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Steam News30 December 20256mo ago

End of Year Devlog (Demo Still Available)

Hey everyone! Thanks so much for all the love and support. Wishlist and Follow to support Color Fear!!!! Next time I post, I’ll be looking for play testers, so stay tuned and make sure to follow my socials!

In this update3

Full notes

Full Color Fear update

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

Repeated intro

Hey everyone! Thanks so much for all the love and support.

What changed

0 fixes2 additions3 changes0 removals
  • Gameplay
  • Performance
changedNext time I post, I’ll be looking for play testers, so stay tuned and make sure to follow my socials!
addedTo avoid burnout after filming for a month straight, I decided to do something different real quick and add a new game mini game mode called Padlock (check out the screenshots below!). In this mode, you have to look around the building to find combinations for a padlock. It’s a more complex, and rewarding version of the "chest and key" mini game mode.
addedOptimization & Performance I’ve also completed a major overhaul of the map loading system. The previous system was becoming bloated; if I wanted to expand the game post-launch (like adding free holiday maps or asset changes), the performance would have suffered.
changedWhile levels now take slightly longer to load, the FPS boost is nice. I’ve gone from 40–45 FPS to a steady 55–60 FPS in-engine! Because of this extra overhead, I’ve been able to implement Ray Tracing for players who want a more realistic lighting scenario.
changedNote: On my gaming laptop, Ray Tracing drops the frames back down to around 30 FPS. It’s playable, but prone to jitters, so I personally keep it off. I’m also still fine-tuning the Ray Tracing "bounce" lighting, as it currently makes some dark scenes a bit too bright.

Color Fear changes

changedNext time I post, I’ll be looking for play testers, so stay tuned and make sure to follow my socials!
addedTo avoid burnout after filming for a month straight, I decided to do something different real quick and add a new game mini game mode called Padlock (check out the screenshots below!). In this mode, you have to look around the building to find combinations for a padlock. It’s a more complex, and rewarding version of the "chest and key" mini game mode.
addedOptimization & Performance I’ve also completed a major overhaul of the map loading system. The previous system was becoming bloated; if I wanted to expand the game post-launch (like adding free holiday maps or asset changes), the performance would have suffered.
changedWhile levels now take slightly longer to load, the FPS boost is nice. I’ve gone from 40–45 FPS to a steady 55–60 FPS in-engine! Because of this extra overhead, I’ve been able to implement Ray Tracing for players who want a more realistic lighting scenario.
changedNote: On my gaming laptop, Ray Tracing drops the frames back down to around 30 FPS. It’s playable, but prone to jitters, so I personally keep it off. I’m also still fine-tuning the Ray Tracing "bounce" lighting, as it currently makes some dark scenes a bit too bright.

Wishlist and Follow to support Color Fear!!!!

Next time I post, I’ll be looking for play testers, so stay tuned and make sure to follow my socials!

I finally finished Act 2 a week ago! It required some extra editing and reshoots, but the final result was worth it. I can't wait for you guys to experience it!!!!

To avoid burnout after filming for a month straight, I decided to do something different real quick and add a new game mini game mode called Padlock (check out the screenshots below!). In this mode, you have to look around the building to find combinations for a padlock. It’s a more complex, and rewarding version of the "chest and key" mini game mode.

Optimization & Performance I’ve also completed a major overhaul of the map loading system. The previous system was becoming bloated; if I wanted to expand the game post-launch (like adding free holiday maps or asset changes), the performance would have suffered.

While levels now take slightly longer to load, the FPS boost is nice. I’ve gone from 40–45 FPS to a steady 55–60 FPS in-engine! Because of this extra overhead, I’ve been able to implement Ray Tracing for players who want a more realistic lighting scenario.

Note: On my gaming laptop, Ray Tracing drops the frames back down to around 30 FPS. It’s playable, but prone to jitters, so I personally keep it off. I’m also still fine-tuning the Ray Tracing "bounce" lighting, as it currently makes some dark scenes a bit too bright.

What’s Next? The next steps involve making the "Youth" levels for Act 3. Also there are about 12 scenes left to film and edit. I’m slightly behind my original shooting schedule, but since Act 2 is wrapped, I’m still aiming for an end-of-February release. But If things take a bit longer next month, I may have to push it back by a month or so.

I’m incredibly grateful for the support this project has received. I can’t wait for you guys to see what I’ve been working on!

(Photos below may contain spoilers for the new mini-game, Ray Tracing comparisons, and new scene images!)

Raytracing COMPARISONS OFF Then On (Scenes are more bright due to bounce lighting when Raytracing is on)

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New mini game mode Padlock Images

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New Scenes for Act 2 (SPOILERS!!!)

Thanks for your love and support for the project! Wishlist and Follow to support Color Fear!!!!!!

Source

Steam News / 30 December 2025

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