As announced last week, in order to help Minigame Madness hit escape velocity on player stability, we're releasing Minigame Madness Lite: the Free-2-Try version.
Lite players are very limited in features, but are still able to play together with Paid players! π
Let's go over the differences. Click to zoom in:
Our goal with Lite is to help fill servers and convert Lite players to Paid players over time. All progress you make in the Lite version is seamlessly carried over to the Paid version when you upgrade!
β οΈ Lite is a temporary solution, and will be disabled again at some point after stability is reached. Note that we'll never make the base game F2P permanently!
Complete the challenge every day to get increasingly high rewards as you streak. In the future we'll even have leaderboards for streaks! π
Dailies, unlike every other reward system, are NOT based on playercount, so you'll get EQUALLY rewarded whether you play solo or with 16 players! π²
We've made finishing Dailies quite easy to counterbalance our extreme Rank system. Anyone should be able to finish a Daily in less than half an hour, giving you that guaranteed dopamine hit, every day! π€€
(PS: we also doubled Level Up! rewards! π€«)
Christmas Event
Christmas is Among Us... and so we turned the Hub into a winter wonderland! βοΈ
Aside the visual festivities: Paint Buckets have a higher chance to contain Red & White, and Fashion Bags have a high chance of containing a Christmas hat during this event. Get yours before it's gone!
The Christmas event lasts until December 31st. π
Fashion Bags & Face Cases Swap Prices
Just made sense.
More Mub Optimization
Last week we worked on the merging of individual clothing meshes into one. This week we go a step further and merge individual animations into one! Let's get technical. π οΈ
Bounty Battle was extremely CPU-heavy because you calculated 100+ animations for each Mub, every frame. This has now been changed to be more similar to Disco Disorder, where we already utilized animation sharing.
Whenever two Mubs are playing the same animation, this is now only calculated once. Turning 100+ animations into roughly 7.
We've seen 50% performance increase on CPU-bottlenecked PCs in our limited tests. Please let us know about your experience with the new animation sharing, especially if you had bad FPS in Bounty Battle before! π
Added 1 sec delay until next bounty reveal in Bounty Battle to give everyone the chance to see the bounty
Added fog, doors & trees to the Bounty Battle map
Added bottoms to the trashcans in Bounty Battle
Added occlusion dithering to all big objects in Bounty Battle
Added support for rarely showing Level Up!, Rank Up! & Streak Up! at the same time (and any other combination)
Added snow footstep sounds
Changed Fashion Bag and Face Cases prices to be swapped
Changed level up rewards to give double the Gems
Changed color correction in Bounty Battle somewhat
Changed default camera distance in Bounty Battle to 3
Changed some badge icons to fit their bounding box better
Changed name of some badges
Fixed purchasable outfit in shop and statue above shop not matching
Fixed rarely being able to spawn on top of the centerpiece in Bounty Battle
Fixed optional Item IDs not showing on Color items when Descriptive Colors turned off
Fixed a statue clipping slightly into the Hub
Fixed foliage clipping into spotlights in Hub
Fixed slow mub rotation on clients with high fps (actually this time)
Removed a placeholder badge to make room for the new Loyalist badge
Removed capes from Bounty Battle NPCs for performance
Minigame Madness V0.4.1 is out NOW!
Minor Update
Smaller update this bi-week as we've been working mostly on technical behind-the-scenes stuff. But we do have some new stuff for you guys as well, and some big plans! π
Lite Version
In order to help Minigame Madness hit escape velocity on player stability, we've been working on Minigame Madness Lite: the Free-2-Try version. Lite players will be very limited in features, but are still able to play in servers with Paid players. π
Our goal with Lite is to help fill servers and seamlessly convert Lite players to Paid players over time. Lite is a temporary solution, and will be disabled again at some point after stability is reached. Note that we'll never make the base game F2P permanently! β οΈ
Minigame Madness Lite will release sometime in the coming weeks. Stay tuned for more info! π
In-Game Friends List
In order to be able to offer Minigame Madness Lite in the near future, we've started work on our own in-game friends list, because Steam inviting doesn't work between different Steam games: The current implementation is very barebones, but you'll now be able to see your online MM friends regardless of whether they are in your instance or not.
Mubs with clothes are rendered whole for each clothing piece - at least that was the case. π
If you had 6 clothing pieces on, that was essentially 6 Mubs being rendered. We've rebuilt Mub rendering from the ground up and started baking clothing & Mub into a single mesh.
