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Steam News8 January 20265mo ago

Headbang Club 10th anniversary!

Steam post imageWe started in 2016 after leaving Motion Twin to develop Double Kick Heroes.

In this update1

Full notes

Full DeathTower update

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

What changed

0 fixes0 additions4 changes0 removals
  • UI and audio
  • Maps
  • Performance
changedNow, let's see what's new!Steam post image We're still improving the UI, moving from mockup to game engine! Despite their good looks, the characters were so big that they often hid vital information. We therefore started reworking this part and refined the "control block" as well.
changedNow, let's see what's new!Steam post imageFirst look at the residential area biome!
changedNow, let's see what's new!The residential district is an ancient, long-forgotten quarter that hides clues about µbot creation and even about the nature of the world itself. It’s laid out like an old city, with broad avenues framed by dusty crumbling buildings and narrower alleys branching off the main routes. The design intent for these maps is to highlight those wide, dominant paths while fragmenting them with tight side-paths and blind corners that let players close with foes and strike from behind. The contrast between open avenues and tight path creates dynamic opportunities for ambush, pursuit, and tactical positioning!
changedNow, let's see what's new!We'll see you soon with more news about DeathTower in the next newsletter! The demo was updated in December — feel free to try it out! Please note that not all of the changes shown here have been included yet in order to improve stability.

DeathTower changes

changedSteam post image We're still improving the UI, moving from mockup to game engine! Despite their good looks, the characters were so big that they often hid vital information. We therefore started reworking this part and refined the "control block" as well.
changedSteam post imageFirst look at the residential area biome!
changedThe residential district is an ancient, long-forgotten quarter that hides clues about µbot creation and even about the nature of the world itself. It’s laid out like an old city, with broad avenues framed by dusty crumbling buildings and narrower alleys branching off the main routes. The design intent for these maps is to highlight those wide, dominant paths while fragmenting them with tight side-paths and blind corners that let players close with foes and strike from behind. The contrast between open avenues and tight path creates dynamic opportunities for ambush, pursuit, and tactical positioning!
changedWe'll see you soon with more news about DeathTower in the next newsletter! The demo was updated in December — feel free to try it out! Please note that not all of the changes shown here have been included yet in order to improve stability.

Steam post imageWe started in 2016 after leaving Motion Twin to develop Double Kick Heroes. Since then, we've worked on many games, including Metal Slug Tactics and Shotgun King, and collaborated with various studios on projects such as Absolum, Windjammer 2, Warhammer : Mechanicus, etc. And of course, DeathTower!

Now, let's see what's new!

Steam post image We're still improving the UI, moving from mockup to game engine! Despite their good looks, the characters were so big that they often hid vital information. We therefore started reworking this part and refined the "control block" as well.

Steam post imageHere's a first look at the Haven, a resting place where banned µbots try to live in autarky away from the Erineos. A safeplace for those who can reach it in the solar farm. The Haven will evolve as you save µbots throughout your journey!

Steam post imageFirst look at the residential area biome!

The residential district is an ancient, long-forgotten quarter that hides clues about µbot creation and even about the nature of the world itself. It’s laid out like an old city, with broad avenues framed by dusty crumbling buildings and narrower alleys branching off the main routes. The design intent for these maps is to highlight those wide, dominant paths while fragmenting them with tight side-paths and blind corners that let players close with foes and strike from behind. The contrast between open avenues and tight path creates dynamic opportunities for ambush, pursuit, and tactical positioning!

Steam post imageSteam post image

You will also encounter more evil threats, such as marauders armed with shotguns and Spartan Uboots, etc...Last but not least, the fifth playable character, Nekat, is taking shape!

We'll see you soon with more news about DeathTower in the next newsletter! The demo was updated in December — feel free to try it out! Please note that not all of the changes shown here have been included yet in order to improve stability.

If you have any questions or just want to join, don't hesitate to come on the discord! See you!

Source

Steam News / 8 January 2026

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