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Barkour at GDC 2026 - Featured by NVIDIA and Showcase Appearance!

[p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Last week, we brought Barkour to GDC 2026 in San Francisco, marking one of the most exciting milestones in our game’s development so far.[/p][p][/p][p]At the event, Barkour was highlighted by NVIDIA, and we also had the chance to discuss the game in an interview as part of Mix + Kinda Funny Games.[/p][p][/p][p]For our small indie team, the experience was truly unforgettable.[/p][p][/p][p][/p][p]The Mix Showcase[/p][p][/p][p]Courage 4Diversity[/p][p][/p][h2]Barkour in the Showcase[/h2][p][/p][p]Barkour was included in the showcase, featuring upcoming games from around the globe.[/p][p]Watching our parkour pup perform live in front of an audience during Mix + Kinda Funny Games was both inspiring and thrilling.[/p][p]You can watch THUNDER in action during the showcase here:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]Barkour Featured by NVIDIA[/h2][p][/p][p]One of the highlights of GDC was seeing Barkour officially featured by NVIDIA, as part of their announcements spotlighting games utilizing the latest RTX technologies.
[/p][p]You can read their post here:[/p][p]https://www.nvidia.com/en-us/geforce/news/dlss-4-5-rtx-path-tracing-game-announcements-gdc-2026/#barkour[/p][p][/p][p]Barkour also appeared in the official NVIDIA GDC trailer, demonstrating the potential of their technology.[/p][p][/p][previewyoutube][/previewyoutube][p]For our indie team, we’re thrilled that our work and our team were acknowledged among so many incredible projects.[/p][p][/p][h2]Interview with Mix + Kinda Funny Games[/h2][p][/p][p]During the event, our CEO had the opportunity to share insights about Barkour, the inspiration behind it, and our development journey in an interview featured by Mix + Kinda Funny Games.
[/p][p]You can watch the interview here:[/p][previewyoutube][/previewyoutube][p][/p][h2]Thank You for Your Feedback[/h2][p][/p][p]One of the most rewarding parts of GDC was connecting with developers, creators, and players who were enthusiastic about Barkour.[/p][p]A heartfelt thank you to everyone who:[/p]
  • [p]Stopped by to try the game[/p]
  • [p]Shared their thoughts and suggestions[/p]
  • [p]Supported us throughout the event[/p]
[p]Your ideas and encouragement help our team refine the game and push it to the next level.[/p][p]We’re now back home, energized and inspired to continue development.
[/p][p]If you’re excited about Barkour and want to support the project, adding the game to your Steam wishlist makes a huge difference for our small team.[/p][p] [dynamiclink][/dynamiclink][/p][p]Want to keep up with our progress and join the community?[/p][p][/p][p]See you in the next devlog, Agents [/p]

