- OZARK Is Getting Close: New Dev Log - 11 September 2026
OZARK is getting close. After years of development, our three-person dev team is getting closer to bringing OZARK to players.In our latest dev log, we’re taking you behind the scenes for a closer look at the game, how it came together, and what you can expect when you step into the mountains. In the new Dev Log, we take a closer look at:The story and mystery beneath OZARK’s remote mountain facilityHow combat is built around movement, target selection, hazards, and surviving close-range encountersSolo play and 2-player co-opThree different co-op screen options, including dynamic split-screenSteam Remote Play Together, where only one player needs to own the gameController support, mouse and keyboard support, and Steam Deck compatibilityBuilding a complete story-driven, tactical action-horror game with a three-person dev teamWhy OZARK is designed to be a full experience you can finish in a…
- OZARK has reached 10,000 wishlists! - 3 August 2026
Thank you to everyone who has followed, wishlisted, shared, or simply taken the time to check out the game. OZARK started as a small passion project between a few friends, so reaching this milestone genuinely means a lot to us. We can’t wait for you to explore what lies beneath. — AB
- Final Development Update - 2 June 2026
Quick update here... We've finished the game! Last week we wrapped up the final pieces with a motion-capture session for a few of the major scenes, and are now working through some external playtesting. Look forward to a release date and updated Steam page for our next update. -AB
- Development Update - 23 August 2025
There has been enough interest in whether the game is still coming out. YES, the game is still coming out, and we are actively working on it. It's taking longer than normal because this is a passion project from a couple friends. We have been working on OZARK for the past 5 years, mostly at night as we all have day jobs, it's been a huge passion project of ours and we are getting really close to having it finished. Currently we are wrapping up the Story (Audio Tapes, and in-game dialog sequences) Once that is finalized we will be completing the story integration and are excited to jump into the motion capture studio to capture the sequences to finalize the story driven content. On another note, we just finalized the entire game loop from start to finish and did some playtests. We're looking at around 2-4 hours (or longer) for the story, depending on your skill level and set difficulty.…
- OZARK - Patch Update #6 - V 0.8.034 - 31 December 2022
We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and additional edge case bugs we're found and resolved. Full Patch Notes: Upgraded base engine from 2019 to 2021 LTS. Implemented a new 'kick' melee ability when player is equipped with a weapon. Implemented a new customization system for the player. (available in the main menu) Fix for the water walking speed and animation playback speed. Fix for the grenade projectile system for water surface collision detection. Fix for weapon switching (Transitions are now smoother for animation and IK interplay) Aiming system fixes for IK (Player now releases aim when too close to a target) Player can now run and perform a slide ability, and return to running. Fixed an issue with the gravity modifier, gravity multiplier was compounding each time the playe…
- OZARK - Patch Update #5 - V 0.8.033 - 9 September 2022
We're live with another technical patch. This patch includes general fixes along with a few new mechanic implementations. General stability fixes and a few edge case bugs we're found and resolved. Full Patch Notes: Fixed a critical issue where rifle and pistol ammo pickups were zeroing out on the item count. Added an additional checkpoint before the final encounter on 'Arrival' and increased the final encounter enemy count and difficulty. Aim-Lock now stores nearby targets and allows for target switching (Right Joystick (Aim) ) (This is a work in progress. The next revision should will have an additional calculation for retrieving the next best possible target, rather than purely based on available targets in the radius) Character can enter the running state prior to not moving, rather than having to be moving to enter the running state. Added an additional velocity curve to running + j…
- OZARK - Patch Update #4 - V 0.8.031 - 15 July 2022
We're live with another technical patch. This patch includes general fixes along with the new camera system implementation set to default. You can still access the legacy version if you actually enjoyed that version, but we decided to go ahead with the new version as default as the feedback had been extremely positive. One of the biggest features to hit this patch is mouse and keyboard support. Yes, amazingly on a PC platform we now support mouse and keyboard. You will find that the controller is still set to default until you switch it in the settings, but if you want to jump right into mouse and keyboard by default, simply hit the Escape key, and the system will enabled M+KB. The new mouse and keyboard control scheme yields a totally different way to play. From our previous post we were experimenting with different ways to aim, and a lot of our progress didn't pan out because of the d…
- Mouse and Keyboard Support! - 6 July 2022
It's almost time! We've heard you, and we want you to know we are working on refactoring the system to support mouse and keyboard. There are still a lot of room to perfect how the mouse and keyboard controls work, specifically for aiming, there are a lot of way to do it, but I think for now we are going to mimic to a certain extent the joystick control, but we will leave it up to you to give us your feedback when the patch drops. While we continue to work in M+KB support, we have a lot of additional fixes rolling out in the next patch, including gameplay and general improvements. There is still a lot of work to do, including revisiting some of the AI systems and tweak based on everyone's feedback. I'll leave you with a few videos of the new M+KB systems running, hopefully in the next coming weeks I can get out a patch for everyone to try, and all those who couldn't play with a controlle…
- Live Stream Session - 18 June 2022
Thanks to everyone who tuned in last night. We will be hosting another live stream session tonight at 9:30 PM EST. Hope you can join us as we dive into the first chapter of OZARK during Steam Next Fest. Get real-time feedback to any questions about the demo you may have. Thanks for playing!
