Assets and Asset Changes:Entirely new furniture set for Crystal Palace: designed to fit with/extend the Tinny House furnitureAdded new furniture to the Tinny House set (as seen in the final stage of the new Tinny House)Adjusted some existing floor tiles, and created some new floor tilesAdjusted sprites for furniture from variou…
- Early Access Release 6.3: Bullet Shield Character Rework - 21 January 2026
Bullet Shield Character Rework:Changed how the power works: hold r-click to summon the shield, draining mana over timeCreated unique sprites and animations for the characterReplaced the old shield sprite with a particle based wall of fire appearance (with lighting and SFX) Other: Fixed being unable to use a power even if you have enough mana, due to floating point precision errorsReduced Lightning Power's cost to 60% (used to cost 100% of the mana bar)Added some notches to the mana bar
- Early Access Release 6.2: Improvements & Bug Fixes - 1 January 2026
Improved reflecting bullets with melee weapons:Reflected Enemy bullets change their sprite to the player's bullet (yellow) instead of staying redCan now reflect the same bullet multiple times, reflecting it resets its lifespan. The bullets spawned by the bullet shooter traps in the Lab level are slow enough to try this outCan no longer reflect explosionsRemoved Attack Queueing (Hidden Mechanic):The game used to have a hidden mechanic where if more than 3 enemies were attacking you simultaneously, extra enemies would "take turns" being the 4th enemy to attack you. Removed it because it rarely actually kicked in, was never really necessary or good for gameplay, and occasionally caused bugs. Bug Fixes: Fixed not being able to shoot Enemies that are very close to a wall, door or explosive barrel (the wall/door/barrel would take the bullet even though the Enemy was in front of it)Fixed melee…
- Early Access Release 6.1: Character Selection Improvements - 15 December 2025
Added animations to the Character Selection in the Main MenuAvailable Characters for a Level:Levels can now be restricted to certain characters, for instance the tutorial levels can only be played with the Protagonist character.Level Editor: Added the Available Characters section to the Level OptionsRemoved Powers section from the Stage Options (obsolete with the Characters update)
- Early Access Release 6: Characters Update (Part One) - 6 December 2025
Play as different Characters with unique powers! Protagonist: Blink Power that you're used toPunished Protagonist: Blink but no slomo to give more of a challengeHurley: No powers at all for an even greater challengeWork in Progress Characters: I'm not entirely happy with how these ones play, they're gonna be changed and improved in the future. Their art is placeholder, currently they're using pre-existing Enemy sprites: Telefrag: Teleport to Enemies to make them explode into gibsBullet Shield: Summon a Shield to reflect bullets back at EnemiesLightning: Cast a Lightning Bolt that chains between Enemies and stuns themCharacters Update Part Two?:Part One is just a Minimum Viable Product (MVP) for the Characters system. The Characters system will be improved greatly in the future: more Characters, more interesting play style differences, new art, progression/unlocks and restricting levels…
- Early Access Release 5.4: Screen Shake Option + Slomo Improvements - 24 November 2025
Screen Shake Multiplier in Options:Added a Screen Shake multiplier to the Options menu, this allows you to reduce screen shake, disable it entirely or even increase the screen shake.Screen Shake Slomo Improvements:Screen shake is now adjusted to timescale, so it slows down properly while using slomo.This is gonna be the last small update before the upcoming CHARACTERS UPDATE, stay tuned!
- Early Access Release 5.3: Bug Fixes - 16 November 2025
Bug Fixes:Fixed Sentries shooting themselvesFixed dead Enemies dropping weapons on the other side of a wall when dying really close to a wallFixed being unable to blink when at the top of the navigation areaFixed up navigation issues in the levels: holes in the navigation area, invisible wall issues and unreachable ground tiles + some general tidy up
- Early Access Release 5.2: UI Change, Bug Fixes & Improvements - 11 November 2025
Stage/Level Complete UI Change: Updated the UI that shows when you win a stage. I got rid of the old TV screen on a rope, and replaced it with a fancy hole in the screen. Not entirely happy with it yet but it it looks pretty neat, beat a level and check it out!Bug Fixes & Improvements: Improved Bullet collision detection. Collisions should match the visual position of the bullet more closely than they used toEnemies start backing away from you quicker when you're very close to them, increased the radius that triggers this behaviour slightlyFixed bullets flying over an Enemy when firing your gun while very close to that EnemyFixed bullets going through walls when standing very close to a wallFixed Mana Orbs spawning on the other side of walls when killing an Enemy close to a wallFixed a bug when using Controller: an issue where proceeding to the next stage in a level, the Camera position…
- Early Access Release 5.1: Bug Fix - 5 November 2025
The Bullet Shield power currently isn't in any of the campaign levels, but it can be used in the Level Editor and Workshop levelsFixed Bullet Shield not working at all (bullets would pass through it) (Bug was introduced from the previous update)Fixed an older bug where sometimes bullets would get through the shieldAlso made it so the Player can reflect their own bullets with melee weapons
- Early Access Release 5: Dungeon Update! - 1 November 2025
Entirely New Dungeon Level: A follow up of sorts to the Mansion level: a secret underground Dungeon hidden beneath the Mansion, what are the servants getting up to? Features two new traps, plus a portcullis gate you can close to cut off enemies. The furniture is designed to fit in with the Mansion's furniture. New Props: Coffin Trap: shoots poison darts when the Player walks in front of itAxe Trap: swinging pendulum axe, Enemies are very clever and pathfind around themPortcullis Gate: opened and closed via a lever. Can cut off Enemies and force them to take another route Miscellaneous: Improved Fail Screen and Level Chooser Screen visualsAdded speed multiplier to Enemies (for speeding up near axes) can be used in future for stuff like slowing down in mudInfrastructure for Enemies avoiding traps, and melee traps. Can be used in the future for similar pathfinding and trap purposesInfrastr…
- Cool Props Update (Early Access Release 4) - 5 August 2025
New Lab Level:A brand new lab level, much bigger and more challenging than the old oneFeatures the new props mentioned below to create some new interesting level designAlso added some new furnitureNew Props:Sentry Gun: an automated turret that shoots the player when you enter its 360 degree line of sightExplosive Barrels: shoot them or hit them to make them explodeBullet Shooting Traps: stops the player and enemies walking through themEnemy Changes:Sounds no longer instantly aggro enemies, they get aggroed after a short delayStand guard enemies go back to scanning even when alertedImproved the laser and night vision goggles visually on the Sniper enemyImproved performance of Enemy line of sight checksReduced nav agent radius to reduce traffic jamsFixed bug with Enemy sometimes aiming incorrectlyLevel Editor:Fixed bug where phantom Furniture/Enemies/Weapons would persist in the level edi…
- Level Editor Guide + New Level - 24 May 2025
Check out the Official Level Editor Guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3466901617 Here's the new level: https://steamcommunity.com/sharedfiles/filedetails/?id=3487022881 From now on I'll upload new levels to the Workshop first, that way I don't have to do a stand alone build for each new level, and I can get feedback and improve on them before committing to putting them into the main campaign.
- Workshop Update - 13 May 2025
Download custom levels created by the community, and upload your own by using the in-game level editor. A guide for how to use the level editor is coming soon~
- Museum Update - 16 April 2025
New Museum Level: Overhauled the Museum level art assets Completely new stealth focused level design: get to the book without being seen! Other Changes: Nerfed slomo slightly: timescale is a bit faster. Also fixed some timescale related spaghetti Changed how bullet direction is calculated when reflecting enemy bullets: bullets flip direction rather than going in direction of crosshair Added full height window tiles (used in the Museum level)