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Macabre News

Patch 0.1.4 (EA) – Smarter AI, Improved Missions, longer sessions & cinematics

[previewyoutube][/previewyoutube][h3]New Build Live: 60b20526d1[/h3][p]Having reviewed a lot of player footage and feedback, we found that some players were losing interest early on. This came down to a few factors, but most notably a lack of early challenge and variety. Our original intention was to ease players into Macabre with simpler objectives and less aggressive monster behaviour. However, this often meant players were not being challenged enough in those first sessions to stay fully engaged.[/p][p]This patch aims to fix that. The goal is to let players spend more time immersed in the Rift and less time in the menus. We have increased the overall game time to allow for exploration, added higher tier loot including equipment like the Flash Frag, Sonic Plunger, and Proximity Sensor, expanded early objective variety through a revised Rift Map, and replaced the knockdown system with automatic revives at shrines so you spend less time spectating. [/p][p]These adjustments, alongside several balance and pacing tweaks, make the experience more dynamic and rewarding right from the first run. We are also making steady progress on the character customisation system but more on that later![/p][p][/p][p][/p][h3]A quick favour 👍[/h3][p]If you’ve been enjoying Macabre or noticed the improvements over the last few patches, leaving a short Steam review genuinely helps us more than you might think. Reviews directly influence how the game is discovered and show new players that we’re worth checking out.[/p][p]If you need help or have feedback, jump into our Discord or the Steam Discussion board. we’re active and always listening![/p][p][/p][p][/p][p][/p][h2]🛠 Fixes[/h2]
  • [p]Fixed client side issues with progress tracking on the Reactor Core objective.[/p]
  • [p]Fixed VO timing bugs in the Reactor Core objective[/p]
  • [p]Resolved collision and pathing issues on Riftlink towers, improving AI navigation.[/p]
  • [p]Tweaked and fixed hiding locations near the Rift Link objective to improve player cover.[/p]
  • [p]Fixed subtitle alignment for English & Simplified Chinese localisation.[/p]
  • [p]Fixed Disco Stick spawn issue.[/p]
  • [p]Cairns are no longer traversable, you can't jump on them to avoid the crawler (you cheeky devils)[/p]
  • [p]Fixed game timer starting before match start[/p]
  • [p]Fix of snow footstep SFX playing when it should be dirt, and vice versa for characters and crawler[/p]
  • [p]Fixed Post processing FX persisting after death[/p]
  • [p]Fixed Crawler getting stuck on Disco Stick[/p]
  • [p]Fixed issue causing Riftmap to not rendomise between players[/p]
  • [p]Fixed Music Queue at start of game[/p]
  • [p]Fixed broken nav mesh found on some bridges so crawler can no cross[/p]
  • [p]Added correct icon for Dart Gun[/p]
  • [p]Plus many other less interesting fixes[/p]
[h2]🔧 Changes[/h2]
  • [p]Audio[/p]
    • [p]Added a microphone setup step during new player onboarding.[/p]
    • [p]Players can now change microphone settings outside of the lobby.[/p]
    • [p]Improve Microphone visualisation to accurately reflect input volume[/p]
  • [p]Gameplay and Balance[/p]
    • [p]Iterated on Crawler AI behaviour based on player feedback and stats.[/p]
    • [p]Rift Rippers now block Flash and Fire FX (more Seeker Tool utility to come!)[/p]
    • [p]Increased session length from 20 to 40 minutes, giving players more time to explore and complete objectives.[/p]
    • [p]Added additional incremental extract spawns to spawn at 5 minute increments over extended match duration[/p]
    • [p]Automatic Shrine revives now bring you back into the action, meaing less time spectating for teams and more chances for solo players. Keep in mind Lives are shared.[/p]
      • [p]Solo Respawns: Easy = 3 / Medium = 2 / Normal = 1 / Hard = 1 / Macabre = 0[/p]
      • [p]Co-Op Respawns: Easy = 8 / Medium = 6 / Normal = 4 / Hard = 2 / Macabre = 0[/p]
    • [p]Removed knockdown states, as players now automatically respawn at a shrine.[/p]
    • [p]Overhauled the Rift Map algorithm for greater variety and improved pacing of primary objectives.[/p]
    • [p]Added more equipment back into the loot pool, including flash frag, sonic plunger & Proximity Sensor supporting longer play sessions and mid run gear upgrades.[/p]
    • [p]increased loot spawn rates, improving pacing and reward flow.[/p]
    • [p]Increased pickup collision size on darts to make them easier to collect.[/p]
    • [p]Adjusted world shrine spawn points to appear closer to player start zones.[/p]
    • [p]Adjusted exposure values for interior to give more purpose to torch[/p]
  • [p]UX/UI[/p]
    • [p]Updated Rift Map visuals and layout for clarity and exploration flow.[/p]
    • [p]Rearranged lobby button layout for cleaner navigation.[/p]
    • [p]Added Film Grain toggle in video settings.[/p]
    • [p]Added Life counter toast and notification to keep track of remaining lives [/p]
[h2]🚀 Features[/h2]
  • [p]Added jump and landing animations for smoother traversal.[/p]
  • [p]Integrated the tutorial video directly in game, replacing the previous external link.[/p]
  • [p]Added a new narrative intro trailer that now plays at game start.[/p]
  • [p]Added cinematic Banjo introduction sequence at game start..[/p]
  • [p]Added microphone setup to onboarding and in settings [/p]
[p][/p]
What’s Next
[h3]Character Customisation[/h3][p]We have made steady progress on character customisation and are now moving into the testing phase. The next step is to add iconography, polishing systems, and Steam integration so that we can generate and distribute Kickstarter backer keys for digital rewards. We’ll be rolling this out in a test branch via Alpha Rift on Discord to ensure everything is working before we set it live.[/p][p]Once customisation is complete, it will also allow us to introduce in game cosmetic unlocks and progression systems for all players.[/p][previewyoutube][/previewyoutube][h3]Audio Updates[/h3][p]We have been reworking the mix across environments to improve spatial depth, reverb, and atmospheric layering. You’ll start hearing more defined audio zones, including the Crawler Nest, and smoother transitions between spaces as this rolls out in stages.[/p][p][/p][h3]New equipment[/h3][p]We’re developing multiple new equipment items to bring more variety and new ways to interact with the world of Macabre. These tools will expand player strategy and provide more options for surviving (or experimenting) inside the Rift.[/p][p][/p]
💬 Final Note
[p]Again, If you are enjoying Macabre, please take a moment to leave a Steam review. It helps us reach more players, improves our visibility, and gives us the momentum we need to keep building and expanding the Rift. Every review genuinely makes a huge difference 👍 [/p][p][/p][p]Thanks for supporting us, much love![/p][p][/p][p]— Weforge Studio[/p]

