- Update v1.0.1.6 - 27 April 2026
I'm alive and awake. It takes a lot of boldness (or foolishness) to modify this wicked piece of software at its current state, because it may explode. But I did it anyway. This may be the last, or one of the lastest, patches for current engine, since new engine is WIP. CHANGELOG: - Updated copyrights - Fixed Lanius and defense drones in Core dodges - Fixed possible memory leak when loading strings - Updated localization files
- Update v1.0.1.5 - 7 December 2025
The spirit of Halloween extended beyond Halloween. It shalt not Changelog: - Fixed Halloween portraits outside of Halloween theme - Decreased Buckshot shotgun ammo projectile velocity spread
- Devlog - October 2025 - 1 November 2025
Happy Halloween, everyone! I have two event to cover in this devlog. First of all, me and Rio finally got around to release the OST in Steam. More on that:I would like to add that it was unfair of me to rush him with the OST before game release, because this haste was justified for my faith towards numerology and the desire to release the game as quickly as possible, as if someone else besides me was actually waiting for it. Generally, hurry myself for weird reasons is very typical of me, and it in most cases backfires, but hurry someone else is just disrespectful. Secondly, I have desided to pay homage towards Cave Story by Studio Pixel, and make a Halloween theme for my game, like the one for Cave Story+. Someone may call it a junk (me, for example), since the world map is barely changed: just the color of the grass, ground and sky, and some locations weren't changed at all. Well, it…
- Full Effect OST Release — Steam, Spotify, FLAC, free - 27 October 2025
Hi, Rio here. Since this is a special moment, I’ll share not only the links but also the story of how it all began.Where to listenOn Steam the soundtrack is available as a separate app (MP3): 👉 Full Effect SoundtrackSpotify — though in two parts. Why? Because the album includes a large number of tracks tied to in-game states. Each loop is arranged separately, and streaming platforms simply don’t allow packing all of that into one release:Part 1Part 2For those who want maximum quality — the FLAC version is available free to download: 👉 FLAC on r10.wtfAnd a small rule from me: always enable repeat one track.How the music in Full Effect came to beIt all started the day Stolaire sent me the first playable build. I asked him: “Okay, and what about the music?”. The answer was simple: no ideas, just one track-loop per level.At that moment Stolaire already had a draft of the Lanius battle the…
- Halloween - 14 October 2025
The forest and the water turned crimson, the sky - orange and the soil gone pale. Is this Halloween spirit or just a color saturation tweak? It's both.Even though the visual appearance is changed this update serves a little purpose, so it is mostly reskins, which is quite sad, since the game is still bareilly moddable and Halloween theme was supposed to be a demonstrator of custom campaign or texture swap support. I didn't even added an appearance switch inside game menu, only in config file. But more on that later. Changelog: - Added Halloween theme - Removed "invalid sprite cluster state" warning - Lanius now dodge projectiles on Easy difficulty - Decreased number of defense drones in Core on Easy difficulty - Updated localization filesAnd I hope I didn't broke something, again
- Devlog - September 2025 - 1 October 2025
Today is a special day, because 12 years ago under semi-uncertain circumstances I have created an Ages. But his (close to the) current appearance was formed somewhere after a month or so. Anyway...It's become a habit for me that by the end of the month I haven't finished the work I started before. And this month is no exception. I finally finished working with the scripting and trigger/event language ("word stream" in further) and... I delayed its integration for its original purpose again because I came up with a different idea. With my experience with Space Station 13 build development it have found out that the map format there uses words instead of binary, which gives it certain advantages:1. Ability to edit the file outside of map editor 2. Less dependence on map editor version changes 3. Version control, which will help when using repositories 4. The possibility of creating altern…
- Devlog - August 2025 - 1 September 2025
The most major progress I've made this month is that I beat the game on Hard difficulty for a first time without mutators on NG. I obviously did it before release, and not even once, but with developer cheats for testing purposes. And it turned out exactly as I anticipated: it is as much more difficult than Normal as Normal is more difficult than Easy, with minimal damage and health modifiers.I also finally found a reason to update the game and, for the first time since release, update the demo, but generally for the sake of reminding myself of this process.I finally managed to design a laser rifle. I tried it and gave up many times, even though I supposed to arm Angel with it, but I didn't, so in the release she was armed with something that is labeled as "Combo" in the game files. Laser rifle might be one of the first weapons when I finally start adding them.To be exact, this is the m…
- Update v1.0.1.2 - 22 August 2025
To make sure I remember how it works Changelog: - Fixed postprocessing in cinematics - Fixed incorrect render of electrospikes in Core - Removed random trigger positioning in the last section of Core (descent) - Fixed text render in "Loop playthrough" menu
- Devlog - July 2025 - 1 August 2025
