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Steam News2 June 20262mo ago

May 2926 Dev Recap

Hello everyone! May was a busy month! The second part of the demo update is finally out, bringing one of the biggest gameplay additions I've worked on so far: weapons.

In this update3

Full notes

Full Kaz update

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Repeated intro

Hello everyone! May was a busy month!

What changed

1 fix7 additions21 changes0 removals
  • Events
  • Gameplay
  • Balance
  • Maps
  • UI and audio
changedThe second part of the demo update is finally out, bringing one of the biggest gameplay additions I've worked on so far: weapons. KAZ was also featured in a few events throughout the month, and I spent a lot of time polishing, balancing, and improving the overall experience.
addedThe biggest addition this month is the new weapon system.
addedAt the start of each run, you can now choose from six different weapons. Each weapon stays with you for the entire run and comes with its own visuals and gameplay advantages.
changedThis is actually the first feature that fundamentally changes how a run begins. Before, every run started from the same place and evolved based on the items you found. Now, your first decision happens before the run even starts. Depending on your weapon choice, you'll naturally lean towards different builds, strategies, and playstyles.
addedI wanted to add more variety and replayability while keeping the game simple to pick up and play. Weapons are now available across all game modes!
changedOutside of weapons, I focused a lot on progression, balance, and overall polish.

Kaz changes

changedThe second part of the demo update is finally out, bringing one of the biggest gameplay additions I've worked on so far: weapons. KAZ was also featured in a few events throughout the month, and I spent a lot of time polishing, balancing, and improving the overall experience.
addedThe biggest addition this month is the new weapon system.
addedAt the start of each run, you can now choose from six different weapons. Each weapon stays with you for the entire run and comes with its own visuals and gameplay advantages.
changedThis is actually the first feature that fundamentally changes how a run begins. Before, every run started from the same place and evolved based on the items you found. Now, your first decision happens before the run even starts. Depending on your weapon choice, you'll naturally lean towards different builds, strategies, and playstyles.
addedI wanted to add more variety and replayability while keeping the game simple to pick up and play. Weapons are now available across all game modes!

The second part of the demo update is finally out, bringing one of the biggest gameplay additions I've worked on so far: weapons. KAZ was also featured in a few events throughout the month, and I spent a lot of time polishing, balancing, and improving the overall experience.

The biggest addition this month is the new weapon system.

At the start of each run, you can now choose from six different weapons. Each weapon stays with you for the entire run and comes with its own visuals and gameplay advantages.

This is actually the first feature that fundamentally changes how a run begins. Before, every run started from the same place and evolved based on the items you found. Now, your first decision happens before the run even starts. Depending on your weapon choice, you'll naturally lean towards different builds, strategies, and playstyles.

I wanted to add more variety and replayability while keeping the game simple to pick up and play. Weapons are now available across all game modes!

Outside of weapons, I focused a lot on progression, balance, and overall polish.

Gameplay & Progression

  • Reworked score requirements for round progression

  • Improved item rarity and distribution

  • Increased map growth speed and added much larger levels

  • Added item selection to the first round in certain modes

UI & Quality of Life

  • Added a new cell dig counter

  • Added new UI effects and visual feedback

  • Improved various menus and interface elements

Balance & Polish

  • Improved enemy behaviour

  • Reworked item rarity selection

  • Tweaked progression scaling and item balance

  • Adjusted several abilities, bonuses, and cooldowns

  • Fixed a large number of bugs and gameplay edge cases

As always, there were also dozens of smaller fixes and tweaks that don't make for particularly exciting patch notes, but help make the game feel smoother and more consistent overall!

This month KAZ was featured in a few different events.

I had the chance to showcase the game in person at Indie Game Lyon, which was a lot of fun. I even brought a dance mat and let people play KAZ with it. Watching people try to play the game using their feet instead of a keyboard was definitely one of the highlights of the month.

KAZ was also featured in the Six One Indie Showcase and the Psychedelic Festival on Steam. It's always exciting to see the game appear alongside so many other great indie titles!

Thank you to everyone who played the demo, shared feedback, reported bugs, or stopped by one of the events this month!

If you'd like to follow development, join future playtests, or stay up to date with everything KAZ:

https://linktr.ee/kazgame

And if you'd like to join the community, share feedback, or just hang out, feel free to join the Discord:

https://discord.gg/kazgame

See you next month. :)

— Kalinarm

Source

Steam News / 2 June 2026

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