Patch 0.1.3 (EA) - AI Improvements, Fixes, and Character Customisation

PATCH 0.1.3 (EA)
[h3]New Build Live: 6afcb49ec [/h3][p][/p][p]This update focuses on improving the Crawler’s AI and overall gameplay responsiveness. We’ve been carefully monitoring how players interact with the monster across different environments and behaviours.[/p][p]This patch fine-tunes its navigation, awareness, and pursuit logic. Making it smarter, fairer, and more dynamic in its reactions. The goal is to make every encounter feel unpredictable and earned. These changes are built directly from player testing and feedback. [/p][p][/p][h2]🛠 Fixes[/h2]
  • [p] Fixed automatic “Loot All” triggering when bound to \[E][/p]
  • [p] Fixed voice key rebinding not working correctly in the lobby[/p]
  • [p] Fixed Space Shifter rotation persisting on clients[/p]
  • [p] Fixed post-processing effects persisting after death[/p]
  • [p] Fixed bed and prop collisions in outposts[/p]
  • [p] Fixed Crawler getting stuck on staircases[/p]
  • [p] Added new pawn blockers for reported jump exploits[/p]
  • [p] Fixed outpost collisions for smoother navigation [/p]
[h2]🔧 Changes[/h2]
  • [p] Improved Crawler AI pathfinding and navigation[/p]
  • [p] Reduced “camping” behaviour when players are hiding[/p]
  • [p] Rebalanced shop progression for key items (Steeljaw, Molotov, Flaregun, Seeker tools)[/p]
  • [p] Removed redundant movement blockers to improve navigation[/p]
  • [p] Restored missing footstep sounds by reapplying wood and bone physical materials [/p]
[h2]🚀 Features[/h2]
  • [p] Added new Jump SFX for Rock, Dirt, Snow, Metal, Bone, and Wood surfaces[/p]
  • [p] Player jumps now create noise events that the Crawler can detect[/p]
  • [p] Added corpses and carcasses to environments to deepen atmosphere[/p]
  • [p] Introduced new Flies SFX and ambience around corpses[/p][p] [/p]
What’s Next
[p]With this AI update complete, we’ll continue to monitor its behaviour through player feedback and testing. [/p][p]Our next major focus is Character Customisation. This will allow us to deliver the Kickstarter digital rewards and introduce a full cosmetic system for in-game unlocks and progression. [/p][p]We’re also developing a new primary objective and location: [/p][p]the Crawler Nest, a winding, claustrophobic cave system built for high-tension gameplay. The initial blockout is complete, and we’ll continue internal testing before moving to final art and public release. [/p][p]Macabre’s mission system is modular, allowing us to easily add new objectives and locations over time, creating a large rotation of experiences designed to keep you on edge. [/p][p][/p][p][/p]

