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Macabre News

Macabre CO-OP Demo Drops Tomorrow for Steam Next Fest

[p][/p][previewyoutube][/previewyoutube][p]Hey legends,[/p][p]After four years of late nights, and a whole lot of monster wrangling, we’re finally here: Macabre’s first public demo drops tomorrow as part of Steam Next Fest (June 9–16)![/p][p][/p][p][/p][p]We’re stoked (and yeah, a little nervous) to finally put this in your hands. It’s still a bit rough around the edges, but we built this for you and we hope it delivers the chaos, tension and fun we’ve been chasing.[/p][p][/p][p][/p][p]The demo features many of the same mechanics from the full game, including online co-op, procedural maps, randomised weather and much more, so you and your mates can jump into the Rift together and see how it feels![/p][p][/p][p][/p][p]If you enjoy your time, we’d really appreciate it if you could leave us a positive review after playing for at least an hour. It helps us get discovered and shows others the demo is worth checking out.[/p][p][/p][p]Please remember: Macabre is still in alpha. If you run into any issues, don’t stress — we’ve got dedicated threads in our Discord and in-game for bug reports and feedback. We’re actively improving the demo based on everything you share.[/p][p][/p][p]Join Our Discord [/p][p][/p][p][/p][h3]🕛 Demo goes live in less than 24 hours![/h3][h3]💀 Wishlist Macabre to get notified as soon as it drops:[/h3][p] [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]
[/p][p][/p][p][/p][p][/p][h3]Lots more screen shots added to our Steam page![/h3][p][/p][p][/p][h3]Until Next Time[/h3][p]Thank you all so much for your incredible support. If you have any questions, feel free to contact us via Discord.[/p][p]See you in the Rift! 
Weforge Studio[/p][p][/p][p] Follow Us on Socials [/p]

DEV UPDATE 16 – LET US COOK



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.





[h3]Macabre is Evolving[/h3]
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.

[previewyoutube][/previewyoutube]
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.





[h3]A Rift That Changes How You Play[/h3]
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.

[previewyoutube][/previewyoutube]




[h3]Playing Together, Communicating Better[/h3]
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.





[h3]Improved UI and Onboarding[/h3]
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.





[h3]New Looks, New Legends[/h3]
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.





[h3]Smoother, Faster, Less* Jank[/h3]
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.





[h3]What’s Next?[/h3]
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.



[h3]Until Next Time[/h3]
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/

[h2]Playtests – Sign Up Now[/h2]
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!







200,000 Wishlists! Thank You!

Riftwalkers, we’ve hit a huge milestone!

Macabre has officially crossed 200,000 wishlists on Steam! As a small indie team, this level of support means everything to us. It’s incredible to see so many of you excited to dive into the Rift, and it keeps us pushing forward every single day.

To celebrate, here’s a look at Macabre in action! Huge thanks to KManT02 for capturing this intense moment during our alpha playtests.

[previewyoutube][/previewyoutube]

[h2]Why are wishlists important?[/h2]
Wishlists help us gauge interest in Macabre and ensure we’re making the best launch decisions. They also provide insights into localisation priorities.

Here are the top 5 regions where Macabre is most wishlisted:


  1. North America
  2. Asia
  3. Western Europe
  4. Eastern Europe
  5. Latin America


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

[h2]Playtests – Sign Up Now[/h2]
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!



[h2]Join the Macabre Discord[/h2]
Macabre is best experienced together, and our Discord community is the perfect place to connect.


  • Get exclusive updates and be the first to know about new playtest waves.
  • Find teammates and squad up for future playtests.
  • Join discussions, share strategies, and be part of the Macabre community.


Join the Macabre Discord Now!

Follow Us on Socials

Macabre Alpha Test #01 Begins Soon – Get Ready to Enter the Rift!



🗝 The Macabre Alpha Playtest is Here!

Hello Riftwalkers, the wait is almost over—Macabre Alpha Test #1 is launching soon, and we can’t wait to see what chaos unfolds!
  • 3:00 PM PST (23 February - USA West Coast)
  • 6:00 PM EST (23 February - USA East Coast)
  • 10:00 AM AEDT (24 February - Australia)
  • 11:00 PM GMT (23 February - UK/Europe)


*Playtests will run for 2 weeks. Approx. 15 GB Download.



☢️ What to Expect


This is our first-ever large-scale playtest and an early preview of Macabre, exclusive to Kickstarter backers.
  • Many features are still in development, and performance issues & bugs are expected.
  • Our AI is in its infancy—this test will help us understand how you play the game, so we can begin implementing more advanced monster behaviours.
  • We are a tiny indie team—currently, just three of us working full-time to bring this vision to life.
  • Your honest and constructive feedback will help shape the future of this project—don’t hold back!

