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Splatter - Zombiecalypse Now News

Regained control with a small patch and a new name

Hi, Splatterers.

You might have heard that we sold the Steam Publishing rights back in 2016. Now, with some fighting and the help of Valve we got it back. And we use this regained control to publish a small patch:

- fixes long-standing bug where light sources were cut off randomly on highest Shadow Quality Setting
- changes some cover and menu art to the new game subtitle
- some balancing changes

When I got my Linux build setup back on running, I'll also fix the "black screen with music" issue on some Linux computers, but this will need a while. I'm also looking into some more balancing, but no promises.

Have fun, colour the ground red!

HUGE SALE FOR SPLATTER - BLOOD RED EDITION THIS WEEK!!!

http://store.steampowered.com/app/281920/

New bugfixing update released

A new update to Splatter has been released. The main change is again a redesigned and reworked input system which now mimics the OS behaviour and unites input from all mice and all keyboards until the player specifically configures controls to use multiple keyboards and mice. Which most of you won't, I'd guess.

This update also brings the OSX port up to date, incorporating all the fixes and improvements of the last five or so updates.

Again I'm hoping that this is the final update, and this time I officially declare this to be the end of maintenance. I'll still keep an eye out for trouble in the future, but I won't hunt exotic failures anymore. Apart from glaring errors, that is. The game runs fine on 99,99% of all computers fulfilling the hardware requirements, but I will never reach 100%. This is impossible even for large teams but even more so for One Man Shows like mine.

I still hope you enjoy the game, and I'll keep an eye on the forums. Other than that: I hope to see you all again at my next game :-)

New bugfixing update released

A new update to Splatter has been released. The main change is again a redesigned and reworked input system which now mimics the OS behaviour and unites input from all mice and all keyboards until the player specifically configures controls to use multiple keyboards and mice. Which most of you won't, I'd guess.

This update also brings the OSX port up to date, incorporating all the fixes and improvements of the last five or so updates.

Again I'm hoping that this is the final update, and this time I officially declare this to be the end of maintenance. I'll still keep an eye out for trouble in the future, but I won't hunt exotic failures anymore. Apart from glaring errors, that is. The game runs fine on 99,99% of all computers fulfilling the hardware requirements, but I will never reach 100%. This is impossible even for large teams but even more so for One Man Shows like mine.

I still hope you enjoy the game, and I'll keep an eye on the forums. Other than that: I hope to see you all again at my next game :-)

New Update fixes stuff

Hello again,

here, have some more fixes. Last time I said I won't maintain this game anymore, but then I realized there are still some ugly issues hidden inside which passed my One-Man-Testing-Team unnoticed. So here it is - another bugfix release. Again only Windows and Linux, MaxOSX is in the works.

- fixed Arcade Mode hiscores submitting correctly again
- fixed possible stuck keys on exotic controllers blocking the game
- disabled automatic switch to gamepad controls
- Alt+Enter now switches between Windowed and Fullscreen at any time
- renamed config variables for resolution to make fiddling with them easier
- updated GLFW to 3.1.2 which claims to bring a lot more workarounds for buggy window managers on Linux
- repaired concurrent operations which makes Savegames super-smooth again, for example.