Baking the individual pieces into one will increase FPS on most PCs significantly, while increasing loading times slightly.
This is only the first step in optimizing the game. Please let us know about your experience with the new Mub rendering, especially if you had bad FPS in crowded areas before! π
β οΈ We've temporarily added a setting in the new 'Advanced' setting category for you to be able to turn this off, in case you experience any issues with it, as it's still experimental.
Steam Achievement Progression
It's very difficult to reach 5 stars in any particular minigame, so our Steam achievements have now gained loading bars to show your friends how many stars you have! β¨
Also, play Minigame Madness between December 15th-31st for a small Christmas miracle! π€«π
Have an epic day! Or an average one. No pressure! ππΌ
V0.4.1
Added Steam achievement progression bars
Added work-in-progress in-game friends list
Added alarm sound on Bounty Battle correct kill
Added centerpiece to Bounty Battle plaza
Added lamp posts to Bounty Battle plaza
Added tooltip in minigame buy menu for minigames that are disabled because of solo-play
Added interact and aim controls to the tutorial messagebox
Added new Advanced setting category
Changed Mubs to be more optimized leading to better performance in crowded areas (revertable in case you're experiencing issues, check Settings>Advanced)
Changed NPC collision radius to be smaller, reducing the amount of NPCs walking in circles
Changed Bounty Battle wanted screens to be off during intro and outro
Changed Bounty Battle wanted screens to have random delays before updating
Changed Bounty Battle games to end early if somehow all NPCs are killed (see this as a challenge!)
Changed WIP minigames to always be the third voting option if featured
Changed default Capture Resolution to 1x (was 2x), to fix unknowing players getting a major lagspike when accidentally pressing C
Fixed holes in Bounty Battle map which allowed players to escape out of bounds
Fixed rare bug where two player could get rewarded for killing the bounty in Bounty Battle
Fixed false dying broadcast during intros (actually this time)
Fixed an issue where players could kill Bounty Battle bounties slightly after game end
Fixed Sumo Shamble water rising speed balancing from last update not being applied
Fixed elevator notifications never being localized
Fixed Hub statues having no shadows
Fixed Hub statue spotlights not lighting up players
Fixed rotational spectator cameras lagging on long-running servers
Removed unnecessary DOF calculations leading to some GPU optimization
Minigame Madness Hotfix V0.4.0.1 is out now!
V0.4.0.1
Added music, ambience & footstep sounds to Bounty Battle
Added more wanted screens to Bounty Battle map and gave them a frame
Added hint towards Promoter badge unlock in referral voucher tooltip
Changed Bounty Battle incorrect guess messages to be whispered instead of broadcast and mentioned score-loss in them
Changed Bounty Battle NPCS to no longer overlap and collide with each other
Changed Bounty Battle wanted screens to no longer render the criminal each frame and no longer cut off the top of hats
Changed Bounty Battle minimum score to -1 (was -5)
Changed Bounty Battle incorrect guess zap sound to be softer on other players
Changed some buildings in the Bounty Battle map
Changed water rising speed in Sumo Shamble to be lower to work better with the new higher knockback
Changed Arcade elevator to ignore friend status in context of partying up (temporarily)
Fixed missing screenshake on Disco Disorder death
Fixed crazy Explosive Exchange ragdoll physics (actually this time)
Fixed rare no rewards on end bug
Fixed an error when leaving from Private (LAN) back to splash
Fixed a mouse bug in splash
Removed being able to stun other players in Bounty Battle
While we have been communicative in our Discord community, we're sorry for the radio silence on here! You can imagine the two of us have been extraordinarily busy. That said, work has paid off, and we're here with a huge update! π€€
Upcoming Price Reduction & Player Count Talk
Let's start with the elephant in the room.
While we fully planned for a small player base to slowly grow over time, we were surprised when almost everyone joined without bringing friends, massively increasing the need for a bigger player base. π¬
Which is why we're temporarily lowering the base price from $14,99 to $9,99 starting November 27, right after our launch discount ends! π€―
We considered simply powering through the growing pains, but ultimately decided that underpricing the game in order to reach player stability sooner is the better idea. The price reduction should also make it a lot easier to bring your friends along, considering Steam won't give us a 4-pack option! π€
If you haven't purchased Minigame Madness yet, and still wish to receive the exclusive 'Founder' rewards mentioned above, you have until November 27 to purchase the game and register an in-game account.
