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Steam News9 April 20262mo ago

An Update on the Development Status of Furball Blitz!

First of all, I want to sincerely apologize for not sharing any updates for such a long time. After such a long silence, I wanted to be honest with you about where Furball Blitz! currently stands.

Full notes

Full Furball Blitz! update

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

What changed

0 fixes0 additions3 changes0 removals
  • Performance
  • Gameplay
  • Store
changedFurball Blitz! was built using Unity’s HDRP, and that turned out to be a major performance burden for a mode like Defense Mode, where a large number of enemies need to appear at once. To make the mode feel the way it should, I felt that around 30 to 40 enemies would need to be on screen at the same time. However, at the moment, it has been difficult to maintain a stable frame rate even with around 20 enemies.
changedI have continued working on the PvP mode little by little, and a significant portion of it has already been implemented. That said, modes like Deathmatch and Team Match only really make sense when there is a large enough player base to support them, so I still plan to save them for the full release, as originally intended.
changedTo everyone who supported the game and chose to purchase it, thank you again, and I am truly sorry. If there is any meaningful progress or a clear change in direction, I will share another update.
To make the mode feel the way it should, I felt that around3040To make the mode feel the way it should, I felt that around increased, buff

Furball Blitz! changes

changedFurball Blitz! was built using Unity’s HDRP, and that turned out to be a major performance burden for a mode like Defense Mode, where a large number of enemies need to appear at once. To make the mode feel the way it should, I felt that around 30 to 40 enemies would need to be on screen at the same time. However, at the moment, it has been difficult to maintain a stable frame rate even with around 20 enemies.
changedI have continued working on the PvP mode little by little, and a significant portion of it has already been implemented. That said, modes like Deathmatch and Team Match only really make sense when there is a large enough player base to support them, so I still plan to save them for the full release, as originally intended.
changedTo everyone who supported the game and chose to purchase it, thank you again, and I am truly sorry. If there is any meaningful progress or a clear change in direction, I will share another update.

First of all, I want to sincerely apologize for not sharing any updates for such a long time. After such a long silence, I wanted to be honest with you about where Furball Blitz! currently stands.

  • About Defense Mode

Defense Mode, which I had spent a lot of time working on, is currently on hold.

Furball Blitz! was built using Unity’s HDRP, and that turned out to be a major performance burden for a mode like Defense Mode, where a large number of enemies need to appear at once. To make the mode feel the way it should, I felt that around 30 to 40 enemies would need to be on screen at the same time. However, at the moment, it has been difficult to maintain a stable frame rate even with around 20 enemies.

I concluded that the fundamental solution would be to move the project over to URP. However, that would require reworking a large portion of the game’s graphics setup and shaders, which is simply too large a task for me to take on right now.

The mode has reached a playable state, but I did not want to force out an update in a condition that still falls short in terms of quality. For now, I believe it makes more sense to solve the underlying technical issues first.

  • Progress on Other Content

I have continued working on the PvP mode little by little, and a significant portion of it has already been implemented. That said, modes like Deathmatch and Team Match only really make sense when there is a large enough player base to support them, so I still plan to save them for the full release, as originally intended.

  • Current Priorities and Future Plans

To be completely transparent, my current top priority is another project that will help me secure more sustainable conditions for development. Because of that, updates for Furball Blitz! are currently paused.

Rather than make vague promises, I felt it would be more respectful to tell you the situation as it is. At this point, I cannot provide a concrete timeline or promise when development will resume.

That said, I am not abandoning the project. If my development situation improves in the future, I do intend to return to Furball Blitz! and continue working on it.

To everyone who supported the game and chose to purchase it, thank you again, and I am truly sorry. If there is any meaningful progress or a clear change in direction, I will share another update.

Source

Steam News / 9 April 2026

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