Nuclear Throne
Playing now
74−28 vs. yesterday
3.9%of peak
All-time peak
1,905Dec 2025
Playing now
74−28 vs. yesterday
All-time peak
1,905Dec 2025
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Sale | Get Nuclear Throne as part of the Iconic Roguelites Bundle! Hey there, hope you’ve all been enjoying the buttery smooth 120fps beta we posted about last month! If you haven't yet, good news: you can now complete your collection of Spelunky , Isaac , FTL , Crypt of the NecroDancer , and Nuclear Throne with a permanent 15% discount in the Iconic Roguelites Bundle ! Every single one of the other games is an absolute classic, and if you've enjoyed Nuclear T… | — | |
| Community | New Nuclear Throne beta build available now! Hey all, long time no see! Just wanted to let everybody know that there's a newly updated beta build for Nuclear Throne with many quality of life improvements like 60/120fps support, different aspect ratios, and a new controls menu! Oh, and a new Melting loading screen tip. 😎 To access the Steam Beta: · Right Click on Nuclear Throne in your Steam Library. · Click "Properties..." · Click "Betas… | — | |
| Community | Update #99 - Update 99 - November 6th, 2017 It's update 99. Features · Area/weapon/mutation seeding is now far more consistent. · There's now an option for borderless fullscreen on Windows (Alt+Shift+Enter / in options). · There's now a confirmation dialog when exiting/restarting a run; R confirms in it. · Safe spawns now work consistently. · Added a setting for native cursors - when supported, this gets rid of mouse lag once and for all… | — | |
| Community | November 6th: AMA + Update 99 Release! Hi there! It's been a long time, and as you all probably noticed, Vlambeer has been in somewhat of a hybernation state. Nuclear Throne took a lot out of us, and when we finally released the current U98 over a year and a half ago, we were all entirely exhausted. Since then, we've slowly been finding our footing again, and now that we're feeling creative again, we decided to return to form with a… |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.
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| Community | Update #98 - Thronebutt - February 21st, 2016 It's been a while, but update 98 finally seems ready. While we've done lots of testing on this build over the last few weeks, do note that the changes to this build are 'deep' enough that we can't guarantee it's 100% stable. Over the next few weeks we'll work on update 99, which will fix any issues that come up as 98 rolls out. Most of Update 98 is balancing and fixes to issues introduced in 97… | — |
| Community | Update #97 - Clouds and Tweaks - December 15th, 2015 First of all, thank you so, so much for your support during the launch of Nuclear Throne. We know things were unexpected, and we wish we would've been capable of communicating a bit more - but such is the nature of surprise announcements. While we're not allowed to go into specifics due to legalities and the like, we can easily say that this was by far the most successful launch in the history… | — |
| Community | Update #96 - The Real Deal - December 5th, 2015 This update was supposed to go out yesterday, before the PSX announcement, but due to exhaustion I couldn't muster the energy. We're really sorry about that, and we hope 96 fixes most of the major bugs many of you have been running into. Please note that this build was uploaded from the PSX showfloor, and didn't get the normal amount of PC/Mac/Linux testing it would normally get to get it to yo… | — |
| Community | Nuclear Throne launch at PSX We're finally allowed to announce what we've all been so ridiculously busy with - we have just launched Nuclear Throne on PlayStation 4 and PlayStation Vita at the PlayStation Experience in San Francisco. The entire team is here, and we hope to be able to do a livestream somewhere later today, if we can find a place with good internet. Keep track of our Twitter (@Vlambeer) to see if that works… | — |
| Community | Update #95 - Shiny Throne - November 17th It's been a while, and we apologize for that. There was no way we were going to finish this update in a week, so instead we took our time and tackled some long-overdue isues. This update is going to be a rough one, so strap in. We're really getting close to wrapping up, and port of that was rewriting a lot of code from the ground up. We've redone most of the leaderboard, rendering and collision… | — |
| Community | Note: Update 95 has been delayed As you all might've noticed, update 95 has been delayed. We apologize for that. We really tried, but at this point most of the team is tired from that enormous sprint we did from update 92-95, and needs a little bit of time in recovery mode. Normally, one of us would pick that up, and work on the game alone for a few days, but that's not really possible anymore. We've reached a point where most… | — |
| Community | Update #94 - Weeklies! - Weekend of October 16th As you might've noticed, we've been pulling off some huge updates lately. We've been working extremely hard for basically months now, and you can see the results: Nuclear Throne is getting very close to being a finished product. Update 94 is probably the last enormous update, as after this we'll be slowing down, carefully wrapping up the ride and smoothly sailing into release. This means we're… | — |
| Community | Update #93 - Happy Birthday, Nuclear Throne! - Weekend of October 9th You know what that is? That's Rogue's voice. Congratulations everybody! Not only does every Nuclear Throne character now have a voice, but this game has now officially been in Early Access for two years, and we've also just reached the final balance and polishing phase! This week was spent just cranking out details and polish, and finally implementing long awaited content! Either way, it's prob… | — |
| Community | Hotfix #10 - The slowest hotfix in history - Hotfix to Update #92 This might be the slowest hotfix we've ever made. · H.Q. now works as intended. · Y.V. Ultra now works as intended. · Fixed a Palace Prop Hurt Sprite. · Removed the timer for now, it will return to your options screen very soon! | — |