Patch 0.1.2 (EA) - Jump🦘, AI Behaviour Improvements, and Progression Balance

PATCH 0.1.2 (EA)
[p]Jump, AI Behaviour Improvements, and Progression Balance
New Build Live: c93d4001f [/p][p][/p][h2]🧠 AI Improvments: The Crawler Evolves[/h2][p]This patch brings major improvements to the Crawler’s behaviour. It now reacts more intelligently to your actions. If you’re loud or reckless, it will get more aggressive. But if you play it smart, stealthy, and careful, you’ll have better control and more opportunities to outwit it.[/p][p]We’ve fixed a range of bugs with pathfinding and sensor detection, and polished the AI logic. This is part of an ongoing update plan to make the Crawler feel unpredictable, reactive, and satisfying to outplay. [/p][p][/p][h2]🦘 You Can Now Jump (Yes, Finally)[/h2][p]The long-requested jump is here. We’ve implemented it carefully to maintain the tension. This is not a parkour sim. While you can now jump over smaller objects and gaps, you’ll still need to think strategically about your movement. It’s about fluidity, not breaking the map.

[/p][h2]📈 Progression & XP Balance[/h2][p]We’ve rebalanced XP and unlock progression. During early testing we made it easy to access everything, but now we’re tightening that up to give you more to work toward. Expect a more rewarding sense of progression as you play.
[/p][h2]🎥 Dev Stream Tonight[/h2][p]Wayward_Sinny (The voice of Banjo) is streaming this weekend, go say hi![/p][p]When:[/p]
  • [p]8:00 PM AEST[/p]
  • [p]6:00 AM EDT[/p]
  • [p]3:00 AM PDT[/p]
  • [p]10:00 AM GMT[/p]
  • [p]11:00 AM CET[/p]
[p][/p][p][/p][h2]🛠 Fixes[/h2]
  • [p] Fixed Cairn floating above the ground [/p]
  • [p] Fixed issue where players could stand on top of doors, breaking AI navigation [/p]
  • [p] Fixed fragment objective icon not displaying when a player dies with fragments [/p]
  • [p] Removed redundant tooltip and extraction FX [/p]
  • [p] Fixed unwalkable door collisions and shrine spawn isolation [/p]
  • [p] Fixed floor trap collision and occlusion transition timing between interior and exterior areas [/p]
  • [p] Fixed crash related to Seeker Tools being turned on [/p][p] [/p]
[h2]🔧 Gameplay[/h2]
  • [p] Adjusted foliage SFX to make it easier to hear the Crawler approaching [/p]
  • [p] Balanced XP rewards for Shrines, Artefacts, and time spent in the Rift [/p]
  • [p] Adjusted Banjo task rewards and general gameplay balance [/p]
  • [p] Increased fragment count to improve the fragment quest [/p]
  • [p] Shrines now spawn closer together to make revives more viable [/p]
  • [p] Reduced stress system intensity and further tweaked the mix [/p]
  • [p] Spread extraction spawns for better map coverage and flow [/p]
  • [p] Updated mission text and improved localisation [/p]
  • [p] Improved visibility of glass traps in all weather conditions [/p]
  • [p] Fixed multiple issues with Crawler pathing and behaviour loops that caused it to get stuck [/p][p][/p]
[h2]🚀 Features[/h2]
  • [p] Added new under-cover kill FX [/p]
  • [p] All players now display on the map to improve team coordination [/p]
  • [p] Added new knockdown concussion visual effects [/p]
  • [p] You can now jump to improve traversal and movement flow [/p]
  • [p] Improved Crawler AI behaviour to be more reactive to player actions [/p]
  • [p] Added more bridges to make river crossings easier [/p][p] [/p]
[h2]🔭 What’s Next[/h2][p]We are continuing to monitor Crawler behaviour and how players interact with it. There is still a lot more we want to do but it is important to roll out improvements incrementally to ensure the desired effect.

