SPSTEAMPULSELIVE ANALYTICS
Neon Valley: Revenge

Neon Valley: Revenge Steam news

Daydream Productions | Feb 28, 2018 | game

Released

0players observed · 25 September 2026 - 03:53:22 UTC

ActionIndieLocal MultiplayerFPSThird-Person ShooterSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive

Neon Valley: Revenge news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive
  • Total reviews5
  • Release dateFeb 28, 2018
  • DeveloperDaydream Productions
  • PublisherDaydream Productions

Genres: Action, Indie

Company pages: Developer: Daydream ProductionsPublisher: Daydream Productions

Top Steam chartsTop 100 gamesGame directorySteam Store page

Neon Valley: Revenge Steam news

Neon Valley: Revenge news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Update 4.0 - Colosseum map features - 2 May 2020

    Another worldbuilding update! But I couldn’t just write text… I want as much of my lore as possible to be tied to gameplay. Something that grounds all the (boring for some people) text in actions too. So, this update introduces terminals. Each of the colosseum maps has terminals that you can interact with. These activate hidden functions of the server, from defense protocols to experimental technology. These features affect the game modes and change the dynamics of the map and gameplay. The cube map contains an array of experimental tech. This is the testing grounds and as such has been ground zero for experimental tech. Either deconstructed mechanics from stolen technology or designed by the creators and designers of the colosseum. Wormholes allow you to cross the map in an instant. Airtunnels as a fast method to move vertically up the map. Laser sentry technology and yeah a few more……

  • Neon Valley Update 3.9 - Animations, Helmets, Shaders - 12 March 2020

    Update 3.9 is an update focused on the player character, such as tweaking animations, movement controls and more. A few small touches in order to make the character look and feel nicer until I rework the model entirely, in the future. Holding that off for later though, as I want it done right and other elements require my full attention first. That said, here is a breakdown: Animation Hard to show animations in still images. However, the animations for walking are reworked to add better hip movement, in accordance with the recent changes to root motion in Unity. Now the character doesn't feel as stiff when walking. I also tweaked the gun holding position to look more combat-ready, in comparison to the awkward hip aiming thing I had going on before. Helmet Added a new helmet! This helmet will be available, for a limited time, to all players as the standard helmet. As other helmets are ma…

  • Neon Valley Update 3.8 - 16 January 2020

    Gameplay Virus mode rework The last of the modes to be reworked. The virus mode is redesigned with increased challenges and score assists in order to motivate objective cooperation. Changes are as follows: - Falling debris is spread better out across the maps. - For each time a virus chip is quarantined, one of the falling debris is frozen in place. - Ball lightning sparks out each time a new virus enters through the breach. - Gladiators can now assist in virus quarantine to receive partial scores. - Virus behavior further balanced and fixes for some bugs. FPS cam FPS camera position changed to account for new animations and body clipping. Expect better finesse to this camera state as more animations are added. Scoring system Upgraded the scoring system to include a combo kill multiplier and a consistent list of score multiplier conditions across modes. These are designed to reward styl…

  • 3.7 Fixes, Water for maps and more! - 18 November 2019

    You can call this a hotfix for patch 3.7 however there are more, such as: changes for maps, tweaks to gameplay, modes and more. Not counting this as a major update as the changes and additions are relatively small in importance. 3.8 will be focused on fixing the last of the current game modes and pave the way for additions leading to world building! Notes: General Gameplay Added Water to Taiyo map More drones and fireballs spawn, multiplied by number of users Sprinting while falling no longer possible Fixed more invisible trigger zones affecting movement Fireballs no longer die when hack point is moved, they now relocate to the new target Added a prejump. If jump is pressed 1-2 frames before landing, the character auto jumps Increased the limitation of aiming down, you can aim up to your feet now Fixed drone sounds being heard from hundreds of meters away Lava mode Tweaked fireball orbi…

  • Update 3.7 - 4 November 2019

    Modes Update 3.7 continues with revamping the game modes. Main focus was increasing the platforming options in lava mode to make up for the rising lava firewall consuming lower platforms. Giving the gladiators platforming options when there are none, right in their control. By shooting the firewall, a platform will be generated slowly consumed by the lava. However they give a temporary safe zone. Landing on them will create a splash, which can be shot to create a wall to wall jump off or use as a step up. Checkpoint Orbs have been added to lava mode. Running through an orb will refill the stamina bar and mark that spot as a checkpoint to respawn at after death. Animations Grenade animations are tweaked further, switched to root motion and the first few steps of upgrading the animations in NV. This was restricting the kind of motion I could animate as it froze the hip bone. This lead to…

  • Update 0.3.6 - Hotfixes and animations - 4 September 2019

    Main focus of this update was fixing a lot of bugs found by players in 0.3.5. So let me start off with some of the new features in 3.6 and then list off the changes. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F7812a9f8540e05b5c69008cb5b1a1cdfc47598d9.png Unarmed state The player was always stuck in firing stance, which for a shooter isn't a big deal. However, moving forward my focus will be on world building and more out of combat interactions. Meaning, this is will be important soon. I have added the first iteration for the unarmed state., press "X" to unequip/equip weapons. Personally, I am quite unhappy with the animations so I will be tweaking this over the coming weeks! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F3cb18a7188945b577d6dbe47f3e94fe965eb1fd2.png Nade throw Nade throwing is in! The player can now hold the na…

