HomeGamesUpdatesPricingMethodology
Steam News19 June 202615d ago

Axiomatik devlog 2.0

hello, hello again :D !!! we have some new new new News for u <3 ! Release First of all and the most important: there is, fingers crossed, an announcement for the release date *yeahi* : it will be September :D !!!

In this update12

Full notes

Full Axiomatik update

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

What changed

1 fix3 additions7 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Workshop
addedhello, hello again :D !!!we have some new new new News for u <3 !
addedWEAPON SPAWNERA "gamechanger" XD - will definitely change the game experience. What it does: now you can choose your weapon for each level run. New weapons will be unlocked by game progress, like finishing particular levels. Once unlocked the weapon will be available in all levels. Different weapons will make it harder - easier - change the look and you might figure out which weapon consumes for a particular map the smallest amount of bullets to get your score higher :D :D
changedWEAPON SPAWNERThe weapon spawner might get some more update in VFX and UI design. It has already big big buttons for the robot's slightly clumsy hands.
changedWEAPON BALANCING:Not yet fully finished but in testing: different weapons should have different characteristics for the projectiles: slower, less bouncy etc. For all of our weapons which are now 7 (!) we are in the second round of balancing.
fixedWeapon Hand rotation:We fixed the weapon hand rotation, as some of u suggested: it should feel now better in your hand and and aiming should be more accurate.
addedWeapon Hammer 2.0:Our hammer weapon (yes there is a hammer :D ) uses now different methods, can shoot one ball - but places always on hit some VFX and has a new design :D

Axiomatik changes

addedwe have some new new new News for u <3 !
addedA "gamechanger" XD - will definitely change the game experience. What it does: now you can choose your weapon for each level run. New weapons will be unlocked by game progress, like finishing particular levels. Once unlocked the weapon will be available in all levels. Different weapons will make it harder - easier - change the look and you might figure out which weapon consumes for a particular map the smallest amount of bullets to get your score higher :D :D
changedThe weapon spawner might get some more update in VFX and UI design. It has already big big buttons for the robot's slightly clumsy hands.
changedNot yet fully finished but in testing: different weapons should have different characteristics for the projectiles: slower, less bouncy etc. For all of our weapons which are now 7 (!) we are in the second round of balancing.
fixedWe fixed the weapon hand rotation, as some of u suggested: it should feel now better in your hand and and aiming should be more accurate.

hello, hello again :D !!!

we have some new new new News for u <3 !

Release

First of all and the most important: there is, fingers crossed, an announcement for the release date *yeahi* : it will be September :D !!! ok ok... only if no big surprise will cross our production line (fingers crossed again... many fingers!).

Game updates (not yet in demo... very sorry about that... we try to update the demo at some point, but, but, but, we have to finish other stuff before....)

Game Dev

WEAPON SPAWNER

A"gamechanger"XD - will definitely change the game experience. What it does: now you can choose your weapon for each level run. New weapons will be unlocked by game progress, like finishing particular levels. Once unlocked the weapon will be available in all levels. Different weapons will make it harder - easier - change the look and you might figure out which weapon consumes for a particular map the smallest amount of bullets to get your score higher :D :D

The weapon spawner might get some more update in VFX and UI design. It has already big big buttons for the robot's slightly clumsy hands.

WEAPON BALANCING:

Not yet fully finished but in testing: different weapons should have different characteristics for the projectiles: slower, less bouncy etc. For all of our weapons which are now 7 (!) we are in the second round of balancing.

Weapon Hand rotation:

We fixed the weapon hand rotation, as some of u suggested: it should feel now better in your hand and and aiming should be more accurate.

Weapon Hammer 2.0:

Our hammer weapon (yes there is a hammer :D ) uses now different methods, can shoot one ball - but places always on hit some VFX and has a new design :D

Time Pickups:

Will now affect sound :D -> Relativistic Time Simulation: will now slow the sound when active, time pickup which adds time : will mesh up the music with some sound FX.

Localisation:

Last weeks we were working on different language versions. German. There might be not much of voices in the game - but the ones we have and some text is now

available in German too. Totally changes the atmosphere XD

Voices and Timer:

We have put more funny voices in the game, like: frequent reminder of battery power status. Very handy! In German we call this "Nervensäge" which translates into something like an annoying thingy that wont stop. It will remind you of your draining battery and that the visit of a service center might be a very good idea.

NPC pathways:

We are experimenting with methods that let our NPC kittens run on different pathways with curves, that we might avoid straight foot print lines on the ground.

More levels !!!

We are almost finished with the lobby (yes there will be lobby)- a place where you can see your game progress and play with your cats, test your weapons, checkout the credits.

Right now, we are working on the "Final boss" map. Like u would assume, it will be a very hard and long one :D

Source

Steam News / 19 June 2026

Open original post

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