Return to Basic Killing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID2628900
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperBancal Games
- PublisherBancal Games
- Parent gameNot available
Genres: Action, Adventure, Indie
Company pages: Developer: Bancal GamesPublisher: Bancal Games
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Return to Basic Killing Steam news
Return to Basic Killing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Adding interactions and game feel - 11 March 2025
Here we go again! Welcome to the second update on Return to Basic Killing... or RBK ːsteamhappyː As a solo dev, I have been working a lot during my spare time and weekends to bring new elements to enhace gameplay and, after adding them to the game, I feel much more confident on the final result. Game Feel I added two new elements that will bring the game some much needed feedback for the player: Camera shake when the player is damaged. Screen damage border and splatters. Yeah, I know they are both pretty much standard nowadays, but I can tell you they made a huge difference on how the game feels more like an actual, modern game. Camera shake was an easy effect to implement and I will maybe refine it a bit in the future. For the screen damage, I created a small system that handles damage of different types, including standard red/blood effect, but also green/poison/acid and blue/armor. I…
- How it's going? - 4 January 2025
Hi there! This is our first post here in our Steam page. I've been working silently but steady whenever I manage to have some free time. Here is the stuff I've been working during these past weeks: Enemy AI improvements and patrol system My previous AI implementation for enemies was too basic. Just detecting you by distance and attacking even if a wall doesn't allow them to "see" you. Now, the system works as expected, and they won't "see" you if they are in a different room. Also, I implemented a first version of a patrol system, so they are not patiently waiting until they see you. I can add several waypoints to the patrol path and they will move between them. They can also wait some time at each waypoint if we want. Still a simple system but another step forward. Better audio system I changed the audio system. Previously, I created my audio system, wich was too simple for this game.…
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