Chaos & Playing Your Way in Barkour

[p]In Barkour, you play as Agent T.H.U.N.D.E.R., a four-legged spy with a talent for parkour, gadgets… and chaos. Missions are designed with freedom in mind - there’s rarely a single “right” path or one way to complete an objective. You decide the order of your tasks, discover hidden routes, and sometimes even blaze through a level in ways we never predicted.[/p][p]This philosophy keeps each playthrough fresh. Stealth fans can sneak past patrols and enjoy quiet missions - we covered how the game rewards sneaky approaches in our previous devlog. Others can jump straight into the action with gadgets and canine tricks. And if you want to mix it all together? Barkour lets you do that with ease.
[/p][hr][/hr][p][/p][h3]
Chaos & Playing Your Way
[/h3][p]One of the things we love most about Barkour is that it lets you play your way - even if that means a little… chaos.[/p][p]From the very beginning, we didn’t want players to be forced into a single playstyle. Barkour is built so you can move in the shadows, dive headfirst into action, bounce across rooftops, or combine it all — and the game responds.[/p][p]Some of the most exciting moments during development came when our team tested different solutions and experimented with mechanics. Classic “wow, this actually works!” moments happened all the time during prototyping and internal tests.[/p][p]If these experiments didn’t break the game and were fun - they stayed. That’s the spirit of Barkour: improvisation is rewarded.[/p][p]It wasn’t just about fun for us - these experiments also helped us balance levels and encounters, as we could see which creative solutions worked best. [/p][hr][/hr][p][/p][h3]
Levels Designed for Creativity
[/h3][p]The levels in Barkour are arenas full of action and opportunities to improvise. You can run along walls, jump across platforms, and dodge environmental obstacles while chasing enemies or escaping gunfire. Each level encourages dynamic gameplay - dash past foes, weave between hazards, use the environment, and react on the fly to unexpected situations.[/p][p]Combat isn’t just button-mashing. You have to balance offense and defense: take cover, anticipate enemy moves, decide when to take on multiple foes at once, and when it’s better to pull back and use gadgets to turn the tables. You can leap over enemies, slow their movements, shock them with electricity, push them away, or take advantage of a fallen enemy for extra attacks. The options are vast and allow for highly creative, dynamic encounters.
[/p][previewyoutube][/previewyoutube][p]P.S. A huge thanks to everyone who played our demo during NextFest and shared their feedback - it’s been incredibly helpful! And for those who missed it or still want to try it out, the demo is still waiting for you to jump in and have fun. [/p][p][/p][p]Gadgets in Barkour are key and greatly enrich gameplay. One gadget can push enemies long distances - perfect for throwing them into water or lining them up to combine with other gadgets for a single, devastating effect. Another creates a sound from afar to distract enemies, while a different gadget generates a silent zone, allowing even noisy gadgets to be used for stealth. There’s also a device that delivers electric shocks, making it much easier to deal with enemies once they’re stunned.[/p][p]Thundering into action wouldn’t be complete without T.H.U.N.D.E.R.’s unique abilities. Sliding while running lets you zip through tight spaces and knock over enemies. You can also bite down on opponents who are already on the ground. Jetpacks allow extra mid-air jumps and slow your descent, making it possible to reach any desired spot on a level.[/p][p][/p][p][/p][p][/p][p]Dynamic levels let you combine movement, attacks, and dodges into continuous action. Chase a fleeing enemy across rooftops, jump over obstacles, bounce off walls, and at the same time use gadgets or topple foes, creating cinematic action sequences. Each fight and chase is unpredictable, exciting, and full of options — from spectacular flips to absurd, humorous moments.[/p][p]This makes Barkour levels feel like a playground for chaos, allowing you to create your own over-the-top action sequences as varied as your imagination.[/p][p][/p][hr][/hr][p]
At the end of the day, Barkour doesn’t tell you how to play - it lets you find your own rhythm. Stealth, combat, acrobatics, improvisation - everything is allowed. You can even switch your playstyle mid-mission. Chaos in Barkour isn’t punished - it’s part of what makes the game alive, unpredictable, and completely yours. Find your own path, and dive headfirst into the chaos![/p][p][/p][p]Thanks for reading and hanging out with us. We’re really glad you’re here. [/p][p][/p][p]Please note that all visuals shown here come from early development or concept stages. Barkour is still evolving, and the current build may look different.

[dynamiclink][/dynamiclink]If you like what you see and haven’t done it yet - don’t forget to add Barkour to your wishlist and hit follow so you don’t miss the next updates. [/p][p]See you in the next devlog, Agents [/p]

NEW Demo Is Now LIVE – Steam Next Fest Update

[p][/p][p][/p][h2]We’re happy to announce that the brand-new BARKOUR demo is now live as part of Steam Next Fest! [/h2][p][/p][p]This version of the demo reflects a lot of your feedback from the previous demo - thank you for that![/p][p]We’ve spent the last weeks improving core elements of the experience, and while we’re still polishing, we’re ready to show you the progress.[/p][p][/p][previewyoutube][/previewyoutube][h2]
What’s new in this demo?[/h2]
  • [p]Brand-new tutorial[/p]
  • [p](Finally!) human voiceovers[/p]
  • [p]Updated UI[/p]
  • [p]More detailed level art[/p]
  • [p]Improved movement[/p]
  • [p]Smarter enemy AI[/p]
[p]Our goal was simple: make BARKOUR feel better, more immersive and much closer to the final game.[/p][p]

