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Macabre News

Macabre Microphone Troubleshooting Guide

[p][/p][h2]Macabre uses your system’s default microphone[/h2][p]If voice chat isn’t working, it’s usually because your system default microphone isn’t set correctly. Follow the steps below to fix it.[/p][p][/p][p]Note: You can only test your microphone in the lobby or in-game settings menu, as Macabre requires a connection to Steam’s servers to transmit voice chat. It won’t activate on the main menu.[/p][p][/p][h2]Step 1: Set Your Default Microphone[/h2][p][/p][h3]Windows 11:[/h3]
  1. [p]Go to: Settings > System > Sound[/p]
  2. [p]Under Input, choose your preferred microphone[/p]
  3. [p]Speak into it and check the input level bar responds[/p]
[p][/p][h3]Windows 10:[/h3]
  1. [p]Go to: Settings > System > Sound[/p]
  2. [p]Scroll to Input and select your mic from the list[/p]
  3. [p]Check the mic level responds when you speak[/p]
[p][/p][p][/p][h2]Step 2: Allow Microphone Access[/h2][p][/p][p]Windows 11:
[/p][p]Settings > Privacy & security > Microphone[/p]
  1. [p]Turn Microphone access On[/p]
  2. [p]Allow Desktop apps access[/p]
[p]Windows 10:
[/p]
  1. [p]Settings > Privacy > Microphone[/p]
  2. [p]Turn Allow apps to access your microphone On[/p]
[h2]Step 3: Set Steam Voice Input to ‘Default[/h2][p][/p][p]Some players have reported that setting their Steam voice input device to ‘Default’ improves mic detection.[/p][p]To check:[/p]
  1. [p]Open Steam[/p]
  2. [p]Go to: Settings > Voice[/p]
  3. [p]Set your Input Device to Default device[/p]
[p][/p][p][/p][h2]🔁 Important: Restart Required[/h2][p][/p][p]You must restart Macabre after making these changes for them to take effect.
[/p][p]Once set, Macabre will automatically use your default mic for in-game voice chat.[/p][p]See you (and hear you) in the Rift.[/p][p][/p][h2]Still Need Help?[/h2][p][/p][p]Jump into our Discord and head to the #support-ticket channel. We’ll get you sorted![/p][p][/p][p][/p][p][/p]

Surviving Banjo’s Trial – Tips for New Players (Tutorial)

[previewyoutube][/previewyoutube][p]
[/p][h2]Getting wrecked in the Rift? You're not alone.
[/h2][h3]We just dropped a quick tutorial video to help you survive Banjo’s Trial, understand the objectives, and avoid getting shredded by Macabre.[/h3][p]
🧠 Learn the tools
🫣 Outsmart the monster
🗺️ Escape with your life (maybe)

Let us know what you think – and feel free to share it with any mates who need a little... guidance 😅
[/p]

PATCH 0.0.7 (Alpha)

New Build Live: a134e1335c
[p][/p][h2]🛠 Fixes[/h2]
  • [p] Settings menu items now correctly save when changed [/p]
  • [p] Localization settings save & persist across sessions [/p]
  • [p]Fixed Gamma Screen in settings getting stuck [/p]
[h2]🔧 Changes[/h2]
  • [p] Settings menu streamlined for clarity [/p]
  • [p] Slight performance tweaks ahead of larger optimisation patch for NVIDA Cards [/p]
  • [p] Increased starting value to 2000 to give you a fighting chance [/p][p] [/p]
[h2]🚀 Features[/h2]
  • [p] Shader compiler splash screen added at game start [/p]
  • [p] New options in settings: adjustable mouse sensitivity and Y-axis inversion [/p][p][/p][p]

    Need Help? Join the Discord[/p]

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!