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Even though we all love digital entertainment, can it beat meeting with your friends face-to-face and playing your favourite games? Grab those controllers, share the snacks, order that pizza and get ready to play! Untold Tales joins team Couch Co-Op Fest 2025 with a wide portfolio of titles meant to be enjoyed together!
What does 30 for 30 mean? It means 30 games for just 30 dollars!
Thats right! Were giving you the chance to either complete or start your set of Untold Tales games. Whether youre into action, slaying enemies, emotional storytelling or some co-op fun, this bundle has something for everyone!
https://store.steampowered.com/bundle/42192/
Dont let this deal pass by, as its limited time only!
And remember, the only thing better than one game is 30!
Weve turned 4, and it wouldnt be possible without you! So to thank our amazing community, were throwing a special sale on Steam!
Dive into our collection of epic adventures all at phenomenal discounts:
90% off What The Duck
80% off Arise: A Simple Story
80% off The Hong Kong Massacre
80% off Tools Up! Ultimate Edition
60% off Everdream Valley
60% off Frozenheim
and many more!
Dont wait grab your favorites and join the celebration HERE before it ends on September 21, 2024, 7:00PM CEST!
[previewyoutube=ihYohioTmWo;full][/previewyoutube]
Oh, and remember to bring your friends too, the more the merrier. We love a big party!
- Team Untold Tales
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We are celebrating Moon Festival with special bundles offer. Please find extra discounts below: https://store.steampowered.com/bundle/35220/Splatter__Zombiecalypse_Now__Flame_Keeper/ https://store.steampowered.com/bundle/35221/Splatter__Zombiecalypse_Now__Boti_Byteland_Overclocked/ https://store.steampowered.com/bundle/35219/The_Hong_Kong_Massacre__Splatter__Zombiecalypse_Now/ Offer is valid 23/09 - 30/09. Use it and have fun!
Just a quick fix to the Arcade and Multiplayer modes when playing on high resolution displays.
Two little crashes crept into the game while I wasn't looking. a) do not use _lzcnt_u32() anymore for texture size calculations as it silently yields wrong results on older CPUs. b) do not use _popcnt() anymore as it produces an INVALID_INSTRUCTION crash on older CPUs. Huge thanks to qDan, SkEyE, meetnik for their patience and their aid in getting to the bottom of this.
* Fixed the script bug that made the Military Base side mission unplayable * another jab at readable crash logging.
This patch doesn't contain any fixes. The only thing I repaired is the crash log. Let's see if I can catch that crash on startup some of you are experiencing.
So this is it, the final Splatter patch. I already claimed this before, so better take it with a grain of salt.
- Visible game area is limited to a useful range when playing on UHD resolution
- Shadow flickering on UHD resolutions fixed by doubling rendertarget sizes again
- Fixed rare rendering glitches due to incorrect state caching
- Fixed rare colored rectangles after loading a savegame
- Fixed rare colored rectangles after loading a savegame, #2
- Fixed deco objects sometimes being invisible after loading a savegame
This patch caused a lot more trouble than I expected, but it also brought me to play the game in its entirety once again. And yeah, the story doesn't hold up well, it's pretty obvious even to me with a few years of distance. But there's so much cool stuff to do in this game... I'm still proud of it.
Maybe some day I'll do a sequel.
Changes in Version... I lost track, sorry. Originally I intended to "just put out a quick patch with the updated version of my framework" but it turns out 7 years of compiler progress and knowledge gain expose some issues that should have been fixed from the start. - limited visible area on HD+ resolutions - Fixed rare random render glitches due to 3D API state caching - Fixed rare fullscreen colored rectangles after loading a savegame - Fixed rare fullscreen colored rectangles due to a different reason - Fixed rare issue where deco objects being invisible after loading a savegame This is the last update. Really now. Echt jetzt.