It means the world to us. Thank you for being part of this! 🙏️



🎮 Sign Up for the Public Playtest!

You can also now sign up for the upcoming public playtest on our Steam page. The public playtest will take place later this year, and signing up ensures you'll be notified when it’s live.






Join the Discord!

With nearly 5,000 members, our Discord server is the best place to connect with fellow fans, share your thoughts on the game, and get immediate support. It’s also where you’ll find access to the exclusive Alpha Rift channel, where we share development previews and discuss ideas with other Alpha playtesters.

Join us here: https://discord.gg/macabre








🌟 Support us


It’s not too late to support the project and gain access to the Alpha! However, we want to set clear expectations for new backers:

[h3]Reasons to Support:[/h3]
  • Join 3,000 players already in the Alpha playtest.
  • Connect with fellow fans and share your feedback directly with the devs.
  • Gain early access to future playtests as new features are introduced.
  • Unlock exclusive cosmetics to showcase your role as an early supporter.
  • Support a dedicated indie team who value and listen to their community.



[h3]Why It Might Not Be Right for You:[/h3]
  • If you’re expecting a polished, bug-free experience—this is an early Alpha designed for testing and feedback.
  • If you’re a content creator, please note this is a closed test. We’ll have early previews for creators closer to launch.








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



DEV UPDATE 15 – New Gameplay Features, AI Enhancements, and Soundscape



Hello Riftwalkers!

With Halloween upon us, we’re back with some fresh spooktacular updates. We’ve been hard at work on new gameplay mechanics, AI upgrades, and immersive soundscapes that’ll bring Macabre to life in chilling detail. Here’s what’s new:





[h3]New Gameplay Mechanics: Enhanced Stealth and Environmental Interactions[/h3]
We’ve expanded your stealth options, adding new crouch-sprint and lean abilities so you can outwit the Crawler. The lean function lets you peek around corners without giving yourself away, while the new “push” ability brings a bit of chaos to your friendships—because now, you can give your mates a shove when the Crawler’s too close for comfort!



The monster's vision has become more nuanced, now tracking your movements based on specific body regions. This enables more advanced stealth mechanics, depending on how much of your character is visible.



[h3]New Escape Options and Traps[/h3]
We’ve added more hiding places, like beds and crawl spaces, so you can quickly take cover when things get hairy. New noise traps and alerts also let you get creative, luring the Crawler away from your location with some tactical thinking. The Flare Gun is also now reloadable, so so be on the look out for spare ammo.



[h3]Procedural Plot System[/h3]
To keep the world of Macabre unpredictable, we’ve developed a new procedural plot system that dynamically spawns different prefabs across the map, adding a fresh layer of variability to each playthrough. From hideouts to traps, and even entire structures, these procedural plots will make every run feel distinct as new elements populate the environment with each session.



[h3]Soundscapes for a Richer, Spookier Experience[/h3]
The Macabre soundscape has levelled up, with new sounds for each surface, like wood creaks, carpet shifts, and metal clangs, all adding to the atmosphere. Reverb zones around the Outpost areas amplify these sounds, and new noise alerts give an extra sense of dread as the Crawler approaches.

[previewyoutube][/previewyoutube]

[h3]Bug Fixes and Visual Updates[/h3]
This month’s bug fixes tackled animation, replication, and crouching object issues to keep gameplay smooth and intense. We’ve cleaned up animations for crouching, leaning, and pushing, improving overall movement look and polish. Improved collision consistency and updated spawn points have also given the environment a more cohesive feel.



[h3]Join the Alpha![/h3]



We’ve also been hard at work implementing our exclusive Kickstarter rewards,including the newly finished Riftwalker skin set. With Macabre nearing Alpha testing, now’s the time to jump in and secure your spot in the Alpha, along with unique rewards like the Riftwalker set, available only through Kickstarter. You’ll not only be among the first to experience Macabre but will directly help shape its future. As a small indie team, your support makes all the difference 🙏.





[h3]Until Next Time[/h3]
The past few months have been incredibly productive, with new features, tactical gameplay updates, and bug fixes pushing Macabre ever closer to completion. Thanks to the support of our backers, we've been able to ramp up development, and we're excited to share even more progress soon.

Stay tuned for more updates, and thank you for being part of this incredible journey with us. Your support drives us forward every step of the way.




[h3]Join the Discord![/h3]



With over 4,600 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.

Join us here: https://discord.gg/macabre