If you have less than 2 hours in Minigame Madness, you're able to refund and re-purchase the game at the lowered price. But to make it fair to the other Founders, doing so will remove your access to the exclusive 'Founder' rewards.
If you have any further questions about the temporary price reduction, don't be afraid to send us an email at info@chaoticentertainment.net or message us on Discord.
Voucher Codes
To make it easier to invite friends, we've added invitation codes to the game in form of vouchers!
Every player now has a personalized invitation code they can share with friends, family, fans, neighbours, etc, earning you both π500! And If you invite 3 players, you unlock the 'Promoter' badge!
How to claim a voucher? Simple! Press the π-button in the menu, fill in the code, and press claim to receive your gems:
You can also find and copy your personal invitation code in here!
Share your code with the world to get loads of gems for free! π€ Put it in your YouTube description, your Steam/Discord bio, tattoo your dog with it, write it on your tombstone, set it as a password to your bank account and intentionally leak it β the possibilities are simply endless! π€― (for legal reasons that very last example was a joke)
To make things even better, there's no time-limit on claiming an invitation code! This means existing players won't be left out. You ARE of course limited to only one invite claim per account, but you're not limited on sending out invites: go crazy!
Besides using vouchers for invitations, we'll be putting promotional vouchers in ALL of our newsletters, so make sure to subscribe when registering a Minigame Madness account! π
β οΈWhile instant for invitees, it currently takes a full game restart for inviters to see their invitation rewards. We'll be making this more smooth in the future.
New WIP Minigame: Bounty Battle
Now onto the good stuff!
While we aren't able to finalize an entire minigame with every bi-weekly update, we do understand (and share) the wish for new minigames. That's why we'll be releasing Work-In-Progress (WIP) versions of our upcoming minigames from now on! π
WIP minigames look, feel, sound & play worse than your average minigame. With every update we'll improve them, and when we're done, we'll move on to the next minigame! This will allow us to gather feedback on minigames live, and give you guys new content with each bi-weekly update. You can even follow our development live on Discord (#development), often with multiple posts per day.
Our first ever WIP minigame Bounty Battle is playable NOW! π€―
In Bounty Battle, your goal is to eliminate the wanted criminal displayed on giant screens around the map. First, find the criminal in the horde of NPCs walking around. Once you've found the target, strike them with your stun baton! Whoever eliminates the most criminals, wins the game! π΅οΈπ
Bounty Battle gameplay feels completely different to our previous minigames, and that's intentional. Our ultimate goal with Minigame Madness is to make it the "everything-game" by adding every game-genre possible! π³
Players who have become godlike at minigames that reward movement skill (almost all previous minigames), might struggle a lot when competing in Bounty Battle, which requires perception & memorization skill instead. We want to utilize as many skills as possible, allowing all kinds of gamers to specialize in what they love most! π
β οΈWith hundreds of NPCs walking around, performance in Bounty Battle is currently real bad β we're working on it!
You can now show off your grind in both stats and appearance for everyone to see! That is, if you qualify to be in the top 10. π
The first WIP global leaderboard released is based on your level. Will you reach the top? π«‘
Stay Tuned
Sky's the limit for Minigame Madness once our servers are consistently filled, and that ONLY requires about 16 players to be online at any given moment β we'll get there! π€
If you want to stay tuned on all the latest Minigame Madness news, you can follow us on Steam and/or join the Discord community!
Have an epic day, and don't forget to bring friends! π
V0.4
Added the first WIP minigame to the game: Bounty Battle!
Added global level leaderboards to the Hub
Added voucher codes for inviting friends and promotional purposes
Added destruction of crates to Sumo Shamble (rip crate camping)
Added ability for developers to change certain in-game features remotely, allowing for live balancing without requiring update installations
Added new community translations
Changed all multiplayer-only minigames to only require 2 players minimum for the time being (some required 4 before; expect more variety in small servers now)
Changed coin and experience rewards to be slightly higher on servers with less players
Changed scoring in Summit Scramble to only award points when physically touching the pyramid (rip jump strat) (experimental)
Changed knockback in Sumo Shamble and Summit Scramble to be slightly higher (experimental)
Changed thumbnail of Chaotic Chambers to be up to usual quality standards
Changed AFK warning to 10 minutes and kick to 15 minutes in Hub (was 1 and 2 minutes respectively)
Changed Explosive Exchange to (hopefully) play better on higher pings
Changed badge names to all consistently be nouns/titles
Fixed the rampant "Could not find Hub!" error in most cases
Fixed already registered users seeing the account creation screen occasionally
Fixed fake death broadcast on minigame switch (hopefully)
Fixed non alphabetic languages being invisible on level/rank up or disco booth
Fixed crazy Explosive Exchange ragdoll physics
Fixed some clipping foliage in Hub
Fixed language always switching to your Steam language on startup when using Dutch or Brazilian Portuguese
Removed useless number from vote broadcasts to improve chat clarity
Removed no-push-zones around Hub screens
Minigame Madness Hotfix V0.3.0.1 is out now!