  • Update 0.3.5 Gameplay Update Part 3 - 13 August 2019

    One last thing, forgot to mention changes to UI and relay cam... https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F643d7ffc1f4e52bc52f7bd6035ec64f489332e89.png Relay Cam As 3rd and first person exists in this game, I've polished the relay cam and the cam state switches. It should have a smoother transition now to avoid disorienting the player. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F2b07918bc92a17b3eaef5af99221437e201c842c.png Player Changed the third person cam UI from screen to world space. This is in order to better represent that it's a drone camera which follows the player. Also added a 360 degrees compass circling the player. This is to better communicate directions when cooperating and will be more useful down the line when teams are added. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F8bc%25E2%2580%25A6

  • Update 0.3.5 Gameplay Update Part 2 - 11 August 2019

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F62721ce5c712236e49090fd767dfb8fd8ecb5824.png As mentioned in previous updates, there are more things to come! The following is more of the features worked on in my social media hiatus. However, beyond this, I am working on upgrading the project to unity 2019. This does require more work than usual as a lot of Unity has been revamped in new versions which require rebuilding large parts of the game. This includes the dreaded networking. Unity has decided to depreciate their old Unet system. Something that my game is built on, the solution I've decided on is to switch to Mirror for networking. Atleast until Unity gets their new unet system up and running with proper documentation. More on all of this later, for now here are some more changes in 3.5

  • Update 0.3.5 Gameplay Update Part 1 - 9 August 2019

    Phase one: Gameplay (Doing a marvel aw yee) https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2Fe1ebb9f30168b1bd5bbbba123b925d091e402cda.png After my long radio silence, I am back! I've spent the last year not on social media to focus on game development. Last years release and the following months of updates, reflecting on my design and state of the game with players. It was obvious I had quite a ways to go. This time around however I am more confident in the gameplay and will be polishing it even more over the coming weeks! Keep an eye out for more updates and join me for testing sessions on the weekends. Don't forget to join the discord: Discord.gg/XV2yyB8 https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F26e72f20894e160d414c40f092e98127c12b1e42.png Crouch Added crouching state when Crouch button is pressed (Default “C”). For low cove…

  • Neon Valley 0.3.1 - 14 June 2018

    Enemy update! The "Attack drones" "Fireball" and "Hunter" enemies were revamped. So their movement patterns are less predictable. The speed adjusted so its more challenging to track them. Also made the flight path non linear. Aside from the drones, the other enemies now fly in parabolic curves and come from different angles. There were a few smaller changes like spawning and such to make them more difficult. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F07c16bfd42ac8ffd418354002e4442cef797cbc8.png Beyond this! The animations for the sword is half done :D I have worked out how I want sword combat now and how they will fare vs guns and other swords. I will be rolling out some of this over the next couple weeks. Also, I am working on a new weapon and a couple new gadgets. A needle gun, platform maker and a double jumper. There are more ideas for items I am wor…

  • Neon Valley 0.3.05 - 8 June 2018

    This patch is a bunch of fixes and optimizations. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2Ff72ce897cbee663f7c269d3fbafaaa2ff0e9ff3a.png Particle systems: I found a problem with a couple many of my particle systems that was drinking cpu. I had them set to world simulation while they were moving so it had to keep track of thousands of particles and update their position... This is fixed! I've made a particle system that generates as you go. Lighting: I am using volumetric lighting which looks real sexy, but having all of them on at the same time also eats up gpu. I have restricted this to be on only if you are close to them but I need to further develop this. I want to add sort of billboard images so when you are far away it doesnt just pop in and out but become a sort of static image. UI: Unity UI canvases are sometimes quite annoying to work with. So b…

  • Neon Valley 0.3.0 - 2 June 2018

    New modes! Well an upgrade to the old ones. This update changes all of the game modes to have single player elements. So that it still has some challenge for users in their solo instances. Deathmatch: Drones begin invasion, they come in numbers and program to hunt you down. There might still be performance issues I need to optimize. However, they are challenging. I have also added bomberman inspired falling cubes that restrict player area towards the end of game. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F4e670613498c368434b7fd536195a8d60e710d74.png Lava: The fire is sentient, It's coming after you! Added tracking fireballs that erupt from the lava. Also added hill waypoints that you need to reach, rewarding players who are fast but also help other players reach the point. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F064d3e%25E2%2580%25A6

  • Neon Valley 0.2.9.Runningoutofnumbers - 19 May 2018

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2Fb98e6567c7aaa731a98c9405168bb0f710fa8123.png Character customization! Made the first set of character customization items, they can be accessed from "Grind me gears" with the lvl 2+ multipass. Other than that I have been quite busy this week with quality of life changes. Other fixes and changes: - I have made my own network position synching for the player. As the default one from Unity Unet only works with rigid body setups and even then quite limited. - Changed the camera movement as the method before meant the player model would obscure vision in extreme angles. - New hitbox, one that is more accurate! Also damage has been tweaked now with proper hitboxes. Hit in the limbs are reduced damage and headshots have increased damage. Those are the large notable changes but on top of this I made a lot of smaller twe…

