SPSTEAMPULSELIVE ANALYTICS
AccrO

AccrO Steam news

Walter Machado | May 24, 2022 | game

Released

2players observed · 6 October 2026 - 05:38:11 UTC

SimulationSteam Store

  • Latest observed players2 · 6 October 2026 - 05:38:11 UTC
  • SteamPulse tracked peak6,599
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score76% positive

AccrO news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players2 · 6 October 2026 - 05:38:11 UTC
  • SteamPulse tracked peak6,599
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score76% positive
  • Total reviews200
  • Release dateMay 24, 2022
  • DeveloperWalter Machado
  • PublisherWalter Machado

Genres: Simulation

Company pages: Developer: Walter MachadoPublisher: Walter Machado

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AccrO Steam news

AccrO news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • NEW STUFF - 23 January 2026

    Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life. Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists, I returned the hand-drawn soil, recorded music with a super heavy prototype bass created for this game, a unique guitar impulse response, and a "very cardio" double bass-focused drums. All art, code, and music were executed by the same hands. Many many thanks for the support; I hope you like the game! https://store.steampowered.com/app/4187540/BLOODSAINT_2/

  • BLOODSAINT 1.0 - 13 November 2024

    Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series. If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade. Lots of nice concepts spawned during the Early Access that evade a bit from the initial BLOODSAINT plan, but can nicely fit a longer sequel, top-down dungeon crawlers, and duelist-focused games... that may come soon with the design developed during this journey. Many many thanks for the support, the kind reviews, and for taking the time to share your impressions, suggestions, and ideas…

  • DUELIST UPDATE! - 4 November 2024

    Howdy folks... this one took some time to make, but it is pretty fun! When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit... There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it! Many many thanks for the support and feedback! https://store.steampowered.com/app/2998040/BLOODSAINT/

  • BLAM!!!BLAM!!!BLAM!!! UPDATE V. 0.06 - 8 September 2024

    Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey! BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks! https://store.steampowered.com/app/2998040/BLOODSAINT/

  • GIANT WEAPONS and BRUTAL CAMERA updates - 26 August 2024

    Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds. A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound. Many many thanks for the feedback and support! If there is a delay in answering, is due to the deep focus on these artistic experiments! https://store.steampowered.com/app/2998040/BLOODSAINT

  • ONSLAUGHT FRAME - 9 August 2024

    Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield". Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance. There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks. For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedba…

  • CONCLAVE - 31 July 2024

    Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party. Many many thanks! Please check QUICKERFLAK 2 and BLOODSAINT if you have not checked it yet! I am working on some bloodsantic updates and a few other projects that spawn when community suggestions are super fun but do not fit the original title. More stuff soon! https://store.steampowered.com/developer/waltermachado

  • ROGUELIKE??!!?!11 - 31 March 2024

    I am still working on it; the plan is to launch it in May. There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon"). The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker. Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks! https://store.steampowered.com/developer/waltermachado

  • QUICKER UPDATE - 29 February 2024

    Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update. We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way. It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness. The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer. The level generation was tuned following player feedback. It is a nice time to SSS it! Many…

  • 2 YEARS to add MELEE - 1 February 2024

    It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee. https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigger that clicks super fast), allowing you to counter flak ammo for a brief time. I will be back soon with more content! Many, many thanks!

  • Rank SSS it! - 4 January 2024

    All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out! If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again! Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure. Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month! Pump your reflexes and have fun! https://store.steampo…

  • For the Community - 2 April 2023

    Howdy folks! I hope you are all having a pretty decent time! I am working on my largest project so far, not saving on the dark guitar fuzz, heavy contrast, and tribal drums (this explains the launching gap). During the breaks, I am addressing some tweaks on Steam community items, like Trip to Vinelands and TTV2 Steam cards, that were made with photos of the real location that inspired the series. The next community items may be AccrO cards (and an expansion of the flyable map), Swarmrider Omega cards and I am checking my old hard drivers for nice UBERMOSH concept images for more community items (heavily asked on the Stem hubs). The production pace is kinda slow due to the handcrafted nature of my work. I am doing my best! Many many thanks! I will keep the updates here https://store.steampowered.com/developer/waltermachado

  • PLUGGING - 22 June 2022

    I consume indie stuff. You don't? Weird music with AM static, short movies with shifted hue, fuzz pedals with just one knob, barely functional niched objects... the developer doing its own thing. We try these artistic experiments, it fuels our soul to do our own stuff... ...talking about artistic treats, please, please, check this one. It's for you. I hope you have a great time. https://store.steampowered.com/app/2062920/TTV4/ Many many thanks! https://store.steampowered.com/developer/waltermachado