Now it’s your turn![/p][p]Play it! - Break it. - Tell us what you think! [/p][p][/p][p]We’re reading your comments and feedback carefully - it genuinely helps us shape the final game.[/p][p]Thank you for being part of this journey. [/p][p][/p]

How Barkour Rewards Playing It Quiet

From the very start, Barkour was built around choice. You can move fast, you can go loud… but one of the playstyles we care about the most is playing it quiet.



Stealth in Barkour was never meant to be an optional extra. We wanted sneaking around to feel just as natural and just as satisfying as fighting. And once we decided the main character would be a dog, that idea started to make a lot of sense on its own.

Playing as a dog changes how you look at the world. You’re smaller, faster, and more agile. Staying out of sight, slipping past guards, or finding smart ways around problems feels intuitive instead of forced. When you choose to slow down and stay quiet, the game responds to that choice.

[previewyoutube][/previewyoutube]

Our levels are designed with that freedom in mind. There’s rarely just one correct route. Instead, locations are full of alternative paths, hidden spaces, and vertical routes that reward careful observation. If you want to avoid confrontation and reach your goal without being noticed, the environment usually gives you a way to do it.

Just as important: stealth in Barkour is not about punishment. Getting spotted doesn’t mean instant failure or a forced reload. It simply changes the situation. Staying undetected gives you more control, safer exploration, and smoother progress - but when things go wrong, you can adapt and keep going.



Movement plays a huge role here. Speed, momentum, wall-running, and parkour aren’t just flashy mechanics - they’re tools. They let you reposition quickly, escape danger, and rethink your approach before enemies have time to react. For players who enjoy stealth, mastering movement becomes a powerful advantage.

A lot of this came directly from playtesting. Watching players interact with the game showed us where quiet play felt good and where it needed more support. That feedback pushed us to lean harder into Barkour-based challenges, environmental interactions, and small, dog-specific details that make sneaky play more rewarding.



In the end, Barkour doesn’t tell you how to play. It gives you space to decide.
If you want to move carefully, avoid trouble, and outsmart your enemies, the game is built to support that.

Stealth isn’t about being invisible.
It’s about being patient, observant, and always one step ahead.

And if that sounds like your kind of fun - Barkour’s got you covered

https://store.steampowered.com/app/1920290/Barkour/

Please note that all visuals shown here come from early development or concept stages. Barkour is still evolving, and the current build may look different.


Thanks for reading and hanging out with us. We’re really glad you’re here.

If you like what you see and haven’t done it yet — don’t forget to add Barkour to your wishlist and hit follow so you don’t miss the next updates.

See you in the next devlog, Agents

People behind Barkour

Barkour is a game built with care, creativity, and a lot of personality. To give you a closer look at how it came to life, we spoke with some of the key members of the team. From the technical challenges of crafting smooth systems to the visual and artistic touches that make each location feel alive, our developers share their insights, inspirations, and the moments that made them step back and say, “Wow, this is really something.”

In this interview, you’ll hear from Felix Art designer, Artur from Tech Lead, and Patryk as Game Director, as they discuss the art, systems, and overall vision behind Barkour.



Do you have anything in the game that you create a bit “for yourself,” even if players might not consciously notice it?

There are many such places throughout the game - little details that every member of the 3D team adds as subtle touches. These might be things that seem unnoticeable at first glance, but from our side they often require a lot of time and numerous brainstorming sessions. Details like these come together to form a cohesive whole, which isn’t easy to achieve in a game of this scale.



Does Barkour’s style reflect something personal about you - your taste, humor, or overall vibe?

Barkour carries a lot of the spirit of the games we grew up with - from Prince of Persia to Ratchet & Clank and Rayman. It doesn’t take itself too seriously, and you can replay it multiple times and still have a great time.

