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Gennady News

2025 results

[p]Greetings, three-dimensional beings of all colors and shades. It’s been a while since we last got in touch. But not because we were lazy or forgot — no. All this time we’ve been working hard, without sparing our tentacles. Today we’d like to sum up this year: recall what we managed to do, what we worked on in recent months, and what awaits you in the future.
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At the beginning of the year, we successfully integrated the chest system. Their main purpose is to give the player a way to restore health or shields. They appear randomly at the start of a room. Chests can also contain additional currency or ammo for the Alley of the Dead.[/p][p]More recently, we added special VFX to chests so they’re easier to spot. Because a chest you didn’t notice is a bad chest.
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One of the most interesting mobs we made this year is the Liquidator. It’s not so much dangerous as it is annoying. It can appear randomly from literally any drop of green goo. At the same time, it’s mobile enough to chase the player through several rooms and remind you of its existence at the worst possible moment.
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On May 1st, the open demo version was released. It featured a full gameplay loop of the first biome with all the key mechanics available at the time. We especially enjoyed watching some streamers and bloggers try to survive this black-and-white alien meat-processing plant. It was not only fun, but also very educational.[/p][p]And yes — even after all the balance improvements, the game was still too difficult. And that was just the first biome. So… what comes next?



After nearly half a year of silence, we released the first major demo update. During this time, we didn’t just build new features and tweak balance — we also refreshed the visuals to improve overall gameplay feel.[/p][p]We introduced the rage system, which grants invulnerability and speeds up the game several times over, added new VFX and impact effects, improved the camera, and reworked the character health system. As practice showed, all of this noticeably smoothed out the difficulty curve, lowered the entry barrier, but didn’t turn the game into a walk in the park. An alien park.



And here we are. So what were we doing all this time while you didn’t hear from us? Alongside polishing the demo and participating in various showcases and festivals, we’ve fully completed development of the second and third biomes and have already started working on the final one.



We significantly updated the pool of artifacts and upgrades, putting a strong emphasis on build-crafting. The Alley of the Dead was reworked as well — now featuring a special container system that guarantees artifact preservation after death (because pain should be fair, not pointless).[/p][p]We also assembled challenge rooms — a special type of room that throws a serious challenge at the player. Naturally, the reward for completing them matches the effort.
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We’ve done a lot, but there’s still plenty ahead. At this point, we have a clear understanding of what content the full version of the game will include. Let’s lift the veil just a little.[/p][p]We’re actively working on the final biome. It differs greatly from the previous ones and is built around new mechanics, a debuff system, and mob behavior. The biome boss also turned out to be… let’s say, unexpected — both visually and gameplay-wise. Hopefully, we won’t regret the sheer number of tasks we piled onto ourselves.



At the same time, we’re implementing new mechanics for artifacts. For example, comrades — a special type of artifact that deals its own type of damage and helps the player not only kill creatures, but also survive traps. Or the luck system, which affects a huge range of game systems and also interacts with certain artifacts.



We’ve also started gradually introducing story elements that will unfold as the player progresses. We won’t spoil anything, but the story here isn’t just text with pictures — under certain conditions, it can affect gameplay as well.


The Frienemies system is still planned. It’s a special “artifact” you can choose at the start of a run, offering a very strong positive effect… and an equally strong negative one. A kind of run-customization mechanic that lets you look at the game from a different angle — and maybe regret your choice.[/p][p]We also want to add an “internal wiki” — a reference book containing core and, in some cases, rather strange information about enemies, artifacts, and the game world.