V0.3.0.1
Added setting to automatically close chat after sending message (default ON)
Added new community translations
Changed score counting system in Summit Scramble to work better with higher playercounts
Fixed Korean characters not being allowed in chat
Fixed Chaotic Chambers scorebar being messed up
Fixed noticebar wrongfully displaying "You won the match" while not having won the match
I could write multiple articles about everything that changed since the demo, but instead I'll let the MASSIVE changelog do all the talking: [expand type="details"]
Added cinematic spectator cam AI-director after being knocked out in a minigame
Added flashy rewards after player dies or game end
Added even more minigame stats to showcase on your profile
Added many badges (and achievements) to unlock and display next to your name
Added requirement to create a Minigame Madness account with unique nickname
Added optional newsletter subscription message box at start
Added various cases to open in the shops
Added daily purchasable restocked curated outfits in the shops
Added four giant Mub statues to the hub to show the daily restocked curated outfits
Added ability to force any specific minigame by spending gems (with a cooldown)
Added support to have two colors applied to (almost) all items
Added 30 more grayscale Mub colors
Added outfit description tooltip to player profile preview
Added feature to share your favorite minigames on your profile
Added ability for hosts of private servers to kick players via their profile
Added profile setting to toggle allowing friends to follow you
Added profile setting to hide your Steam profile from other players
Added muting & reporting players on their profiles
Added live countdown until next update in splash and hub
Added ability to purchase gems as microtransaction
Added (optional) film grain for extra crispiness
Added spotlights to the hub
Added more clutter to the hub
Added path avoidance for hub npcs so they walk around eachother
Added ability to save your outfits
Added distinct names for all 400 colors
Added AFK kick on public servers
Added controller disadvantage warning when using controller for the first time
Added some shading to playerlist player icons
Added "outdated game" warnings when game outdated
Added changelog in splash when booting up a new version
Added power-user setting to display item IDs next to item names
Added limits to what characters can be put in chat
Changed nameplates to be colored in Mub skin color and feature their chat icons
Changed the hub to have two screens and one shop per quadrant instead of other way around
Changed hub to be more foggy
Changed hub npcs to sometimes watch a hub tv
Changed item painting interface from an item-based one to a spinbar
Changed interface elements to "slide in" on hub entrance
Changed 20 different hat IDs into 5 thanks to new secondary color system
Changed all curated outfits to look more polished
Changed crosshair to be white instead of black
Changed menu tab scroll positions to no longer reset after a tab change
Changed interface sound to no longer be faded between minigame transitions
Changed balloons in Blazing Bullets sky to be more red and put them higher in the sky
Changed audio levels to be somewhat more balanced
Changed hub npc population to be half of what it used to be
Changed ambient occlusion to be somewhat more intense
Changed Disco Disorder map disco tiles, moon and spotlights to be more cyan
Changed interface to have slightly more contrast
Changed sorting of control settings
Changed translations with contributions from the community and made more elements translatable
Changed rendering of certain small interface elements to infinitely scalable vectors
Changed support email & social links
Changed wording on splash message to be more up-to-date
Changed jump buffer to be bigger to allow for more leniance when pressing spacebar before actually landing
Changed click interface sound to be less loud
Changed volume of stone footstep sound to be more like other footstep types
Changed "Press anything to start" animation to have more contrast
Changed tutorial to mention 4th voting option
Changed asphalt in lobby to have stone footstep sounds
Changed hub NPC behavior to no longer walk up the stairs
Changed Mub faces to take up a lot less VRAM
Changed players to be unable to move left, right and forward or jump while in shop, only backwards
Changed interface elements to become focused on mouse hover
Fixed inventory button tooltip not showing up until mouse moved
Fixed gloves and shoes going invisible when looking at a sharp angle
Fixed some bad words not being censored
Fixed some good words being censored
Fixed hub stairs not always playing footstep sounds
Fixed cursor not moving to the middle when opening menu
Fixed banners in Blazing Bullets clipping into the tower on lower LODs
Fixed sometimes no jumping happening while holding space right after rapidly tapping space
Fixed player rotation being messed up when going into shop while rotated away from it
Removed nameplates from hub npcs to make real players stand out
[/expand] Also: π¨New trailer alert!π¨
What to expect?
