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  3. Macabre Early Access Out Now! Roadmap + Tutorial

Macabre Early Access Out Now! Roadmap + Tutorial

[p][/p][previewyoutube][/previewyoutube][h2]We’re thrilled to finally share Macabre with you. Grab your mates, step into the Rift, and see how long you can survive together.[/h2][p][/p][p]Remember, this is just the beginning. Now is the time to have your say. Get involved in the community, share feedback and ideas, post art and clips, or simply check in from time to time. Every contribution makes a difference.[/p][p][/p][p]We’ve done everything we can to polish the game, but with so many new players jumping in on different hardware setups, there are bound to be bugs and even crashes. We will be on high alert over the next few days to fix issues quickly, and we will continue refining the experience based on your feedback.[/p][p][/p][p]If you run into problems, join us on Discord, post in Steam Discussions, or use the in-game bug report form. The community is quick to help, and so are we.[/p][p][/p][p]As an independent studio made up of a handful of friends, we cannot thank you enough for the support you have given us so far. We are excited to keep expanding and improving the Rift with you.[/p][p][/p]
Tutorial. Start Here
[p]Before you dive in, watch this short video. It explains the basics, sets expectations, and will help you survive your first runs.[/p][previewyoutube][/previewyoutube]
What’s new since the Demo?
[p]If you played the Macabre demo, you will remember it had a single map and one objective (the Disco Stick). Since then, the game has grown into something far more expansive and unpredictable. Here is a snapshot of where things stand now:[/p]
  • [p]The RiftMap and SubRifts: Infinite campaigns, dynamically generated to keep every run different.[/p]
  • [p]Points of Interest: 15 hand crafted locations, from small camps and crash sites to sprawling facilities.[/p]
  • [p]Primary Objectives: 13 fully randomised and procedural missions for endless replayability.[/p]
  • [p]Landscape Configurations: 5 unique setups that shift terrain, sightlines, and flow.[/p]
  • [p]Weather Variations: 9 dynamic conditions that change atmosphere and strategy.[/p]
  • [p]Offensive and Defensive Equipment: 9 tools of survival ranging from protective gear to powerful devices.[/p]
  • [p]Seeker Tools: 5 specialised instruments built from fragments to uncover hidden artefacts.[/p]
  • [p]Difficulty Levels: 5 tiers of challenge that alter pacing, tension, and survival strategies.[/p]
  • [p]The Crawler: 1 highly intelligent monster with complex behaviours, constantly evolving.[/p]
[p]And that is only the beginning…[/p][p][/p][p][/p][p][/p][h2]The Crawler[/h2][p][/p][p]From the very start we set out to build a monster that feels truly capable and intelligent. Inspired by Alien: Isolation, the Crawler uses overlapping behaviours that shift from moment to moment.[/p][p]In one game it might stalk carefully, waiting in ambush. In another it might hunt aggressively, picking off players one by one. It can even change personality mid run, blurring the line between AI and something alive.[/p][p][/p][p]Since the demo we have made big improvements to its behaviour. Even we, as developers, are often surprised by what it does. That unpredictability is exactly why Early Access matters. The more players interact with the Crawler, the more feedback we get to refine and expand its behaviours into something unforgettable.[/p][p][/p][p][/p][h2]RiftMap and SubRifts[/h2][p]Macabre does not use traditional maps. Instead, the world is built from hand crafted Points of Interest (from small camps and crashed planes to sprawling research facilities). These areas are designed with objectives, sightlines, and the Crawler’s behaviours in mind, ensuring tension and flow are always deliberate.[/p][p][/p][p][/p][p]When a SubRift is generated, a random seed determines which objectives and Points of Interest appear. Because timelines bleed into one another, the Rift constantly evolves. As new chapters of content are added, you will not simply see a single new map. You will see entirely new locations and biomes pulled in from across time and space, expanding the pool of what can appear in your SubRift campaigns.[/p][p]The result is a world that grows with every chapter, infinite in replayability but always grounded in authored design.[/p][p][/p][p][/p][p][/p][h2]Objectives[/h2][p]The demo had one mission. Now there are 13 unique objectives, shuffled and combined in different ways to keep every expedition fresh and unpredictable.[/p][p][/p][p][/p][h2]Equipment and Tools[/h2][p]With 9 equipment types and 5 Seeker Tools, players can approach the Rift in their own way. These tools are built from strange fragments that resonate with the Rift, helping you uncover artefacts, stabilise anomalies, or simply survive longer.[/p][p][/p][p][/p][h2]Difficulty[/h2][p]Macabre now features 5 distinct difficulty levels. These do not just tweak stats. They change how the hunt feels, whether you want a tense slow burn or a full throttle nightmare.[/p][p][/p][p][/p][h2]Immersion Features[/h2][p]We have layered in new systems that make the Rift feel more alive. Proximity chat has been completely rebuilt from scratch, delivering clearer audio and smarter attenuation so your friends sound like they are really in the space with you. On top of that, we introduced an emotion system, where your character reacts with facial expressions to the world around them. Fear, shock and tension are no longer just things you feel as a player, but things you see reflected in your squad.[/p][p][/p][p][/p]
Thank you!
[p]We would not be here without your support. Your enthusiasm turned this project into reality, and we are forever grateful. If you are enjoying Macabre, the best way to help us is by leaving a review on Steam 👍. It helps more players discover the game and keeps the Rift growing.[/p][p]See you in the Rift.[/p][p][/p][p][/p]