We will also be looking into audio and the overall sound mix. There is a lot of improvement to be made in this area and we want to make sure the experience sounds as good as it plays.

Progression and balance remain under review. We are watching telemetry and feedback to fine tune the core loop even further.

In the meantime, the next major feature we are working on is character customisation. This will include in-game unlocks that you can earn or find in the world. Most of the art is already complete and we are now working on finalising the UI and backend systems to bring it all together.

There is plenty more in the pipeline but we will leave it there for now.
[/p]

Patch 0.1.1 (EA) -Intensity & AI Improvements, Kill animations & Major bug Fixes

[p]G’day everyone. This update restores the intensity and AI behaviours to be closer to the demo experience, while also bringing a wide range of bug fixes, gameplay tweaks, UI updates, localisation, and audio improvements.[/p][p]Previously the game was starting on the most forgiving setting by default. That meant easier AI, frequent knockdowns instead of deaths, and fewer kill animations. With this patch, the default setting has been revised to bring back the fear you felt in the demo. Knockdowns are now far less frequent, which makes the game more brutal and brings kill animations back into play.[/p][p][/p][h3]Here’s everything included in Patch 0.1.1 (EA):[/h3][p]Bugs[/p]
  • [p]Fixed ragdoll sometimes falling through the map.[/p]
  • [p]Fixed crash that could occur for some players upon entering a match.[/p]
  • [p]Fixed issue with XP event being applied incorrectly to the host instead of the client when interacting with Biosafe and Cairn.[/p]
  • [p]Fixed loadout tracking for the Sonic Plunger.[/p]
[p]Gameplay[/p]
  • [p]Reduced size of larger Rift play areas to cut down on long runs and keep the action tighter.[/p]
  • [p]Revive Shrines now spawn closer to active gameplay areas to encourage more team play.[/p]
  • [p]All difficulty levels unlocked by default.[/p]
  • [p]Changed default starting difficulty to bring back the intensity of the demo.[/p]
  • [p]Removed cooldown for knockdown recovery, making encounters less forgiving.[/p]
  • [p]Plunger collision updated so you can now interact with Steeljaw using the Sonic Plunger.[/p]
  • [p]Increased detection radius of fragments to reduce unnecessary wandering, especially early game.[/p]
  • [p]Glass traps reworked so they are more visible in different lighting and conditions.[/p]
  • [p]Tweaked weather and lighting to improve atmosphere and Intensity[/p]
[p]UI[/p]
  • [p]Fixed Rift event copy.[/p]
  • [p]Fixed Rift map display issues on widescreen monitors.[/p]
  • [p]Rift map UI is now interactable without requiring an extra click.[/p]
  • [p]Fixed issue with the server list not refreshing properly when pressing "R".[/p]
  • [p]Added various hints to in-game text chat, seeker tools, Riftmap and difficulty settings.[/p]
  • [p]Updated copy for difficulty settings.[/p]
  • [p]Fixed lobby text copy.[/p]
  • [p]Fixed typo in Banjo dialogue.[/p]
  • [p]Fixed feedback button.[/p]
[p]Localisation[/p]
  • [p]Updated Mandarin localisation.[/p]
[p]Settings[/p]
  • [p]Fixed resolution issues.[/p]
[p]Audio[/p]
  • [p]Balance pass on lobby radio vs proximity chat (experimental, may need further tuning).[/p]
[p][/p][h2]What’s Next[/h2][p]We are continuing to make improvements based on your feedback and testing. Here are some of the areas we are already working on for upcoming updates:[/p][p]AI Behaviours
We are working on making the monster feel smarter and scarier in the early game without being unfair. This includes tuning its awareness and movement patterns.[/p][p]Difficulty and Gameplay
We will continue refining how difficulty settings scale so that the experience feels intense and rewarding, while still allowing flexibility for different playstyles.[/p][p]Map Flow
Traversal feedback has been heard. We are exploring adding more bridges and routes across rivers to reduce bottlenecks and improve pacing.[/p][p]Stress System
We want the intensity of the heartbeat and music system to feel natural and immersive. We are adjusting distances and behaviours so it builds tension without becoming overwhelming or an early warning system.[/p][p]Audio Mix
We will keep refining the balance between different sound layers like ambience, proximity chat, and effects so that important sounds always come through clearly in the middle of the chaos.[/p][p]Key Bindings
A number of you have asked for changes and fixes to key binding support. We are reviewing these and making adjustments to improve flexibility and reliability.[/p][p][/p][p]We've got plenty more updates so please keep your feedback coming in the Discussions and jump into our discord[/p][p][/p][h2]Our Story[/h2][p]We realise many of you might not know a whole lot about us. We are a small team of friends from Australia who set out to make something unique and close to our hearts. A co-op horror sandbox where you can hang out with your mates, meet new people, and get spooked together. Every run is different, which makes the scares hit harder and the moments with friends more memorable.[/p][p]In many ways Macabre is a reflection of our own friend group. Most of us met through video games, spending late nights in worlds like DayZ, Hunt Showdown, Arma and Tarkov. Those experiences showed us how powerful it is when fear, tension and chaos collide with your mates. That is exactly what we want Macabre to capture. Unpredictable runs that leave you with stories to tell long after the game is over.[/p][p]We also wanted to put our own Australian spin on it. To represent Aussies in this space with our sense of humour, our unique wildlife, and the rugged landscapes that shape who we are. It is not just a game inspired by the titles we love, it is also grounded in the places and culture we grew up in.[/p][p]This time last year we ran a successful Kickstarter campaign, which gave us the chance to quit our jobs and follow our dream of making Macabre.[/p][p]Here is a throwback video showing wehre the game was at back then. It was rough, scrappy and nowhere near what you are playing today. But it is a reminder of how far things have come, and how much your feedback has shaped the game along the way. [/p][previewyoutube][/previewyoutube][p]At the end of the day we just want to make a great game with our community that everyone can be proud of. We honestly could not do it without your feedback and support, so thank you very bloody much for being here. If you havent already, please remeber to leave us a review it really helps us out 👍[/p][h2]Horror Game Showcase[/h2][p]Finally, tomorrow our cinematic trailer will premiere alongside our gameplay trailer at the Horror Game Awards showcase, giving even more players around the world the chance to discover the game you have been helping us shape.[/p][previewyoutube][/previewyoutube][p]See you in the Rift.[/p]