Back in the days when computers had Megahertz and Megabytes, I made a game called Crossfire II. It's a topdown shooter with a story and local horde / deatchmatch modes, just like Splatter. But it's ancient. Graphics of 320x240, 16Bit colours, 8bit / 22kHz sounds. I reworked Crossfire II for Steam, upgraded it to 60fps, fixed some bugs, added remappable controls, achievements, cloudsync, easy mode. And now it's available on Steam: https://store.steampowered.com/app/1377680/CROSSFIRE_II_Retro_Arcade_Shooter/ Story mode is 2, maybe 3 hours, plus freestyle weirdness. No replayability whatsoever, and in my books that's a good thing. So if you enjoyed Splatter, have a look at Crossfire II. If that game were a person, it would be allowed to drive and vote.
Hey Splatterers,
there's a new fix for you which tackles issues some of you encountered.
* Fixes a freeze when shooting with hitscan weapons at the fire bubble tentacle of the first stage of the Final Boss Fight.
* Fixes the weird immediate end of the third stage of the Final Boss Fight
* Possibly fixes the startup problems on Win8 / Win7
* Fixes a few other visual glitches stemming from the same cause as #1
That's it. This is probably the final patch to Splatter, six years after its release. Well... who am I kidding. There will be probably more. Also the performance still bothers me here and there, and I'll probably have to tackle it for the Switch version anyways which we're discussing currently.
But for now, off to an entirely different and even older game: my old Amiga topdown shooter called Crossfire II released back in 2002. I'm bringing it to Steam.
Hi Splatterers, as we get our game back early this year, we decided to bring out the soundtrack composed for "Splatter - Zombiecalypse Now" for 2 reasons: 1. you can get it, if you like the game music as we do or 2. you want to support the developers with a tip and get the soundtrack as a bonus. So if you like you can get the official soundtrack of Splatter - Zombiecalypse Now here: Splatter - Zombiecalypse Now Official Soundtrack Have fun and hope to see you playing our next game soon.
Hi, Splatterers. You might have heard that we sold the Steam Publishing rights back in 2016. Now, with some fighting and the help of Valve we got it back. And we use this regained control to publish a small patch: - fixes long-standing bug where light sources were cut off randomly on highest Shadow Quality Setting - changes some cover and menu art to the new game subtitle - some balancing changes When I got my Linux build setup back on running, I'll also fix the "black screen with music" issue on some Linux computers, but this will need a while. I'm also looking into some more balancing, but no promises. Have fun, colour the ground red!
A new update to Splatter has been released. The main change is again a redesigned and reworked input system which now mimics the OS behaviour and unites input from all mice and all keyboards until the player specifically configures controls to use multiple keyboards and mice. Which most of you won't, I'd guess. This update also brings the OSX port up to date, incorporating all the fixes and improvements of the last five or so updates. Again I'm hoping that this is the final update, and this time I officially declare this to be the end of maintenance. I'll still keep an eye out for trouble in the future, but I won't hunt exotic failures anymore. Apart from glaring errors, that is. The game runs fine on 99,99% of all computers fulfilling the hardware requirements, but I will never reach 100%. This is impossible even for large teams but even more so for One Man Shows like mine. I still hope you enjoy the game, and I'll keep an eye on the forums. Other than that: I hope to see you all again at my next game :-)
A new update to Splatter has been released. The main change is again a redesigned and reworked input system which now mimics the OS behaviour and unites input from all mice and all keyboards until the player specifically configures controls to use multiple keyboards and mice. Which most of you won't, I'd guess. This update also brings the OSX port up to date, incorporating all the fixes and improvements of the last five or so updates. Again I'm hoping that this is the final update, and this time I officially declare this to be the end of maintenance. I'll still keep an eye out for trouble in the future, but I won't hunt exotic failures anymore. Apart from glaring errors, that is. The game runs fine on 99,99% of all computers fulfilling the hardware requirements, but I will never reach 100%. This is impossible even for large teams but even more so for One Man Shows like mine. I still hope you enjoy the game, and I'll keep an eye on the forums. Other than that: I hope to see you all again at my next game :-)
Hello again, here, have some more fixes. Last time I said I won't maintain this game anymore, but then I realized there are still some ugly issues hidden inside which passed my One-Man-Testing-Team unnoticed. So here it is - another bugfix release. Again only Windows and Linux, MaxOSX is in the works. - fixed Arcade Mode hiscores submitting correctly again - fixed possible stuck keys on exotic controllers blocking the game - disabled automatic switch to gamepad controls - Alt+Enter now switches between Windowed and Fullscreen at any time - renamed config variables for resolution to make fiddling with them easier - updated GLFW to 3.1.2 which claims to bring a lot more workarounds for buggy window managers on Linux - repaired concurrent operations which makes Savegames super-smooth again, for example.
