This month's update is on the lighter side because I've been mainly focused on building new elements for the forthcoming story, so there's a lot of finished story content that isn't playable yet.
In this update4
Full notes
Full MADHOUSE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions1 change0 removals
Gameplay
Maps
Balance
Events
addedThis month's update is on the lighter side because I've been mainly focused on building new elements for the forthcoming story, so there's a lot of finished story content that isn't playable yet. I had considered putting out smaller story updates more frequently, but realized that the best approach would be to stick with my initial plan of doing a larger, more satisfying story updates on a bi-annual schedule that I originally intended. What this means is instead of me rushing out the next dungeon with enemies, a boss, and some more story over the next month, you'll instead get twice that much with a more satisfying story beat resolution by waiting a few more months. My goal is to have the next major story update out in May 2026, coinciding with the game's Steam page and demo launch, and about half a year out from its early access release. This update will include two whole dungeons with unique mechanics, bosses, and new enemies, as well as several connecting areas, NPCs, and new story elements and cutscenes. At this point, the story aspect of the game will be approximately 50% complete and give players closure on some of the earlier story elements that were introduced in the demo and early access.
changedAdditionally, I will continue to release a new playable character in versus on a monthly schedule until the roster is complete, which should align with a complete roster that coincides with the major story update in May 2026. Players can expect new versus stages, too, on an every-other-month frequency. There may also be new weapons and game modes coming to versus during this time as well, but right now my main focus is working on building out more content for story to hit that May 2026 goal for the first arc's conclusion. That being said, I do hope you get a chance to play the versus mode if you haven't already. Now is a great time to jump in, with a roster that's 75% complete, while still leaving some room for new characters to be excited about, and six stages with over 35 weapons to fight your opponents with, either in free-for-all or team-based Deathmatch, Elimination, Flag Capture, or Zone Keeper. If you're looking for someone to play with, consider joining our Discord, where we host games on a weekly basis so you can experience the exciting thrill of MADHOUSE Versus!
addedSTORYAdded Ghosts (rare for now), which drain your Spirit when they get near and can't be defeated with conventional weapons or attacks - Fixed several bugs with GI Bones & Sergeant Skull AI; they no longer get stuck or glitch out and are slightly more difficult now (sorry) - Fixed enemies not respecting Zero's Stealth, including Nightshade, GI Bones, Gunners, and Rats, etc. - Nightshade's poison breath has a shorter duration and Nightshades emit a small amount of poison gas when destroyed - Fixed bug with shadow showing up while dining - Fixed bug with position of healing effect from consuming food while dining - Using save points now removes poison status
addedVERSUSAdded Gol, a mining golem that can Harden his body for temporary invulnerability and his passive Breaker allows him to destroy certain objects with his melee attack - Graveyard is reskinned with a winter theme for the holiday season - Drastically improved Rend's Blade Roll -- try it out!
MADHOUSE changes
addedThis month's update is on the lighter side because I've been mainly focused on building new elements for the forthcoming story, so there's a lot of finished story content that isn't playable yet. I had considered putting out smaller story updates more frequently, but realized that the best approach would be to stick with my initial plan of doing a larger, more satisfying story updates on a bi-annual schedule that I originally intended. What this means is instead of me rushing out the next dungeon with enemies, a boss, and some more story over the next month, you'll instead get twice that much with a more satisfying story beat resolution by waiting a few more months. My goal is to have the next major story update out in May 2026, coinciding with the game's Steam page and demo launch, and about half a year out from its early access release. This update will include two whole dungeons with unique mechanics, bosses, and new enemies, as well as several connecting areas, NPCs, and new story elements and cutscenes. At this point, the story aspect of the game will be approximately 50% complete and give players closure on some of the earlier story elements that were introduced in the demo and early access.
