HomeGamesUpdatesPricingMethodology
Steam News8 May 20261mo ago

Axiomatik Dev-Log

Hellooooo :D In the last months, we were veeeeeery busy (!!) working on the full game... We have implemented a lot of new stuff: Expanded to many – many – more floors: New levels!!!

Full notes

Full Axiomatik update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions2 changes0 removals
  • Gameplay
  • Events
  • UI and audio
addedHellooooo :DWe have implemented a lot of new stuff:
addedExpanded to many – many – more floors:New levels !!! and many of them are in the finalising phase now, all connected to our floor panel, equipped with new spatial riddles, new designs, new tunes and new game mechanics. We can’t tell you yet how many there will be in the final game – but look at the new, expanded floor panel :D. for now.
addedExpanded to many – many – more floors:Right now, we are testing the new ones and the game’s dramaturgy – tinkering and tweaking it, so that the player’s learning curve is steep but climbable !
changedMore funny useful weapons yeahiiii !There are more weapons coming with useful (!), intricate shooting mechanics: For instance the " 120°-2-Ball shooter" : Totally handy: yes, it shoots two balls after each other with an angle spread of 120°. Aim forward – shoot sidewards XD. If u ever want to miss your target: this is the weapon of choice! But it might be very handy and useful (!!) for illuminating tunnel systems and narrow hallways with our shoot-2-see mechanic – definitely worth a try :)
addedDifficulties ModesFrom the feedback we got from you <3 and players we met on Caggtus and the Japan Games Pavillion fairs, more players than expected, seek for a deep challenge and the speed run aspect of Axiomatik , while others want to explore this game a bit more relaxed (within a time limitation). After much work and long deliberations we proudly present a new feature : Two difficulty modes: Easy and Hard. Hard mode: less time (obvious choice!) and less bullets (obvious choice part II).
changedUsing less bullets should be rewarded!Spent bullets are now not only counted but evaluated on the win board (Yey!). From now on each bullet which was shot during one level run, will now add additional milliseconds to the high score time. The leader board displays this new evaluated high score !!! Result: less neon stripes = less energy = better for the environment ... So far so good, the only sad thing which comes with it: the new counting method is incompatible with the Axiomatik Demo version :(( . In a future update for demo, we might have to think about a solution here.

Hellooooo :D

In the last months, we were veeeeeery busy (!!) working on the full game...

We have implemented a lot of new stuff:

Expanded to many – many – more floors:

New levels!!! and many of them are in the finalising phase now, all connected to our floor panel, equipped with new spatial riddles, new designs, new tunes and new game mechanics. We can’t tell you yet how many there will be in the final game – but look at the new, expanded floor panel :D. for now.

Right now, we are testing the new ones and the game’s dramaturgy – tinkering and tweaking it, so that the player’s learning curve is steep but climbable !

More funny useful weapons yeahiiii !

There are more weapons coming with useful (!), intricate shooting mechanics: For instance the "120°-2-Ball shooter": Totally handy: yes, it shoots two balls after each other with an angle spread of 120°. Aim forward – shoot sidewards XD. If u ever want to miss your target: this is the weapon of choice! But it might be very handy and useful (!!) for illuminating tunnel systems and narrow hallways with our shoot-2-see mechanic – definitely worth a try :)

Difficulties Modes

From the feedback we got from you <3 and players we met on Caggtus and the Japan Games Pavillion fairs, more players than expected, seek for a deep challenge and the speed run aspect of Axiomatik, while others want to explore this game a bit more relaxed (within a time limitation). After much work and long deliberations we proudly present a new feature: Two difficulty modes: Easy and Hard. Hard mode: less time (obvious choice!) and less bullets (obvious choice part II).

Using less bullets should be rewarded!

Modifications in the high score point evaluation:

Spent bullets are now not only counted but evaluated on the win board (Yey!). From now on each bullet which was shot during one level run, will now add additional milliseconds to the high score time. The leader board displays this new evaluated high score !!! Result: less neon stripes = less energy = better for the environment ... So far so good, the only sad thing which comes with it: the new counting method is incompatible with the Axiomatik Demo version:(( . In a future update for demo, we might have to think about a solution here.

Distance beeperand player colliding with objects visual feedback:

We repaired the visual feedback – which somehow (don’t ask...) disappeared in our march demo update. So when you bump into something you will get a visual response in your viewing range. And you still sound sound like a parking car, more accurate in the latest development, also new: you make funny sounds falling down!

These new features will all be coming up in the full game.

More news coming soon :D

Source

Steam News / 8 May 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.