Serious Sam Classics: Revolution cover
Serious Sam Classics: Revolution screenshot
Genre: Shooter, Indie

Serious Sam Classics: Revolution

AP_2972 is now live!

Aside from a recent ice skating incident here at Alligator Pit (imagine that, ice skating near a pit full of alligators), we managed to push another update to Steam without many wounded developers. That is a good thing!

We might also have some Bright Island teasers in the near future, so stay tuned for that. Thanks to everyone who have reported bugs and suggestions on the bugreporter, via the forum, or directly to one of us in online deathmatch while you were destroying us with rocket launchers and shotguns. It's okay. We forgive you.

So, let's get to the changes:

  • Added a "Custom Message" editor property to enemies to give them custom Netricsa messages.
  • Added a new biomech enemy type: "Spawner".
  • Added a new beheaded enemy type: "Vaporwave".
  • Added the ability to make custom crosshairs. The game will now list all crosshairs that it can find in the "Textures/Interface/Crosshairs" folder instead of only the 7 default ones.
  • Added mut_fPlayerAccelerationMultiplier and mut_fPlayerDecelerationMultiplier mutators.
  • Changed physics a little bit to make it easier to climb on certain kinds of ledges. (Feedback or issues about this welcome!)
  • Fixed issues with Steam lobbies causing lobbies to persist longer than it should, causing weird issues in the long run.
  • Fixed problem on Oasis where you could get stuck in the Marsh Hopper room.
  • Fixed Fishman not working on Steam builds.
  • Fixed cannonballs exploding on itself when firing in Yodeller.
  • Fixed projectiles launching too fast after new tickrate update.
  • Fixed editor shortcut for test-in-place. Removed test-in-fullscreen shortcut.
  • Fixed cooperative damage counter counting if you shoot players.
  • Fixed autodownloader issues for some maps.
  • Fixed net_bReportCorrectionPackets not giving valuable enough debugging information.
  • Fixed a weird scoring issue in CTF.
  • Fixed a couple common crashes.
  • Fixed a couple enemy spawner issues.
  • Fixed a lot of other minor issues.

AP_2894 is now live!

Another update for you. Please note that savegames made in the previous build will not work with this build (like usual - see the FAQ for more details).

Also, for those who have been asking for it, we're in the process of testing multiplayer voting.

  • Upgraded the tick rate from 30 to 40. (Experimental! Might avoid some off-by-one problems, but could also make some people's game more laggy. We're looking for feedback on this!)
  • Added few more customizable properties to enemies, such as custom score and custom projectiles.
  • Fixed a bug in Sacred Yards where the player would suddenly jump real high and die.
  • Experimental fix for slowdown with lasergun and tommygun.
  • Fixed autodownloader sometimes not downloading map dependencies.
  • Fixed broken destructable models from the last patch.
  • Fixed lighting in Tomb of Ramses.
  • Fixed an issue with the resolution toggle in the video settings menu cycling through all available resolutions.
  • Fixed cannon walker not using cannon weapon model.
  • Fixed a few crashes in the editor.
  • Fixed TechTest and IntroTSE showing in Custom Level menu when using All.vis.

ːsamfaceː

AP_2856 is now live!

It's been a while. But with more time freeing up for us, more updates should be coming soon. For now, enjoy this update. ːkingsamː

  • Upped the game's tickrate from 20 to 30. This should make the game feel a lot smoother, but might introduce some weird things. So far we've fixed most issues, but let us know if there's something we missed.
  • Added a bunch of plasma and mine ammo in the levels.
  • Added hud_bShowEarlyAccess to hide the "Early Access Beta" text on the HUD. (For video or screenshot purposes.)
  • Added a way to find enemy triggers that are not attached to anything. Enable wld_bDebugKills and start a level in-game to find these spawners.
  • The RCon tool is now open source: https://github.com/AlligatorPit/RCon
  • Changed the startup resolution to be windowed mode by default.
  • Changed that only player 1 can control the menu in the case of gamepads.
  • Changed the default maximum quick slots count to 20 instead of 8.
  • Changed some aesthetics in the HUD.
  • Changed some aesthetics in the menu and loading screen.
  • Fixed SKA Studio not working for some people.
  • Fixed being able to change difficulty in survival when starting in split screen.
  • Fixed "Invalid DIFF stream" error when trying to connect to servers. (Experimental fix, let us know if there are any issues.)
  • Fixed console messages having the timestamps in weird places. (Also removed con_bTimestamps.)
  • Fixed model holder shader not working in-game.
  • Fixed "error 3" when saving statistics.
  • Fixed a lot of broken spawners in 13 different levels across the First and Second encounter.
  • Fixed some minor issues and exploits on a few levels.
  • Fixed some potential crashes in game and editor.

