In this update4
Full notes
Full Neon Rain update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Fixes
- Gameplay
- Events
- Performance
- UI and audio
- Maps
Neon Rain changes
Decided to post this early for once, just to change things up a bit. I’ll split this into two sections since I know some of you care more about the Early Access plans than the demo itself.
Final Demo Update
Yes, the final demo update.
It grew more ambitious over time because there were quite a few things that simply didn’t sit right with me, so I went back and changed or fixed them. I also noticed that it can be advantageous to update your demo around a Steam Next Fest, even if you’re not participating since certain people will check out what they missed out last Next Fest. So, even more motivations to leave the demo in a even stronger state before moving on.
Right now, I’d say it’s about 75% done. I will release it sometime in May.
What’s coming in this final update:
- Level 2 revisions are much more substantial for better pacing. Only layout changethe new sandpit exit.
Level 1 gets lighter pacing tweaks
Tutorial area will include a video example for strafe jumping
New sandpit exit includes a non-hostile NPC
Gives hints if you’re lost
Also expands on lore if you interact with him
A proper “baron of hell”-style enemy replaces the twin bruisers in the sandpit village
The old “village chief” hint caused confusion, so this is clearer and more distinct
New monster added to the platforming challenge room in Level 2, That room is also more visually interesting now.
Level 3 gets revisions, especially the final stretch before the boss (it was rushed, now fleshed out).
Auto-strafe speed cap increased to 50
FPS cap increased to 120 after optimization work
General bug fixes and polish
If you’re a demo veteran (meaning you’ve seen everything post Next Fest), I wouldn’t call this a must-play update.
Early Access Release
Now for what a some of you actually care about.
This is still a part-time project, so I won’t pretend I can guarantee anything exact. Realistically, I’m aiming for:
Q4 2026 (best case)
Q1 2027 (more realistic fallback)
Either way, 2027 is a certainty if 2026 doesn’t work out.
And just to be clear, these demo updates didn’t delay anything at all.
What to expect from Early Access:
6 levels + a boss level + the hub (demo currently has 3 levels + hub)
More NPCs in the hub
Save slots
Difficulty options
Overhauled option menu
Intro cutscene
More augments and weapons
More monsters
A economical solution for a map system
Player character will take notes / keep track of things in a journal
I’ll also be hosting experimental builds on itch for anyone who wants to help with playtesting. Maybe that will build a small community around the game.
Main goal this summer is to do a feature freeze so that way the Early Access will be(on paper) smooth.
And once the Early Access content is ready, I’ll run a public Steam beta.
That’s all for now.
Thank you everyone, see you next time.
Source
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