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Steam News28 September 20259mo ago

Shibainu Game development update September 2025

Steam post image Hello there everyone! It has been a while since the last announcement. I am still here, and I am still working on the project.

Full notes

Full Shibainu - VR Katana Simulator update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions5 changes0 removals
  • Balance
  • Gameplay
  • Maps
  • Server
  • Compatibility
changedSteam post image Hello there everyone! It has been a while since the last announcement. I am still here, and I am still working on the project. Although I have had a couple of rough years, and development has been slow, I have finally reached a point where I can share some progress with you. First, I want to say that I am really sorry for the delay and going completely silent. It has been a couple of rough years for me, and I have not been able to work on the project as much as I would have liked. When we first released the early access version on Steam, I was already burned out and out of money for the project. Which is entirely my fault. Although it was my first game, it was not my first development project and made a lot of mistakes. I was not able to manage time and resources effectively, miscalculated the costs and the time it would take to finish the project. I approached the project as an IT project, not as a game/art. Overestimated early access sales, missed deadlines, missed expectations and missed goals. Overworked myself, and other collaborators of the project. After a few small patches and some support, I was not able to touch the project for a while. Then had some health issues, money issues and motivation issues. Was not feeling really good about myself. From this, I hope I have learned some things along the way and want to communicate with you more often. Over the last 2 years, I have been slowly getting back into the project, and now I'm working at full speed. (Overworking myself again, whoops) I have rebuilt the project from the ground up:
changedMade the project more stable, more performant, with better physics and improved detection of cuts
changedAlong the way, I have made other improvements and features, like sheathing mechanics, holster mechanics and creator mode. Right now, the game is at alpha stage, and I am looking for testers. If you are interested in testing the alpha Meta Quest Build , please fill out this form: https://forms.gle/JLU55Wihe7y4d47x5
changedand join the discord server : https://discord.com/invite/SUDkgEMTtJ
changedSadly, life has gotten hard again, and I might not be able to work as many hours as right now. I will keep working on the game, but unlike last time, I will not make false promises or set false expectations. The plan going forward is to get the game to a beta stage, and release it in some format on the Quest Store. Later, when everything is stable and optimized to run on mobile hardware (Quest), I will work on the Steam PCVR update. And finally, make the full release on both platforms. If things get too hard, and I am not able to develop the full vision of the game, I will release the game with only the Dojo map and some additional features. Finally, wanted to thank you for sticking around and supporting the project. TL;DR: Been gone for a while due to burnout and life issues. Really sorry. Rebuilt the game from scratch in UE5.5 with C++, now runs on Quest with MR support. Currently in alpha and looking for testers. No false promises this time - will release on Quest first, then Steam PCVR. Link for alpha inscription form above.

Shibainu - VR Katana Simulator changes

changedSteam post image Hello there everyone! It has been a while since the last announcement. I am still here, and I am still working on the project. Although I have had a couple of rough years, and development has been slow, I have finally reached a point where I can share some progress with you. First, I want to say that I am really sorry for the delay and going completely silent. It has been a couple of rough years for me, and I have not been able to work on the project as much as I would have liked. When we first released the early access version on Steam, I was already burned out and out of money for the project. Which is entirely my fault. Although it was my first game, it was not my first development project and made a lot of mistakes. I was not able to manage time and resources effectively, miscalculated the costs and the time it would take to finish the project. I approached the project as an IT project, not as a game/art. Overestimated early access sales, missed deadlines, missed expectations and missed goals. Overworked myself, and other collaborators of the project. After a few small patches and some support, I was not able to touch the project for a while. Then had some health issues, money issues and motivation issues. Was not feeling really good about myself. From this, I hope I have learned some things along the way and want to communicate with you more often. Over the last 2 years, I have been slowly getting back into the project, and now I'm working at full speed. (Overworking myself again, whoops) I have rebuilt the project from the ground up:
changedMade the project more stable, more performant, with better physics and improved detection of cuts
changedAlong the way, I have made other improvements and features, like sheathing mechanics, holster mechanics and creator mode. Right now, the game is at alpha stage, and I am looking for testers. If you are interested in testing the alpha Meta Quest Build , please fill out this form: https://forms.gle/JLU55Wihe7y4d47x5
changedand join the discord server : https://discord.com/invite/SUDkgEMTtJ
changedSadly, life has gotten hard again, and I might not be able to work as many hours as right now. I will keep working on the game, but unlike last time, I will not make false promises or set false expectations. The plan going forward is to get the game to a beta stage, and release it in some format on the Quest Store. Later, when everything is stable and optimized to run on mobile hardware (Quest), I will work on the Steam PCVR update. And finally, make the full release on both platforms. If things get too hard, and I am not able to develop the full vision of the game, I will release the game with only the Dojo map and some additional features. Finally, wanted to thank you for sticking around and supporting the project. TL;DR: Been gone for a while due to burnout and life issues. Really sorry. Rebuilt the game from scratch in UE5.5 with C++, now runs on Quest with MR support. Currently in alpha and looking for testers. No false promises this time - will release on Quest first, then Steam PCVR. Link for alpha inscription form above.

Steam post image Hello there everyone! It has been a while since the last announcement. I am still here, and I am still working on the project. Although I have had a couple of rough years, and development has been slow, I have finally reached a point where I can share some progress with you. First, I want to say that I am really sorry for the delay and going completely silent. It has been a couple of rough years for me, and I have not been able to work on the project as much as I would have liked. When we first released the early access version on Steam, I was already burned out and out of money for the project. Which is entirely my fault. Although it was my first game, it was not my first development project and made a lot of mistakes. I was not able to manage time and resources effectively, miscalculated the costs and the time it would take to finish the project. I approached the project as an IT project, not as a game/art. Overestimated early access sales, missed deadlines, missed expectations and missed goals. Overworked myself, and other collaborators of the project. After a few small patches and some support, I was not able to touch the project for a while. Then had some health issues, money issues and motivation issues. Was not feeling really good about myself. From this, I hope I have learned some things along the way and want to communicate with you more often. Over the last 2 years, I have been slowly getting back into the project, and now I'm working at full speed. (Overworking myself again, whoops) I have rebuilt the project from the ground up:

  • Ported everything to Unreal Engine 5.5 and all the core mechanics to C++

  • Made the project more stable, more performant, with better physics and improved detection of cuts

  • Created a build that runs on Quest Standalone and with a Mixed Reality mode

Along the way, I have made other improvements and features, like sheathing mechanics, holster mechanics and creator mode. Right now, the game is at alpha stage, and I am looking for testers. If you are interested in testing the alpha Meta Quest Build, please fill out this form: https://forms.gle/JLU55Wihe7y4d47x5

and join the discord server: https://discord.com/invite/SUDkgEMTtJ

Sadly, life has gotten hard again, and I might not be able to work as many hours as right now. I will keep working on the game, but unlike last time, I will not make false promises or set false expectations. The plan going forward is to get the game to a beta stage, and release it in some format on the Quest Store. Later, when everything is stable and optimized to run on mobile hardware (Quest), I will work on the Steam PCVR update. And finally, make the full release on both platforms. If things get too hard, and I am not able to develop the full vision of the game, I will release the game with only the Dojo map and some additional features. Finally, wanted to thank you for sticking around and supporting the project. TL;DR: Been gone for a while due to burnout and life issues. Really sorry. Rebuilt the game from scratch in UE5.5 with C++, now runs on Quest with MR support. Currently in alpha and looking for testers. No false promises this time - will release on Quest first, then Steam PCVR. Link for alpha inscription form above.

Source

Steam News / 28 September 2025

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