Make Macabre Scary Again – Difficulty, Intensity and Kill Animations

[h3]TLDR; The original demo intensity is still in the game, but right now it only kicks in on Nightmare difficulty. Lower settings add knockdowns and simplified AI, which reduce tension and chance for kill animations. The next update will make the demo intensity the default.[/h3][p][/p][p][/p][p]We have seen some of you mention that Macabre feels less intense than the demo, and we totally understand where this confusion is coming from. During Alpha and Demo testing we received a wide range of feedback. Some players felt the game was too punishing, while others wanted it harder.[/p][h3]To address this, we added five difficulty settings that can be changed on the fly for each run. On the lower settings, the monster is more forgiving and players get a knockdown chance (essentially an extra life).[/h3][p][/p][p][/p][p]The issue is that we've made the game start on the lowest setting by default, and then unlock higher difficulties after each successful run. This means experienced players are beginning on the most forgiving setting, which makes the game feel less scary and reduces the chance of seeing kill animations, since those only trigger on death.[/p][p][/p][p][/p][p]We are already working on a fix. The next update will restore the original demo difficulty as the default, bringing back the intensity you expect. From there, you will be able to raise or lower the difficulty as you see fit.[/p][h3]For now, Nightmare is the closest setting to what we had in the demo and Alpha tests, with no knockdowns and no second chances. Macabre is... well... only one person has completed a subrift on Macabre so far. [/h3][p][/p][p]We appreciate everyone who has spoken up about this. Your feedback is helping us get Macabre back to where it should be. If you have any other ideas to increase intensity, please drop them down below![/p][p]See you in the Rift, The Weforge Team[/p]