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Steam News29 April 20262mo ago

May Report

Hello everyone, 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.

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

1 fix3 additions6 changes0 removals
  • Fixes
  • Gameplay
  • Events
  • Performance
  • UI and audio
  • Maps
fixedFinal Demo UpdateIt 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.
addedWhat’s coming in this final update:Level 2 revisions are much more substantial for better pacing. Only layout change: the new sandpit exit.
addedWhat’s coming in this final update:New sandpit exit includes a non-hostile NPC Gives hints if you’re lost Also expands on lore if you interact with him
addedWhat’s coming in this final update:New monster added to the platforming challenge room in Level 2, That room is also more visually interesting now.
changedWhat’s coming in this final update:Auto-strafe speed cap increased to 50
changedWhat’s coming in this final update:FPS cap increased to 120 after optimization work

Neon Rain changes

fixedIt 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.
addedLevel 2 revisions are much more substantial for better pacing. Only layout change: the new sandpit exit.
addedNew sandpit exit includes a non-hostile NPC Gives hints if you’re lost Also expands on lore if you interact with him
addedNew monster added to the platforming challenge room in Level 2, That room is also more visually interesting now.
changedAuto-strafe speed cap increased to 50

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

Steam News / 29 April 2026

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