Full Effect
Playing now
0+0 vs. yesterday
—of peak
All-time peak
06 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
06 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Full Effect OST Release — Steam, Spotify, FLAC, free Hi, Rio here. Since this is a special moment, I’ll share not only the links but also the story of how it all began. Where to listen · On Steam the soundtrack is available as a separate app (MP3): 👉 Full Effect Soundtrack · Spotify — though in two parts. Why? Because the album includes a large number of tracks tied to in-game states. Each loop is arranged separately, and streaming platforms sim… | — | |
| In-game event | Halloween The forest and the water turned crimson, the sky - orange and the soil gone pale. Is this Halloween spirit or just a color saturation tweak? It's both. Even though the visual appearance is changed this update serves a little purpose, so it is mostly reskins, which is quite sad, since the game is still bareilly moddable and Halloween theme was supposed to be a demonstrator of custom campaign or… | 20383990 | |
| Community | Devlog - September 2025 Today is a special day, because 12 years ago under semi-uncertain circumstances I have created an Ages. But his (close to the) current appearance was formed somewhere after a month or so. Anyway... It's become a habit for me that by the end of the month I haven't finished the work I started before. And this month is no exception. I finally finished working with the scripting and trigger/event l… | — | |
| Community | Devlog - August 2025 The most major progress I've made this month is that I beat the game on Hard difficulty for a first time without mutators on NG. I obviously did it before release, and not even once, but with developer cheats for testing purposes. And it turned out exactly as I anticipated: it is as much more difficult than Normal as Normal is more difficult than Easy, with minimal damage and health modifiers.… | — | |
| Game update | Update v1.0.1.2 To make sure I remember how it works Changelog: - Fixed postprocessing in cinematics - Fixed incorrect render of electrospikes in Core - Removed random trigger positioning in the last section of Core (descent) - Fixed text render in "Loop playthrough" menu | 19698071 | |
| Community | Devlog - July 2025 I was doing good, until I got down on a topic that I afraid the most: scripting language and event language for zone editor. I was predicted that this would probably be the hardest part of working with the new zone editor, because in this case I need to create a small programming language. I mean the better version of what I have currently: This is an event that executes when you enter the zone… | — | |
| Community | Devlog - June 2025 Alrighty. Let's start with a pictures: These are "panoramas" of two zones of the original game. They were made using a new zone editor and should demonstrate that work on it is ongoing: the functionality is updated, tools are added, and the creation of zone panoramas, as well as the conversion of old zones to more functional format are among them. Panoramas looks presentable, but they're imperf… | — | |
| Game update | Update v1.0.1.1 -Wreturn-type works perfectly, until it doesn't Changelog: - Fixed string formatting - "MBT.exe" no longer require external .dll files - Updated localization files | 19036008 | |
| Game update | Update v1.0.1.0 Sub-optimal Changelog: - Overhauled localization files - Overhauled config files and file streams - Changed popup messages content - Removed gamepad message in intro - Increased electrospikes delay on Easy difficulty in Core | 18828540 | |
| Community | Devlog - May 2025 The update that I wanted to finish at the end of April I ended up releasing at the beginning of June. It's like it goes on forever. I would have finish it earlier, but I really want to deal with it in a proper way so I don't have to return, and even if I could, with lesser trouble. And I need to, since I'm planning to add functionality for user campaign, including new map editor, as I mentioned… | — | |
| Community | Devlog - April 2025 In this month I've planned to update localization system: change files, tweak string loading and write a guide, but I got too adventurous and also decided to rework fonts, strings, tweak texture loading, config and file streams. Typical for me, when I snowball incoming changes and eventually delay update. Sadly, I couldn't finish it in April, and I'll try to release it next week. However, I mus… | — | |
| Game update | Update v1.0.0.3 I don't like making patches with minimal changes, but I must fix this obvious oversight. Next one may include tools for creating localization files. Feedback is welcome, give me reasons to make patches with more than two entries. Changelog: - Fixed intro cinematic screen - Changed camera position on lower floor rooms in Greywater | 17996917 | |
| Community | Devlog - March 2025 20 days after release, I lost my grip. Need to move on. The game is released, but the development continues, and it isn't particularly about patches that I rolled out before and I will probably roll out after. Before release I tried to make a base for supplemental content and I need to evaluate what I can add without major brutalizations of engine code. It may be a new campaign, items (especial… | — | |
| Game update | Update v1.0.0.2 Changelog: - Fixed achievement sync with Steam - Fixed borderless window mode reset on game start - Fixed display of progress if some achievements remained unveiled - Changed width of a jammer trigger in Hangar - Game will only pop-up error once if failed to create/reset BGM config file | — | |
| Game update | Update v1.0.0.1 Changelog: - Fixed incorrect hostage positioning in Greywater after saving - Hostages can no longer appear on a third floor in Greywater - Game will run properly if failed to generate GL Query object - Updated clouds background texture in cinematics - Fixed incorrect wood impact particles - Changed pop-up window titles - Updated localization files | 17819520 |
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.