I was doing good, until I got down on a topic that I afraid the most: scripting language and event language for zone editor. I was predicted that this would probably be the hardest part of working with the new zone editor, because in this case I need to create a small programming language. I mean the better version of what I have currently:This is an event that executes when you enter the zone where you fight Lanius. You also revisit it later, under different circumstances, which makes this event a little complicated. It serves its purpose well, but it's really bad, and I don't think someone would have a good time when working with this syntax, not to mention that it can sometimes crash the zone editor if it has syntax errors. But where it shines is Greywater offices, where I fit a large number of events for this small location. As a result, this part of the game is uniquely non-linear.…
- Devlog - June 2025 - 1 July 2025
Alrighty. Let's start with a pictures:These are "panoramas" of two zones of the original game. They were made using a new zone editor and should demonstrate that work on it is ongoing: the functionality is updated, tools are added, and the creation of zone panoramas, as well as the conversion of old zones to more functional format are among them. Panoramas looks presentable, but they're imperfect, because OpenGL have some trouble with proper alpha channels rendering without glBlendFuncSeparate function. Generally the progress may be evaluated by the content of 'zone' class/structure in source code of my new zone editor:Looks humble, however one of the two complex members, shadow maps (shadmap) is added, and another - triggers/events will be in further. Comparing to legacy zone editor it's much easier. It's nice that I was able to show at some progress. But without the work I've done ove…
- Update v1.0.1.1 - 28 June 2025
-Wreturn-type works perfectly, until it doesn't Changelog: - Fixed string formatting - "MBT.exe" no longer require external .dll files - Updated localization files
- Update v1.0.1.0 - 12 June 2025
Sub-optimal Changelog: - Overhauled localization files - Overhauled config files and file streams - Changed popup messages content - Removed gamepad message in intro - Increased electrospikes delay on Easy difficulty in Core
- Devlog - May 2025 - 1 June 2025
The update that I wanted to finish at the end of April I ended up releasing at the beginning of June. It's like it goes on forever. I would have finish it earlier, but I really want to deal with it in a proper way so I don't have to return, and even if I could, with lesser trouble. And I need to, since I'm planning to add functionality for user campaign, including new map editor, as I mentioned in previous devlog. And I don't know how long will it take: maybe a week, maybe a couple month, and maybe, in weird case, even two days, like with improved music player and include it in game before release. This is an interface of a program to test and view strings outside of a game. Humble, even poor, and I don't think people will actually utilize it, but this program allowed me to interpret sprites, fonts, file streams, config files and another modules outside of a game, and improve it. For ex…
- Devlog - April 2025 - 1 May 2025
In this month I've planned to update localization system: change files, tweak string loading and write a guide, but I got too adventurous and also decided to rework fonts, strings, tweak texture loading, config and file streams. Typical for me, when I snowball incoming changes and eventually delay update. Sadly, I couldn't finish it in April, and I'll try to release it next week. However, I must report about my current progress. WARNING: TECHNICAL CONTENT AHEAD Currently you can actually create localization with locale that uses 2-byte UTF-8 characters (Cyrillic, for example), but game can't read 3 and 4 bytes chars. This functionality will be added with an update. I don't like a grouping of static strings, that contains names and descriptions: items, difficulties, challenges, achievements. With an update these will group in separate files. Localizations uses .fcf files - 2-channel imag…
- Update v1.0.0.3 - 5 April 2025
I don't like making patches with minimal changes, but I must fix this obvious oversight. Next one may include tools for creating localization files. Feedback is welcome, give me reasons to make patches with more than two entries. Changelog: - Fixed intro cinematic screen - Changed camera position on lower floor rooms in Greywater
- Devlog - March 2025 - 1 April 2025
20 days after release, I lost my grip. Need to move on. The game is released, but the development continues, and it isn't particularly about patches that I rolled out before and I will probably roll out after. Before release I tried to make a base for supplemental content and I need to evaluate what I can add without major brutalizations of engine code. It may be a new campaign, items (especially weapons), challenges, etc, but long-term plans are the last thing I should be concerned about at the moment. But yet, I can start with something simple, like sprites/concepts of weapons that may or may not appear in the future. Currently game includes two languages: English and Russian. I need to write a tutorial to create localization files and write a software for it's testing outside of game. It will be available soon in Steam guides for players who wish to work with it. The most important t…
- Update v1.0.0.2 - 27 March 2025
Changelog: - Fixed achievement sync with Steam - Fixed borderless window mode reset on game start - Fixed display of progress if some achievements remained unveiled - Changed width of a jammer trigger in Hangar - Game will only pop-up error once if failed to create/reset BGM config file
- Update v1.0.0.1 - 22 March 2025
Changelog: - Fixed incorrect hostage positioning in Greywater after saving - Hostages can no longer appear on a third floor in Greywater - Game will run properly if failed to generate GL Query object - Updated clouds background texture in cinematics - Fixed incorrect wood impact particles - Changed pop-up window titles - Updated localization files