changedAdditionally, I will continue to release a new playable character in versus on a monthly schedule until the roster is complete, which should align with a complete roster that coincides with the major story update in May 2026. Players can expect new versus stages, too, on an every-other-month frequency. There may also be new weapons and game modes coming to versus during this time as well, but right now my main focus is working on building out more content for story to hit that May 2026 goal for the first arc's conclusion. That being said, I do hope you get a chance to play the versus mode if you haven't already. Now is a great time to jump in, with a roster that's 75% complete, while still leaving some room for new characters to be excited about, and six stages with over 35 weapons to fight your opponents with, either in free-for-all or team-based Deathmatch, Elimination, Flag Capture, or Zone Keeper. If you're looking for someone to play with, consider joining our Discord, where we host games on a weekly basis so you can experience the exciting thrill of MADHOUSE Versus!
addedAdded Ghosts (rare for now), which drain your Spirit when they get near and can't be defeated with conventional weapons or attacks - Fixed several bugs with GI Bones & Sergeant Skull AI; they no longer get stuck or glitch out and are slightly more difficult now (sorry) - Fixed enemies not respecting Zero's Stealth, including Nightshade, GI Bones, Gunners, and Rats, etc. - Nightshade's poison breath has a shorter duration and Nightshades emit a small amount of poison gas when destroyed - Fixed bug with shadow showing up while dining - Fixed bug with position of healing effect from consuming food while dining - Using save points now removes poison status
addedAdded Gol, a mining golem that can Harden his body for temporary invulnerability and his passive Breaker allows him to destroy certain objects with his melee attack - Graveyard is reskinned with a winter theme for the holiday season - Drastically improved Rend's Blade Roll -- try it out!
This month's update is on the lighter side because I've been mainly focused on building new elements for the forthcoming story, so there's a lot of finished story content that isn't playable yet. I had considered putting out smaller story updates more frequently, but realized that the best approach would be to stick with my initial plan of doing a larger, more satisfying story updates on a bi-annual schedule that I originally intended. What this means is instead of me rushing out the next dungeon with enemies, a boss, and some more story over the next month, you'll instead get twice that much with a more satisfying story beat resolution by waiting a few more months. My goal is to have the next major story update out in May 2026, coinciding with the game's Steam page and demo launch, and about half a year out from its early access release. This update will include two whole dungeons with unique mechanics, bosses, and new enemies, as well as several connecting areas, NPCs, and new story elements and cutscenes. At this point, the story aspect of the game will be approximately 50% complete and give players closure on some of the earlier story elements that were introduced in the demo and early access.
Additionally, I will continue to release a new playable character in versus on a monthly schedule until the roster is complete, which should align with a complete roster that coincides with the major story update in May 2026. Players can expect new versus stages, too, on an every-other-month frequency. There may also be new weapons and game modes coming to versus during this time as well, but right now my main focus is working on building out more content for story to hit that May 2026 goal for the first arc's conclusion. That being said, I do hope you get a chance to play the versus mode if you haven't already. Now is a great time to jump in, with a roster that's 75% complete, while still leaving some room for new characters to be excited about, and six stages with over 35 weapons to fight your opponents with, either in free-for-all or team-based Deathmatch, Elimination, Flag Capture, or Zone Keeper. If you're looking for someone to play with, consider joining our Discord, where we host games on a weekly basis so you can experience the exciting thrill of MADHOUSE Versus!
=== CHANGE LOG ===
GENERAL
Implemented bloody footprint system, which creates tracks when walking through puddles of fresh blood
STORY
Added Ghosts (rare for now), which drain your Spirit when they get near and can't be defeated with conventional weapons or attacks - Fixed several bugs with GI Bones & Sergeant Skull AI; they no longer get stuck or glitch out and are slightly more difficult now (sorry) - Fixed enemies not respecting Zero's Stealth, including Nightshade, GI Bones, Gunners, and Rats, etc. - Nightshade's poison breath has a shorter duration and Nightshades emit a small amount of poison gas when destroyed - Fixed bug with shadow showing up while dining - Fixed bug with position of healing effect from consuming food while dining - Using save points now removes poison status
VERSUS
Added Gol, a mining golem that can Harden his body for temporary invulnerability and his passive Breaker allows him to destroy certain objects with his melee attack - Graveyard is reskinned with a winter theme for the holiday season - Drastically improved Rend's Blade Roll -- try it out!