Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
MacabreNewsDEV UPDATE 16 – LET US COOK
In-game event

DEV UPDATE 16 – LET US COOK

Macabre · published 2 May 2025, 14:40 UTC

All newsPlayers around this dateRead on Steam

Hey legends

A couple months ago we kicked off our very first Alpha playtest, and it was a huge milestone for the team. This was an early slice of the Macabre experience – raw in places, but full of the systems and ideas we've been quietly building behind the scenes. The goal was never to show a finished product – it was to open the doors early and start shaping this together.

What we got back was incredible. Your feedback was thoughtful, honest, and energising. It confirmed a lot of what we already had planned, surfaced things we needed to improve, and helped us sharpen the experience across the board. We can’t thank you enough for jumping in, sharing your thoughts, and being part of this journey.

Here’s what we’ve been cooking since the playtest.

Macabre is Evolving


Macabre is an apex predator – but that doesn’t mean it charges in without thinking. It now assesses each encounter based on your actions, your gear, and how much of a threat you pose. If it senses danger, it may hold back, reposition, or try to outmanoeuvre you rather than attacking head-on.


In the clip below, the player is holding a Liquid Barbecue, a high-threat item. Macabre sprints past at speed, screaming to intimidate, but carefully keeps its distance. It’s not retreating – it’s looking for another angle. Keeping it in your line of sight is key to staying alive. Lose track of it, and you might not see it again until it’s too late.

Watch on YouTube
This is just one example of the more complex, reactive behaviours we’re developing. The next iteration of the AI is focused on making Macabre feel more alive – less like a pattern to memorise, and more like something actively trying to outsmart you.

A Rift That Changes How You Play


We’ve expanded the world of Macabre in meaningful ways – not just to make it look better, but to change the way you play.

New map layouts, outpost configurations, and environmental variations now shift the flow of each session. You'll need to rethink your approach each time – where you move, where you hide, how you extract – because no two runs will feel the same.

On top of that, we’ve rebuilt the entire environment with more detail, improved lighting, and full support for dynamic weather and a day-to-night cycle. Rain, fog, or fading light can all affect visibility, tension, and how exposed you feel in the open.

Watch on YouTube

Playing Together, Communicating Better


We’re continuing to evolve Macabre’s multiplayer experience, including work on the way players communicate and navigate the world together. Voice indicators, improved team visibility, and groundwork for non-verbal communication are all being developed.

We’ve also introduced the ability to late join matches – dropping into an active session as a spectator so you can watch your team, get a feel for the mission, and prepare to dive in properly next time.

Improved UI and Onboarding


We’ve been polishing up a lot of the early-game experience – particularly around how players understand objectives, interact with the world, and get the information they need without breaking immersion. Many of these systems were still early in the last build, and your feedback helped us fine-tune how and where players need more clarity.

We've made a range of interface and feedback improvements that will make your intentions clearer and your decisions more confident – without removing the tension of the unknown.

New Looks, New Legends


Alongside the new locations, we’ve been making big progress on art across the board. We’re currently finalising character skins, including the Hunter set and the new Fair Dinkum skin and Other Cosmetics exclusive to our amazing Patreon supporters. It’s been exciting to bring more visual personality into the game and we’re looking forward to showing even more in the next build.

Smoother, Faster, Less* Jank


We’ve made big strides in performance and stability since the last playtest. From faster navmesh generation to improved asset streaming and frame rates, the game is feeling much smoother across the board.

A major focus has been on scalability and optimisation, making sure Macabre runs well even on older hardware – so more players can jump in and have a great experience, no matter their setup.

There’s still more to do, but we’re already seeing strong gains – and your feedback has been a massive help in getting us here.

What’s Next?


We’re incredibly grateful to everyone who took part in our first Alpha – your feedback, time and support have been invaluable in helping shape where we go next.

Right now, we’re focused on implementing the next major round of features and improvements. A big part of that is evolving the Monster AI into more complex and reactive behaviours. We’re moving into new territory here, and that means a lot of internal testing, fine-tuning, and trial and error to get it feeling just right.

We’re keen to kick off the next playtest, but we also want to make sure it’s the right time. There’s no point rushing in before the features are ready – so while we’re aiming for later this month, we’ll confirm the exact date once we’re confident it’s ready to go.

Until Next Time


Thank you again to all our backers for your incredible support. If you have any questions, feel free to contact us via Discord or through Kickstarter messaging.

Thank you, and see you again soon!

Weforge Studio

Follow Us on Socials

With over 5000 members and counting, our Discord server is the best place to connect with fellow backers, get the latest news, and share your thoughts on the game. You can also access the exclusive Alpha Rift, where we post development previews and discuss ideas with fellow Alpha Playtesters.

https://store.steampowered.com/app/1794830/Macabre/

Playtests – Sign Up Now


We’re currently running alpha playtests with our Kickstarter backers, and we’ll be expanding access in the future.

Want to be among the first to play? Make sure you’ve wishlisted Macabre and signed up for public playtests on Steam!

More from Macabre

Other announcements

All news
Major update8 Dec 2025The Nest Update is LIVE! (Save 20% Now)THE NEST UPDATE: Our Largest Content Drop Yet! We are thrilled to finally release The Nest Update , which represents our biggest content drop yet, introducing new location and primary objective , character customisation and cosmetcis (Complete Subrifts to unlock), critical gameplay changes , and a comprehensive overhaul of our AI and audio systems . To celebrate the launch of The Nest Update, M…Community30 Nov 2025Macabre nominated for Best Multiplayer at The Horror Game AwardsMacabre has just been nominated for Best Multiplayer at The Horror Game Awards 2025. It is a huge honour for our tiny Aussie team and a really nice moment for everyone who has been diving into the Rift with their mates since launch. Public voting is now open until 3 December , and every vote genuinely helps. If Macabre has given you a memorable run, a near miss, a good laugh or a proper scare w…Community24 Nov 2025Macabre nominated for the 2025 Steam Awards in "better with friends"Since launching into Early Access, you’ve been diving into the Rift, experimenting with tools, sharing close calls and discovering new ways to outsmart the creature together. Watching players team up, whisper their plans, panic, recover and somehow make it out alive has been one of the most rewarding parts of development. This year we have the chance to put Macabre forward for the 2025 Steam Aw…