Hello again, here, have some more fixes. Last time I said I won't maintain this game anymore, but then I realized there are still some ugly issues hidden inside which passed my One-Man-Testing-Team unnoticed. So here it is - another bugfix release. Again only Windows and Linux, MaxOSX is in the works. - fixed Arcade Mode hiscores submitting correctly again - fixed possible stuck keys on exotic controllers blocking the game - disabled automatic switch to gamepad controls - Alt+Enter now switches between Windowed and Fullscreen at any time - renamed config variables for resolution to make fiddling with them easier - updated GLFW to 3.1.2 which claims to bring a lot more workarounds for buggy window managers on Linux - repaired concurrent operations which makes Savegames super-smooth again, for example.
Hello again, I get the impression I already used every possible bugfix announcement phrase at least once. I should stop maintaining this game :-) Changes: - Added a little splash screen while the game is starting up - Fixed the shoot button mixup in Multiplayer - Fixed the weird default XBox360 controller setup - Fixed the global illumination in the Multiplayer Test level Unfortunately this also means that if you are using a XBox360 controller, your control setup is mixed up now. You have to manually remap the movement and aim controls to make it work again. Sorry for that. I promise it's the last time that this is happening.
Hello again, I get the impression I already used every possible bugfix announcement phrase at least once. I should stop maintaining this game :-) Changes: - Added a little splash screen while the game is starting up - Fixed the shoot button mixup in Multiplayer - Fixed the weird default XBox360 controller setup - Fixed the global illumination in the Multiplayer Test level Unfortunately this also means that if you are using a XBox360 controller, your control setup is mixed up now. You have to manually remap the movement and aim controls to make it work again. Sorry for that. I promise it's the last time that this is happening.
Another update incoming, this time mainly tackling the input issues some of you encountered. It might not solve those issues immediately, but it should at least write better log messages now which might allow me to analyze the issues better. Also: - rewrote Mac OSX input to use OS pointer movement in Single Mouse Mode - added exception handling and logging to all OS' input setup to catch weird devices - added second-guessing to Linux input system to improve handling of input device which declare themselves neither Mouse nor Keyboard Turns out there are some weird devices out there :-)
Another update incoming, this time mainly tackling the input issues some of you encountered. It might not solve those issues immediately, but it should at least write better log messages now which might allow me to analyze the issues better. Also: - rewrote Mac OSX input to use OS pointer movement in Single Mouse Mode - added exception handling and logging to all OS' input setup to catch weird devices - added second-guessing to Linux input system to improve handling of input device which declare themselves neither Mouse nor Keyboard Turns out there are some weird devices out there :-)
Welcome the newest batch of fixes. A huge ThankYou to The Rushin' Russian for his detailed reports. Due to ongoing problems this update is again only available for Windows and Linux. OSX users will hopefully receive all updates by tomorrow. Fixes are: - Fixed black screen in Arcade Survival and Coop Survival modes - Fixed subway being destructible by explosive weapons - You can now leave the turret at storage hall alarm in Harbor level manually using at the movement buttons - Improved quest scripting at the Lighthouse in the Harbor level to avoid getting stuck - Improved savegame serialisation for Harvester boss to fix Save/Load exploit - Improved savegame serialisation for Final Boss, stage 2 - Improved several other minor savegame issues - Fixed large decoration graphics not showing up in Weapon Upgrade screen
Welcome the newest batch of fixes. A huge ThankYou to The Rushin' Russian for his detailed reports. Due to ongoing problems this update is again only available for Windows and Linux. OSX users will hopefully receive all updates by tomorrow. Fixes are: - Fixed black screen in Arcade Survival and Coop Survival modes - Fixed subway being destructible by explosive weapons - You can now leave the turret at storage hall alarm in Harbor level manually using at the movement buttons - Improved quest scripting at the Lighthouse in the Harbor level to avoid getting stuck - Improved savegame serialisation for Harvester boss to fix Save/Load exploit - Improved savegame serialisation for Final Boss, stage 2 - Improved several other minor savegame issues - Fixed large decoration graphics not showing up in Weapon Upgrade screen