Furthermore, we'll be cleaning up the bugreporter over the weekend, so that we can have a clean start and a much better overview of all the issues. And yes, the bugreporter is still the #1 place to go for reporting issues: https://ap.samrev.com/bugs/

Also, kittens. Discuss.

AP_2786 is now live!

This update brings a brand new intro with a first look at some of Bright Island, and a bunch of stability improvements.
  • Added a new intro to game startup for Bright Island
  • Updated intro to include the game logo
  • Updated Green Garry to be a green version of Blue Bill and Rigteous Robert, as it was just a carbon copy of SWDM Green Garry
  • Updated the way content is cached; this fixes one of the most common crashes, as well as make levels load faster and better memory usage
  • Removed an old legacy feature that wasn't used, this should make loading levels a bit faster
  • Added range damaging options to the Damager entity
  • Fixed a crash in video settings menu
  • Fixed issue with First Encounter leaderboards
  • Fixed some lighting issues on Hatshepsut

AP_2739 is now live

Update 2739 is now live. Changes include:
  • Added enemy "health scalar" to enemy entities for level designers
  • Added LOD quality "always best" setting to menu
  • Guarded against some common crashes
  • Fixed stats not saving due to "error 3"
  • Fixed shadows on Courtyards of Gilgamesh
  • Fixed a bug in Palenque Demo where the crystal skull turned into the golden heart from Luxor when picked up in the end cutscene
  • Fixed some climbable wall issues in Valley of the Jaguar
  • Fixed a bug in the Christmas 2014 survival level where you could get the achievement after dying
  • Added some functions for better troubleshooting

Happy new year from Alligator Pit!

Just a quick update. Nothing big.

From everyone at Alligator Pit: Happy new year!!

Have a great new years eve, and don't get your hands blown off by the fireworks. Sam would not approve of that. :serioussam:

And now for some actual news: In early 2015 we will release some more information about Bright Island. We're very excited about the progress we've been doing in the past few months, and we hope you will be too.

On to a great 2015, we'd say!

- Alligator Pit.

Christmas update! Happy holidays!



Happy holidays and a happy new year! We're hoping you're enjoying the holidays so far. For those celebrating Christmas eve, here's another addition to your gift loot! Alligator Pit proudly presents the Christmas 2014 update.

In this update, we bring you a brand new special survival level to brighten up that festive mood this time of year even more! Very unoriginally called Christmas Survival 2014, fight your way through a festive snowy land of blood, bones, death, and uhm.. wait, are those things festive? ..who cares! Probably! Let's blow some shit up!

Changelog AP_2703




  • Added Christmas Survival 2014!
  • Added santa hats to all players! (This lasts until midnight December 31st)



  • Added the possiblity to have random next targets on enemy markers
  • Fixed gizmos not exploding with aura effects
  • Fixed problem with alpha on enemy auras
  • Fixed some rare crashes with some enemies
  • Fixed exploits in some levels
  • Fixed shadows in Karnak Demo level
  • Fixed enemies getting damaged due to fall damage in some levels
  • Fixed some empty folders existing in the game directory
  • Fixed some exploits in multiplayer survival
  • Changed error reporting for level statistics to be more verbose

AP_2622 is now live

Remember to give feedback!


  • Made the environment auras more clear as to what they actually are
  • Fixed a problem with environment auras when not in Ugh-Zan difficulty
  • Fixed the "I am Ugh-Zan" achievement not working
  • Changed the beforementioned achievement, it now requires you to only play the last level of The Second Encounter or The First Encounter
  • Fixed "Mental" and "I am Ugh-Zan" difficulty not displaying in map statistics.

AP_2614 is now live

Make sure to give feedback on the new difficulty on the Steam discussions.


  • Updated "I am Ugh-Zan" difficulty a bit and fixed some problems as per user feedback. Enemies now do more damage to players, and they have 150% of their health instead of 200%.
  • FOV can now be changed for third person in versus mode to values lower (but not higher) than 90
  • By default, clients connected to servers may no longer pause a server
  • Fixed falling down abyss not working in The Elephant Atrium
  • Fixed visual problems in The Citadel
  • Fixed visual problems in Moon Mountains

AP_2601 is now live!

I am Ugh-Zan!


Try the new "I am Ugh-Zan" difficulty! Unlock it by completing Mental mode, or simply type this in the console (press F1): /sam_bUghZanActivated=1

Let me know what you think!

AP_2601 changelog



  • Added a new "I am Ugh-Zan" difficulty, with an achievement for completing it in single player
  • Added functionality to Script entity (this is experimental)
  • Added ability for modding item models, textures and stretch
  • Added ability for modding Key item pickup text
  • Added guards against some common crashes
  • Fixed problem with running around with 0 health in multiplayer
  • Fixed some visual problems
  • Changed some logging to be more verbose when problems are reported