With so many new changes, and our game never having been tested at this scale, there's bound to be bugs. That's what Early Access is for! π
If you do find a bug, you can use our in-game Feedback tool under the Extras tab to tell us, or get immediate response on our Discord. If you find a bug we're unaware of, you'll receive a dope 'Tester' badge! πΎ (this badge is my personal favorite!)
Please keep in mind that we'll only be releasing with 7 minigames initially! I'm sure you expected more from a game called "Minigame Madness!" You can read our explanation for this low amount here.
Also keep in mind that Royale and Teams gamemodes won't be available on release! These gamemodes will open later as the playerbase grows.
We'll be updating Minigame Madness every two weeks to add new stuff and fix old stuff! There's a live countdown in the hub to the exact moment those updates will happen, and we also have a dedicated channel in our Discord where you can follow the development LIVE! ππ₯Έ
Bring your friends!
Minigame Madness is generally meant to be played in full servers with strangers, however, during Early Access, they might not be very full in your area. We'll be growing our playerbase globally over time, but until then, it's best to bring a friend! You can always host your own server. π
Stay Updated
Don't miss out on any updates by following us on Twitter or YouTube! Want to join the growing community and talk directly with the devs? Join our Discord!
That said, we hope to see YOU π«΅πΌ AND YOUR FRIENDS π«΅πΌ AND FAMILY π«΅πΌ in Minigame Madness! Hopefully our servers will hold up! π π€πΌ (I AM TERRIFIED β οΈ)
π€― Minigame Madness releases in 1 MONTH! Let's catch up!
It's happening! Minigame Madness will be released on November 13th! π€―
New Release Date
After many delays, we've finally done it: Minigame Madness will be released on November 13th! 31 days left at the time of writing this post, mark your calendar! π³
Observant fans may notice that this new date is in fact 3 days earlier than our last estimate, because we're doing a little reverse-delay to make up with you guys. PLEASE FORGIVE OUR SINS!!! β€οΈππΌππΌ
State Of The Game
We're a two-man team working on one of the biggest games ever, so we've had to cut some corners in order to finally release. But don't worry, this just means that certain features and content will be moved to an update instead! πππΌ
We've updated our storepage to accurately reflect which features Minigame Madness will release with, and which ones won't be available at launch.
Yes, only 7 minigames on release! I am sure you expected more from a game called 'Minigame Madness'.
At some point during development we actually had 16 minigames, but then the "scuffed Fall Guys" comments came! Here's what Twitch chat looked like during a big event we participated in: β οΈ
Minigame Madness had been in development for years before Fall Guys, but the comments were right.
There's no point in releasing a game inferior to its competitors, and so we made sure Minigame Madness was going to be better! ππͺπΌ
We started massively revamping each and every minigame. Here's Disco Disorder as an example:
Even with 7 minigames there's many hours of playtime thanks to our reward systems. That said, we'll be updating the game bi-weekly after release to increase the number of minigames ASAP! π
Moral of the story: get bullied into making a better game! π€€ (Jokes aside, these comments were valid & valuable constructive criticism and we thank everyone who helped us make the game better. β€οΈ)
Mark Your Calendar!
We hope to see YOU π«΅πΌ (AND YOUR FRIENDS π«΅πΌ AND FAMILY π«΅πΌ) at the release of Minigame Madness on November 13th! Hopefully our servers will hold up! π π€πΌ (I AM TERRIFIED β οΈ)
Have an epic day! Or an average one. No pressure! ππΌ
β οΈPS: We're giving away a very limited amount of β¨ exclusive 'Founder' badges β¨ that will never be dropped again! Join the game quickly after release to claim yours and become an OG!
β οΈPS PS:is that release date a gummy bear reference?!?! π€€π€€π€€
Minigame Madness Demo V0.2 is out now!