I remember very well being asked about Linux/OSX support on the Gamescom. That was August 2014; and I responded "Should be done in a couple of weeks". How naive :-) Now, nearly a year later, it is finally done. Unfortunately I had to rewrite the whole input system to make this possible, so Windows players will find their controls reset to the defaults next time they start the game. Maybe this also fixes the input issues which one of you encountered. What took so long, you might ask. There are several reasons: a) I did some contract work in the meantime. b) My publisher went bankrupt. c) This is not a Unity game, so porting isn't a single click. d) Mac/Linux were really new to me, but I learned a lot. e) One lib I was using turned out to be not as portable as it claimed to be. So here it is :-) It surely still has some rough edges which I'll try to fix in the coming days. Have fun! And if you liked it, why not tell it to your friends? Or send me a message; I love to get mail :-) And if you're a coder yourself, have a look at the new input library I developed for this port. Look for SNIIS at GitHub if you're interested.
I remember very well being asked about Linux/OSX support on the Gamescom. That was August 2014; and I responded "Should be done in a couple of weeks". How naive :-) Now, nearly a year later, it is finally done. Unfortunately I had to rewrite the whole input system to make this possible, so Windows players will find their controls reset to the defaults next time they start the game. Maybe this also fixes the input issues which one of you encountered. What took so long, you might ask. There are several reasons: a) I did some contract work in the meantime. b) My publisher went bankrupt. c) This is not a Unity game, so porting isn't a single click. d) Mac/Linux were really new to me, but I learned a lot. e) One lib I was using turned out to be not as portable as it claimed to be. So here it is :-) It surely still has some rough edges which I'll try to fix in the coming days. Have fun! And if you liked it, why not tell it to your friends? Or send me a message; I love to get mail :-) And if you're a coder yourself, have a look at the new input library I developed for this port. Look for SNIIS at GitHub if you're interested.
Just a bugfix update coming through.
Just a bugfix update coming through.
A new update awaits! I know you can't hear it anymore, but I'm still pushing for the Mac&Linux version. In its wake I optimized the shadow shaders, improved the render passes, compressed the savegames, pushed the saving to a second CPU core, and much more. So especially those of you with weaker hardware such as an Intel GPU should now have a much more pleasant stay. We also put out a Demo version of Splatter. In it you can try the first three levels. And if you liked it, you can continue from that exact spot in the full version. Have fun! And I promise, the Mac&Linux version is not far away anymore. Really now.
...because the ground turns orange for a change, instead of the usual red. Splatter got a little Halloween update which spices up the slaughter with some surprises. Try the arcade or multiplayer modes and see for yourself. Plus again a lot of stuff is changing under the hood, but you shouldn't notice that just yet. Have fun!
The new Splatter update changes a lot under the hood in preparation for the Mac&Linux release. But you shouldn't notice that at all if it works as intended :-) What you should notice: - ability to delete save games - some zombies now aim ahead of you when attacking - final boss, third phase, moves around more dynamically - final boss, third phase, does not take damage from its own mines anymore. Kill that guy like you're supposed to do :-) - fixed that dialogue long gone would start playing again after loading a savegame - always enabled "Apply settings" in the graphics options, maybe it helps against the lost settings some of you experienced - rebalanced some ammo and flare placements - lots of details and small fixes Please leave us a message in the forum if something doesn't work as announced. Other than that: have fun!
Splatter just got updated! Changes are: - Dialogue remastered to be more audible against the fighting sounds - Survival mode starts next round right away if all enemies are dead - Fullscreen/Windowed and VSync now selectable in the graphics settings - Many small campaign level details - You now have to play the whole campaign in "Maniac" difficulty to get the corresponding achievement. No cheating with the Difficulty setting anymore :) I'm now going to work on the Mac&Linux port.
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