| Community | Update #92 - The Beginning Of The End Part II - Weekend of September 27th Oh yeah, another huge exciting update. After last week's implementation of an ending, and the resulting outcry and problems, we've decided there was only one way to go: add even more endings! You can now stop your game at two points, sit down, and reflect on your achievements. For that, we've implemented the first rough version of our credits scene, with a (we think) amazing song by Jukio that'… | — |
| Community | Update #91 - The Beginning Of The End - Weekend of September 18th Whoa, the end? Is this really it? After years of updates, Nuclear Throne has come to an end? Well, no, not just quite yet. While we are absolutely getting really close now, there are still a few updates coming before we wrap up Nuclear Throne. J.W. just wanted to sound dramatic. We did actually start implementing an ending. Go find the Nuclear Throne, and see for yourself! This also means enter… | — |
| Community | Update #90 - Grab a Friend! - Weekend of September 11th This was a scary week of development. In order to fix co-op, we had to break a very essential part of the game, and piece it back together bit by bit, making sure no random errors popped up at essential moments. Long story short: we think we've succeeded, and co-op is back! We've also done some proper balancing, fixed some nasty bugs, tweaked last week's new looping system, and generally cleane… | — |
| Community | Update #89 - Looping - Weekend of September 4th Wallpaper version: Here . Big, experimental changes incoming! We've finally started moving loops away from "random chaos, good luck", and are heading towards a more curated approach. Loops now simply have different, harder enemy spawns, yet still a good load of messiness to them. We hope this poses more interesting, specific challenges while also upping the difficulty more consistently. We've a… | — |
| Community | Update #88 - Tweak Tweak, Fix Fix - Weekend of August 28th For the last 88 (!!!) updates our double digit updates have been huge, but you can tell we're moving towards completing this game - there's mostly little things left, and we can't do 'big things' without getting all of those 'little things' our of the way. In other words, it was fixing, tweaking, balancing, and the introduction of a new elite enemy. Enjoy! Features · New elite enemy in the sewe… | — |
| Community | Update #87 - Efficiency - Weekend of August 21st You wouldn't believe how many things we could finally strike-through on our to do lists and checklists this week. There's nothing too exciting gameplay-wise this week, but we definitely made some serious progress towards that long-awaited version 1.0! Anyway, long days of efficient and hard work are pretty exhausting, so let's just jump into the cool new stuff: Features · We've created a simple… | — |
| Community | Update #86 - Meta Update - Weekend of August 14th Please take a seat before continuing. Let's dive right in. There's some new interface, which also comes with a brand new host of tiny tweaks and even sound effects for the menus! Most importantly, there's a new daily screen, now showing you the character used and the world and level in which the run ended. We've updated the character unlock requirements, as it's about time we start really worki… | — |
| Community | Update #85 - Secret Update - Weekend of August 7th No, this is not an update filled with secrets, but we did say we most probably wouldn't be doing an update and snuck this one in anyway! So here's a tiny one, giving you a few much-needed fixes and tweaks! Enjoy. Balancing · Turrets are more reactive, but have a lower firing range and a delay before firing. · Changed Robot's Regurgitate Ultra to make it drop a random chest about slightly less t… | — |
| Community | Update #84 - Daily Updates - Weekend of July 31st After a few weeks of huge in-your-face changes, we've decided to try and do a subtle update. So we focused on loads of things that were really needed for a long time! After that, we couldn't help ourselves and got a few massive things in as well. For example, there's now a very, very rough daily scoreboard in-game, allowing you to see your global rank, the top 10, and even compare your scores t… | — |
| Community | Update #83 - Ultra Update - Weekend of July 24th This is probably one of the biggest updates we've ever done! Shit. First of all, we've done a massive amount of interface and menu work. This includes a brand new mutation and pause screen, and a lot of tiny tweaks helping make things flow a bit more. We've added convenient alt+F4 rage-quitting, and you no longer need to look at the beautiful Vlambeer logo every time you go back to the menu (we… | — |
| Community | Update #82 - Crystal Party! - Weekend of July 17th We're still going strong with hard work, but got a bit caught by needing to have the update done in the middle of all kinds of huge and exciting changes. We would have had more to show you, but unfortunately there's no time to finish it just this week! Since we're really starting to tie all the seperate parts of Nuclear Throne together, we might break the game a little bit here and there. No ma… | — |
| Community | Update #81 - We just really want weekend right now - Weekend of July 10th This is another one of those updates with tons of tiny things, fixes, and balancing! We've really been pushing as hard as we can for a month now, with the past four updates all being huge in size for how little time we have each week. As such, please pretend everything underneath is a nice cohesive story instead of just the bullet points, so we can enjoy our weekend instead of thinking of excit… | — |
| Community | Update #80 - Bear with us - Weekend of July 5th We've done it, we've made the jump towards a completely new main menu! It's currently in an ugly, ugly state, the kind of things that'd normally never be seen by anyone outside of the studio working on it (and studios might even hide it internally). Then again, this is open development, so for the sake of transparency and weekly updates we've thrown it out there for you. We're currently making… | — |
| Community | Update #79 - Crown Mess - Weekend of June 26th We started redoing the way Crown Vaults work. It's currently in a weird, broken, unsatisfactory state, but will definitely help us get crown things wrapped up within a few updates (disregarding actual crown balancing, which will come later). We've thrown out the old Crown Guardians and replaced them with temporary temple guardians. The new crown vaults will only grant mutants access to three va… | — |