  • Neon Valley 0.2.98 - 12 May 2018

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2Fb52f9ba9ff1b9332b0118eac92413e80a10e5185.png Multipass! You will now recieve a multipass with a specific clearance level as rewards for completing the game modes or winning multiple rounds in the arena. These passes give access to weapons testing, character customization, the planetarium and more! This update brings with it many tweaks to the game modes, making them actually playable. As well as arena combat and the planetarium. I've also made tweaks to the attack drones as they were way too powerful. Made connecting to The Mainframe more stable. Also, underwater effect! So it feels like you are underwater when you go there now... Tune in for more updates the coming week and planning to have the demo done very soon :D

  • Neon Valley 0.2.96 - 5 May 2018

    Target practice! I've added the targets for the practice range. Still need to add some kind of recognition for taking out all the targets in time. Will add this for the next update. You can get to the practice range in the mainframe via the boost tunnel or the teleport platform! Test it out and give me some feedback :D https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F3db1eb94d64f2671dde1b335d40077ed5b6f0ca6.png Other changes: Tweaked the drone speed and damage. I still think they get way too hard but this might be a good thing. Changed the boost from the waypoints on the obstacle course/timetrail mode. I still need to make tweaks to give more flow. Lastly I've finished making hte first animations for the sword and will try implementing it the coming week!

  • Neon Valley 0.2.95 - 25 April 2018

    Settings and stuff! Well not completely, still setting up the settings but at least the first pass for optimization is now in! You can change the graphics quality in-game and in the title screen menu. This graphics quality reduces the post-processing mainly but also other tweaks. This should increase fps by 20+ when set to quality low, hopefully helping most of the people having issues running the game. As I mentioned this is just the first of optimizations and settings that I am working on for quality of life stuff hue hue. This patch I also made some tweaks to gameplay, mainly how the booster/grapple works. I will be tweaking more systems for some game balance changes in the coming patches!

  • Neon Valley 0.2.9 - 14 April 2018

    Single player game modes! Currently they are only accessible through The Mainframe. This is due to the focus on releasing the demo version, so I have put my focus on finishing these game modes in the demo scene. However, I will be adding these to the main game maps too so anybody can easily start a single player game. These game modes are not single player exclusive. You can still play them multiplayer either co-op or pvp. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F0ce97e1f6e10d88bc95266a6078e121621c90869.png Let's get down to bidniz, the game modes are as follows: Time trial course - Following a set cours players race to complete each waypoint as fast as possible. With bonus points on not touching the ground. A fireball the "hunter" is spawned to chase you and will kill on hit. An electric shield the "guard" is spawned in front of each waypoint to hinde…

  • Neon Valley 0.2.85 - 7 April 2018

    Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing properly centered. As if they were offset. This should be fixed but I think there is still an issue with the Railgun having so…

  • Neon Valley 0.2.85 - 7 April 2018

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F31876291%2F0e7247f89470bc1d51fa33a667402fb7892b7e5b.png Some gameplay polish for this week and it took a bit longer as I am reworking a lot of my systems for future use. Had to set up a lot of things for new game modes, the way weapon scripts are handled and setting up scripts for the settings. Still working on sword mechanics and animations, this will take a while. But in the mean time I am working on quality of life things, as well as setting up new game modes and what not for the free demo release. Anyway heres a list of what I've been up to! Fixes: - Fixed F for melee not doing damage. - Rotating shields not blocking things should now be fixed. - Teleport grenades were not teleporting people. - Weapons were not properly showing up, especially the movement gadget. - When switching shoulders bullets were not firing prope…

  • Neon Valley 0.2.8 - 28 March 2018

    Melee! I've added F to melee, does a small ammount of damage and push. Works well in combination with weapons and gadgets for fast finishers. The hitbox I think is a bit too big atm but that needs to be tested for sure. Secondly I've added the first iteration/test of the sword! It has no animations at the moment, something I'll be working on this week. However, you can at least test out how the mechanic feels as well as how well it combos with gadgets. Its very crude right now but thats where the animations come in. I need to first test the game mechanic first so I can adjust the animations accordingly. I was thinking of giving sword attacks a slight dash forward with every hit so you can follow people easier. But this means I would need some kind of counter mechanic from gun users. Maybe per shot that it pushes back players slightly? What do you guys think of this :o

Patch notes and updates

S.noRelease datePatch nameGID number
118 November 20193.7 Fixes, Water for maps and more!3657414904103416292
211 August 2019Update 0.3.5 Gameplay Update Part 22412160539864612054
328 March 2018Neon Valley 0.2.84249665521688427795
423 March 2018Neon Valley 0.2.754249665521688427941
514 March 2018Neon Valley 0.2.74249665521688428055
68 March 2018Neon Valley 0.2.654249665521688428185
73 March 2018Neon Valley 0.2.64249665521688428304

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.