That’s roughly where things stand right now. This year has been very intense for us — we hope it was for you too, in a good way.[/p][p]On behalf of the entire Feed 64 team, we wish you a Happy New Year!
Write to us — about anything: how your day went, how work is going, what you’re up to. And of course, what you think about the game. Your feedback directly influences development.[/p][p]Thanks to everyone — we’ll talk again in 2026![/p]

🎃 Steam Scream Fest 2025 🎃

[p]The air is getting thick with fog — which can only mean one thing: Halloween is coming! This year, Gennady joins Steam Scream Festival.[/p][p]The smell of baked green goo and cold coffee has mixed with something new — sweet, yet heavy and unsettling.[/p][p]To celebrate the occasion, we’ve dressed up a few corners of the demo-version's dark corridors with our signature visuals to match the festive mood. It’s the perfect time to wander through this alien labyrinth once more. And if it’s your first time here — tighten your underwear and punch some chthonic monsters right in their twisted faces.[/p][p]Trick or treat?
Gennady doesn’t choose — he takes it all. 💚
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🎃 Steam Scream Fest 2025 🎃

[p]The air is getting thick with fog — which can only mean one thing: Halloween is coming!
This year, Gennady joins Steam’s Festival of Fear.
[/p][p]The smell of baked green goo and cold coffee has mixed with something new — sweet, yet heavy and unsettling.
[/p][p]To celebrate the occasion, we’ve dressed up a few corners of the meat factory’s dark corridors with our signature visuals to match the festive mood. It’s the perfect time to wander through this alien labyrinth once more.
And if it’s your first time here — tighten your underwear and punch some chthonic monsters right in their twisted faces.
[/p][p]Trick or treat?
Gennady doesn’t choose — he takes it all.
💚[/p]

Demo version update

[p]Greetings, 3D inhabitants of a 2D world!
In this update, we’ll walk you through the new features in the demo version. While the main game is still under intensive development, we continue to refine the game systems and mechanics in the demo so you can experience the full, concentrated power of the updated gameplay.[/p][p]Be sure to leave your feedback — we read it and make adjustments based on your input, and there’s plenty of new content in this update!
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Rage Mode
[/h3][p]By killing enemies and destroying bio-blocks, the character can temporarily enter a special Rage Mode, gaining full immunity to damage and enhanced mobility. Although this state is temporary, defeating enemies and destroying bio-blocks while enraged extends its duration. During Rage Mode, the music also becomes more dynamic.[/p][hr][/hr][h3]New Health System[/h3][p]Some enemies and traps now deal half-heart damage. We hope this improves the entry threshold for new players and makes taking damage from traps feel fairer.[/p][hr][/hr][h3]Boss Update[/h3][p]We redesigned the boss arena and made attack patterns more obvious. A health bar and the boss's name have also been added. Meet Nogl![/p][hr][/hr][h3]Camera Update[/h3][p]Many players reported that the old camera could cause discomfort and even dizziness. The new camera is smoother and provides a better view ahead of the player.[/p][hr][/hr][h3]Improved Impact[/h3][p]Dealing and receiving damage now feels more powerful and expressive, accompanied by matching VFX.[/p][hr][/hr][h3]Training and Room Updates[/h3][p]We made the training section clearer and easier to follow, reworked some old rooms, and added new ones.[/p][hr][/hr][h3]Statistics Screen[/h3][p]Now, after death, you can see your progress and actions on the biome.[/p][hr][/hr][h3]Quality of Life Changes[/h3]
  • [p]Optimized gamepad support[/p]
  • [p]Passive dash recharge can no longer be interrupted by acquiring dash from another source[/p]
  • [p]Shockwave now generates dash charges when destroying bio-blocks[/p]
  • [p]Invulnerability window now works against damage from pits and slime[/p]
  • [p]Taking damage from pits and slime gives a double jump charge[/p]
  • [p]Sound settings are now more flexible[/p]
  • [p]Reduced delay between punch attacks[/p]

Demo version available!

The Gennady demo is now available for download!
Here's what awaits you:

- The first biome with a boss at the end and over 120 rooms
- Around 45 artifacts and upgrades
- Your first weapon — the Rage Fists
- 5 types of enemies and traps
- Tons of fun and a bucket of green goo

Don't forget to leave your feedback — it really helps us promote the game on the platform.
Thank you, and enjoy the game!

https://store.steampowered.com/app/2569190/Gennady_Demo/