In this update2
Full notes
Full PSYCHOFINGER update
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What changed
- Performance
- Gameplay
- UI and audio
- Events
PSYCHOFINGER changes
Hi everyone,
We made a lot of progress in January, so we wanted to check in with an update on your favourite finger-firin’ fast-paced roguelike FPS – and how you can help play a role in shaping what it becomes by launch.
Where We’re At
We’ve been working on Psychofinger in one form or another for quite a while, but the full production only really kicked into gear last year. We’ve made a lot of progress since then, as you’ve probably seen from our little teasers on Twitter.
Here’s what we accomplished in 2025:
Refined the core gameplay loop and overall structure, distilling Psychofinger into something fast-paced, adrenaline-pumping, and deeply replayable
Polished UI elements to ensure you always know what’s happening amid the chaos
Reworked our approach to level design, crafting bigger and better arenas where you can unleash your fingertips' fury
(You can read more detail in our previous devlog)
What’s Coming Next
2026 is going to be a huge year for Psychofinge!. We’re aiming to:
👉 Release a playtest to help point out any areas we can improve on
🤲 Launch a public demo for hands on experience
👍 Get the thumbs up on a full launch by the end of the year
We certainly won’t be rushing into this, of course. We want to ensure Psychofinger is the best it can be before release, rather than hastily putting out an unfinished project. And we’ll be keeping you updated here on Steam throughout the journey.
Here’s the current roadmap…
Step 1: Nail down the Difficulty
Right now, our focus is on getting the difficulty right. We don’t want this to be so easy that it’s not fun, but neither do we want it to be so difficult that you don’t feel like an unstoppable killing force unleashing death from your fingertips.
This means a lot of internal playtesting, balancing and iteration. We’re not going to hold a public playtesting just yet, as we’ve already identified some key changes we want to make first.
Step 2: The Playtest
Once we’re confident our vision for the game is coming across, we will launch a playtest with:
One level
A limited item pool
The core upgrade systems
This will help us determine if there’s anything that needs adjusting when it comes to the fundamentals of Psychofinger … and also lets us save plenty of surprises for the demo and the full release.
We’ll have more information on how to register for the playlist in the very near future.
Step 3: The Demo
Feedback from the playtest will be fed directly into a larger, more polished demo. This will include more content to give you a better idea of how Psychofinger will play at launch.
The aim is to release this demo during a Steam Next Fest. It’ll likely be most people’s first experience of Psychofinger – we’ve got a lot to do before then, but we already can’t wait to share this with you.
Step 4: Launch!
Shortly after that, the game will be released… and we get to put our feet up (for a bit).
2026 is going to be one hell of a year! Thank you all so much for your support as we approach launch.
Yehor & Masha
… oh, you want more?
No problem. Here’s a few fresh teasers on things we’ve been adding to the game lately:
New ATM that drops money for your permanent upgrades when shot
New enemies, including [Door-To-Door Cat] and [Doomsday Goat] (Final names to be decided)
More visible status effects: Watch your enemies burn, freeze, etc.
Steam post imageSteam post image
We’ll have more for you soon!
Source
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