  • TRIPPY - 13 June 2022

    This development journey is pretty experimental. And guided by you. I have close to 5k reviews on my games, and I use it as a beacon of light, showing errors and pointing to gameplay experiences that I will develop for this awesome community. A nice teamwork! I tried several times to find a way to improve the TTV series, creating something that deserves to exist, still a TTV game, with a complex but not impossible gameplay. It worked, and will be launched in 3-5 weeks. There is a delay from when I read the review/hub feedback to the finished product. The news today is the _RUTHLESSMOD of QUICKERFLAK, made following players feedback, with an all-new soundtrack. https://store.steampowered.com/app/2010110/QUICKERFLAK_RUTHLESSMOD About the delay... I am finishing the new TTV ost and soon I will work on the roguelike stuff, aimed for later this year. Many many thanks for your company during…

  • UBERMOSH:OMEGA v1.99 REDUX - 11 February 2021

    It took a ton of work, but I can not express how proud I am. UBERMOSH:OMEGA version 1.99 REDUX is online. This version was the UBERMOSH:OMEGA I wish I had launched in 2019, but it was capped by various engine limitations, that after a long long time I could bypass half the limitations (on PC) and cook it. This version only exists on PC (unfortunately, Switch and PS4 can not run it), the audio quality is platinum, it has prettier particles and uber-tight gameplay balance. Check OMEGA again, and tell me how tight it is! Many many thanks for the support. https://store.steampowered.com/developer/waltermachado

  • It looks a bit like a 90´s add - 5 November 2020

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33198961%2F35e5624b14017edf9e195515a449b1f0302255ca.png https://youtu.be/r7p4SI_9XdE Sometimes I have some trouble to explain stuff. You not? AccrO is on version 0.13 now, you should try it. If it feels strange to play, I guarantee you, full acrobatic quads behave this way. About "UBERMOSH"istic things (not exactly UBERMOSH, but that fast-paced arcade stuff, with pumping soundtrack, eye bleeding contrast and kinda dark vibe)... I am still working on some projects in this area, during the several hours the AccrO map is rendering, I move to another machine and work on it. Some of my previous games can be found on Nintendo Switch, Omega is on PS4, there are games to launch on console... and a mix of other two games, like "ARCADE FUZZ" that is TTV3+WARPZONE DRIFTER. I am recording an "INDUSTRIAL/SPACE ROCK/WEIRD METAL" album,…

  • GUNS????? - 24 September 2020

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33198961%2Fef2e45d5fef473c0db55a83becf8f74b52acff7d.png Have you noticed how big AccrO map is getting? And it is not a road and square kind of thing, there are lots of details that I keep adding to create new acrobatic and cinematic opportunities... and that makes one of my production machines rendering the pre-computed visibility for long times... creating a gap of several hours, that I have to wait before adding more stuff to AccrO. When I wait for the AccrO machine to render, I am working on a shooter on other machine, using the same 3D tech that we have on AccrO, but with the "UBERMOSH" fast-paced vibe. Soon I will be able to show more stuff, I am am very happy with the new development tools and what is possible to make with this improved framework. Many many thanks, please stay tunned https://store.steampowered.com/de…

  • Another Update??? - 10 September 2020

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33198961%2F9ae58fb4718d0c2f409e9738a07075cbc4fdc5d1.png As you may know, Steam Early Access is a magic thing, that I like a lot. From following Early Access titles that I am interested in, to being the developer related to it (UBERMOSH, UBERMOSH Vol.7 and, AccrO), it is very interesting to see as a player the game evolving from scratch, and as a developer, it is pretty nice to have your company during this journey. You may play Accro in the morning before work, and when you come back to fly during the night, new obstacles may be waiting for you. I am inserting new rocks, some tiny life elements, pipes (like a machine under the ocean close to the island, that will make more sense when I insert the next stuff), and several physics and performance updates. Any doubt? Please ask on the hub, I will be glad to help! AccrO is a m…

  • HIGHTIDE UPDATE - 26 August 2020

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33198961%2Fd0b6a384e827628ffa5862abcdd07bccf427987a.png https://youtu.be/c7j5qGOzsuc Howdy folks, I live a few meters from the sea, but the ocean sound is way louder these days. This makes me remember an episode with stormy weather in a fishing boat with a very aggro ocean and a reduced hope to reach home safe. As you may know, I survived and now I could recreate that aquatic violence, that may fit the AccrO vibe. Update 0.08 comes with various improvements, from tweaking the propeller algorithm to the high tide changing how to approach obstacles. I am fulltime on AccrO, many thanks for the support, please share your impressions via Community Hub and Steam Reviews. Let's make something pretty unique together. https://store.steampowered.com/developer/waltermachado

  • CINEMATIC UPDATE - 19 August 2020

    https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33198961%2F536c29a996f9db4a33ee37cb3dff219cddd69182.png I know, I know I am updating it a lot. But I really really like Early Access and the beauty of Open Development! ...I like to call the AccrO 0.07 update, the "Cinematic Update"... it is pretty far from version 1.0, but it is the first version of "light" that looks OKish without breaking the flight perspective. I am still working on it and other various aspects of the project. Many thanks for the support! https://youtu.be/fKCAAvGHW7Q https://store.steampowered.com/developer/waltermachado

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