Is there a visual element in Barkour that sometimes makes you look at the screen and think, “Damn, that’s great”?

A real breakthrough for us was the introduction of layered materials. It completely changed how the architecture and larger map elements were perceived. Suddenly, everything felt more alive and diverse. Ordinary walls started to look like they had a story - like structures that had been standing there for years. Another important aspect was refining the lighting so that the overall vibe of the game leaned more toward a fairy-tale atmosphere rather than realistic lighting. We also emphasized this by balancing the color differences between the various map elements (small props, architecture, organic objects) to achieve a more cohesive palette, without extreme contrasts that would break the mood. These changes came from the challenges we faced on each map - from the scale of the locations to the number of unique props required for each one.



Is there an asset you didn’t personally work on but were really impressed by?
There’s an enormous number of such assets! We have a very talented team that creates incredible models. It’s hard to single out which ones are the most beautiful, and I don’t want to reveal too much. But I’m confident that players will have plenty to admire — we have highly diverse locations and characters (and bosses). In Barkour, there’s something for everyone: from underground arenas to roller coasters around a volcano, castles, and haunted houses. The 3D team works tirelessly to make sure players feel blown away while playing Barkour.



Was there anything technical that turned out to be absurdly difficult… even though on paper it looked trivial?

The first thing that comes to mind is the save system. On its own, it might not be “absurdly difficult,” and it’s not particularly large either. The complexity comes from handling large amounts of data that need to be saved and then loaded back in the correct order. Every dependency between systems has to be taken into account, because even a small inconsistency can lead to bugs that are difficult to track down.



Which problem pulled you in the most - the kind you kept thinking about in the shower?

Breaking the project down into subsystems, structuring them properly, and then implementing them. It was one of many challenges that required some “shower time.” In fact, writing the code itself often takes less time than deciding how something should be designed so that six months later you don’t have to rebuild everything from scratch.

Why was it worth going through all that trouble instead of taking shortcuts?
Because it gives us much more flexibility in managing our systems. We can focus on developing the project instead of constantly patching temporary solutions. In the long run, this approach saves time and helps us avoid technical debt.



What’s technically impressive in Barkour that players might not even notice or consciously appreciate?

It’s hard to point to just one thing. I think there’s enough of it that every player will find something that catches their attention. Often it’s the invisible elements - stability, smooth performance, and system consistency - that make the game feel like it simply works, even if players don’t actively think about it.



When you talk to someone about Barkour, what excites you the most - the mechanics, the emotions, or the players’ reactions?

During various playtests, demos, and expos where we showcased Barkour, what excited me the most were players’ reactions to the idea of playing as a rather unusual character - a Canine Agent. It often led to brainstorming sessions about mechanics and the kinds of things dogs can actually do. Those conversations help us better understand what our game should truly be.



Is there something in this game you’ve wanted to do for a long time, but only now managed to achieve?

I believe so. Throughout my experience in game development, I’ve always wanted to create a title that tries to be simply what it should be - a game. Without unnecessary overcomplication and without pretending to be something it’s not. A game focused on pure gameplay enjoyment.

Is Barkour more “a game you wanted to play yourself,” or “a game you want to give to others”?

Personally, I believe you have to like the game you’re making - it should be something you’d want to play yourself. It doesn’t have to be a “dream game” or an opus magnum, but at our core, we’re still players. We understand why we love games, and we want to pour that love into Barkour. At the same time, we want to share this game with everyone who remembers that games are meant to be fun.



What’s the one thought you’d like players to have after putting the controller down?

I’d like them to think that they had a good time, and that the time they spent playing our game was meaningful to them. Even if it was just a short moment in their day, I hope it left them with a positive feeling.

https://store.steampowered.com/app/1920290/Barkour/

Please note that all visuals shown here come from early development or concept stages. Barkour is still evolving, and the current build may look different.


Thanks for reading and hanging out with us. We’re really glad you’re here.

If you like what you see and haven’t done it yet — don’t forget to add Barkour to your wishlist and hit follow so you don’t miss the next updates.

See you in the next devlog, Agents