- Live Stream Developer Session - 17 June 2022
We will be hosting a live stream session tonight at 9:30 PM EST. Hope you can join us as the developers dive into the first chapter of OZARK during Steam Next Fest. Get real-time feedback to any questions about the demo you may have. We will also have a secondary guest stream running tomorrow night. Saturday 18th at 9:30 PM EST. Thanks for playing!
- Demo Patch Update #3 - V.0.8.029 - 16 June 2022
We've got a pretty decent patch rolling out tonight. We've made a bunch of changes based on current player feedback that we thought would improve upon the experience. One of the biggest parts of this update is the new experimental camera mode. You can see an example of the new camera mode in action, read the patch notes below to see how you can enable this mode in the settings. Experimental Monocular Camera Mode: Patch Notes: Refactored vision system again to ensure that enemies are not engaging with the player before they are visible on screen. The previous iteration was a bit off with the calculation, and allowed the enemy to become active on the camera view boundary. Added a visual text hint to locked interactions that required an item to be able to use. Enemies can no longer throw grenades while off-screen. (Requires more testing to confirm) Fixed an issue with enemy melee collision…
- OZARK Demo Patch V2 - 12 June 2022
We've just pushed a new patch live that improves stability for some core systems. This update provides hot-fixes for the Pathfinding and Enemy AI systems. Enemies should no longer jitter when aiming at players Fixed issue with Enemies switching from aiming and !aiming loop Enemies collision layers have been changed to stop enemies from getting stuck in place Enemies will now stop firing when facing away from the players Enemies vision tracking improved Enemies will not attack before being visible on screen, or attack when off screen. Fixed an issue with the pathfinding system generating runtime errors in the final encounter. Fixed issue with double skipping cutscene intro sequence Minor environmental fixes Thanks for playing! -A/B
- OZARK - Demo Patch Update - 4 June 2022
Thanks for everyone trying out the demo so far, we have been receiving some feedback and a few reports of some issues currently present that we are working through. We just pushed a new minor patch for the demo which includes fixes for a few problems, and a couple of minor tweaks to the gameplay. Fixed issue with enemies actively engaging the player while off-screen. Fixed issue with target aim lock not resetting to default state after release. Fixed an issue with the AR and Pistol ammo pickups not depositing ammo into the stack. Fixed an issue with Settings and Save Data being overwritten when a new patch is downloaded. (The data is now stored in 'AppData' - C:\Users\User\AppData\LocalLow\ALTER-BOY\OZARK) Water Canteens now fully relieve thirst Enemies have a random buffer time before they appear after an alarm is tripped Fixed an issue with blood splatter not checking the correct laye…
- OZARK - Demo Trailer - 2022 - 25 February 2022
We've been working diligently on completing the core functionality and decided to re-cut a new gameplay trailer to show some of the progress we have made over the past few months. We are slowly working toward releasing a demo to get some early feedback.
- OZARK _ Development Log _ July_5_2021 - 6 July 2021
We have been working on a lot of core systems before we completely dive into level production. There are a lot of new features and improvements, make sure to checkout the video log. Implemented and finalized (2) player co-op camera system (Play together until a set distance and dual cameras enabled following each player) Refactored melee system (improved overall system, fixed issue with upper body not triggering) Implementing new climbing system (90% done, there are a few issues with the hands being perfectly seated on each climable node, but that's probably not the end of the world) Exploring water areas and improving control system (added water sounds / water impacts / water movement / water movement trails) New Enemy H.A.N.K (A procedural spider bot that runs on IK) Added more options to the gameplay and controller settings Improved grenade aiming system General refactor and improvem…
- Get Involved in our Development Journey - 24 April 2021
We are hard at work on our latest title, and we invite you to jump in on the development action by joining us on Twitch and Discord. Drop by and say hello, give us your feedback, and stay tune for beta access. We're looking forward to sharing our development journey! Join the ALTER-BOY Discord and follow OZARK's development, and don't forget to follow us on Twitch to be notified when we are developing live.