Surprise update! Lobby and interface ENTIRELY revamped! Helpful settings for noobs!
The LAST, LAST Demo Update (Hopefully)
At this point no one will believe us if we say this is the last demo update. Frankly I don't believe it either. There is a good chance there will be a small patch for bugs or some further polishing. πͺ²
The reason we're pushing ANOTHER demo update is because we're participating in Next Fest 2023! Loads of new eyes will be looking at our demo, so we decided it to be worth it to do another major polish update, and bring the demo closer in quality to the full game. β¨
Steam Next Fest (February 6 to 13) is an all-week event with thousands of demos to play (including ours!), countless live streams to watch, and in general to celebrate upcoming games. Don't miss it! π₯
Lobby & Interface ENTIRELY Revamped
We always planned for these two elements to be massively revamped before full game release, and finally they are! It took us a few months and it's still an early version, but it's now WAY closer to a final look.
Automatic Camera Distance: Helping noobs die less
The most common issue in Minigame Madness was by far that players often didn't realize they could change their camera distance. We've tried our best in making it clearer, we added a tutorial on first start-up, but to no avail. People KEEP playing Blazing Bullets at the closest camera setting and then blaming us that they can't see the bullets coming from behind! π
To combat this we've added the β¨Automatic Camera Distanceβ¨ setting which is β¨ONβ¨ by default. When it's ON, at the start of each game it will set your cam-distance to our preferred camera distance for each minigame. Disagree with our camera distance choices? Turn the setting OFF or overwrite it during play by scrolling your mouse-wheel like a pro. π
Stay Updated
If you want to stay updated on Minigame Madness news, you can follow us on Steam and/or join the Discord!
Have an epic day! Or an average one. No pressure! ππΌ
V0.2
Added "Automatic Distance" setting in the Camera settings (default = on), to help new players die less
Added live-updating Steam rich presence
Added spectator mode after 3 seconds of death
Added 5 new pre-designed Mubs and changed others
Added 3 new faces
Added many notifications based on entering, leaving and queueing for minigames
Changed the ENTIRE lobby to have a more professional look and 3d shops
Changed the ENTIRE menu to have a more professional look
Changed menu to allow it to be opened in minigame
Changed Frantic Forces music to get to the "good part" earlier
Changed Blazing Bullets bullets to be hearable from further away
Changed Blazing Bullets cannon sound to be more accurately timed
Changed Disco Disorder to have blue accent color
Changed Disco Disorder dances to be more framerate-independent
Changed Disco Disorder's "Pinch" and "Snake" dances to be more difficult because they have been beaten
Changed many words to be censored
Changed many, many faces to be more consistently styled and named
Changed censor system to use
instead of a heart
Changed Mub colors to be more consistently saturated
Changed Mub colors to allow greyscale "colors" (currently only for the lobby's new Butlers)
Changed player spawn location in hub to the last entered elevator if joining from a gameroom
Changed Mubs to be more optimized when ragdolling
Changed streetlights in lobby to be more optimized
Changed streetlights in lobby to flicker randomly
Changed lobby balloons to no longer simulate physics when not looking at them for optimization
Changed when mousing over your level it shows the xp underlying count/percentage
Changed mouse cursor to hide when leaving from minigame
Changed keyboard navigation keys to only affect mouse navigation if coming from a widget
Changed hub and player preview colors to allow for better blue color
Changed leave message to display the last map
Changed the version numbers of old versions retroactively to be more consistent
Fixed floating players when holding spacebar during the intro of certain minigames
Fixed focus bug hovering over the scrollbar in comboboxes
Fixed cursor of the scrollbar in the combobox being a hand cursor
Fixed issue where dead player pawn could activate forcefield effect
Fixed footsteps playing in mid-air when bouncing off forcefield
Fixed an issue where players could get stuck inside elevator(doors)
Fixed "hum" ambience sound taking a while to start when entering hub
Removed high-speed FOV for time being
Removed music from splash
NextFest Demo Stream #2
Steam Next Fest (February 6 to 13) is an all-week event with thousands of demos to play (including ours!), countless live streams to watch, and in general to celebrate upcoming games. Don't miss it!
NextFest Demo Stream #1
Steam Next Fest (February 6 to 13) is an all-week event with thousands of demos to play (including ours!), countless live streams to watch, and in general to celebrate upcoming games. Don't miss it!