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Super Bio-Man

Super Bio-Man Steam news

VR-Gamers | Q3 2026 | game

Coming Soon

GameSteam Store content

ActionIndie

  • Steam app typegame
  • Steam App ID2144580
  • PriceNo longer available on Steam Store
  • Release dateQ3 2026
  • DeveloperVR-Gamers

Super Bio-Man news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID2144580
  • PriceNo longer available on Steam Store
  • Release dateQ3 2026
  • DeveloperVR-Gamers
  • PublisherVR-Gamers
  • Parent gameNot available

Genres: Action, Indie

Company pages: Developer: VR-GamersPublisher: VR-Gamers

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Super Bio-Man Steam news

Super Bio-Man news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • September 2025 update - 5 September 2025

    Hi!Haven’t posted any updates in a while since most of them were about the full version of the game, which hasn’t been released yet :DThis project is being developed in free time outside of work, so when a heavy crunch started at work, we had to pause Super Bio-Man’s development for half a year. Now the crunch is finally over, and we’re back to working productively on the game.We finished work on the penultimate level of the first campaign—stuffed it full of variety—and then went back to the demo levels and updated them.Now the game runs small skill checks to make sure the player has grasped the basic mechanics: you can no longer skip the dash tutorial, and you’ll have to hit an electric transformer at least once to learn that the blue current doesn’t hurt you.We also updated the visuals a bit—added electric fences, turbines on platforms, repainted the park in darker tones so that monst…

  • Campaign Update! - 14 July 2024

    Hello! Watching your letsplays, reading your responses made me rethink the way how the combat arenas should be designed. So, I took a logical path and for the first time played through Serious Sam 1 and its expansion and without cheats. This made me think even more about gameplay improvements and overall fun factor... So, the second campaign level was developed as an answer to all the criticizm we've received for the janky arcade GREEN OVEREXTERMINATOR level and kind of dragging GREEN INVASION level. I tried making combat encounters more balanced and varied and then added some platforming sections. Enemy AI was improved a bit for the second level, and backported to the previous levels. I've added a level selection menu, improved some "tutorial" sections in hope of better explaining the core gameplay mechanics (I still don't want to stop the game and show a picture like "here is your ful…

  • Checkpoint Update - 9 May 2024

    Hello! We have improved a bunch of things, rebalanced some AI and combat stuff, but most importantly: added an ability to load the campaign from the nearest checkpoint without restarting level. So, if you don't want to learn gameplay mechanics, or unable to perform well, you can finally tank through all the obstacles and see the victory screen :) Most of my time was taken by implementing and polishing new stuff for the second level of the first campaign. Our artist has almost finished drawing content for the third chapter of the game.

  • Demo Version Update for FPS Festival - 17 April 2024

    Hello! Here's what's new in the demo: Repainted the crates with medkits. Added a healthbar for the boss. Now you can finally see how much damage you're dealing :) Added few more medkits to the Green Invasion level 1. UFOs during Green Invasion now start spawning only after you pick up the Statgun. Changed in-game text during clearing of the Undergrounds. Now, instead of "50% of aliens killed" there are button prompts hinting on new game mechanics (Press F for quick attack and press Q for quick weapon switch).

  • Demo version update - 03.17.24 - 17 March 2024

    Hello! Here's our new update! What's new: * Added an ability to quickly grab runners without switching to fists by pressing F. What's fixed: * Decreased damage received by the player from their own rockets. * Improved some dialog texts. * Fixed a critical bug occuring when returning to the main menu while the dialog window was open.

  • Demo version update 03.10.24 - 9 March 2024

    Hello! We've added a weapon-selection wheel. You can bring it up by holding Q or R1, then select a weapon icon with your mouse or right stick. Time slows down while the wheel is open. Quick switching to the last used weapon still works - by just tapping Q or R1.

  • Demo version update 03.03.2024 - 3 March 2024

    Hello! We've been kind of quiet, but kept working on the game. This time we are bringing these changes: * Added Sound volume sliders! Now you can mute the game without alt-tabbing :) * Added a Frame Limiter to the Video Options, so you could lock the game at 60 FPS even if your monitor is capable of refreshing 240 times per second (to drop some load off your GPU). * All highlighted options are now flippable with left-right buttons. * Added a Campaign Selection screen with a glimpse of upcoming chapters. * Added a Challenge Selection screen with a new challenge - ACID SPEEDRUN. * Added new challenges - 3 for ACID SPEEDRUN and 1 for the GREEN INVASION. * Added a tiny animation to crosshair after each shot. Keyboard and Language options are still locked, but I'll get to them eventually.

  • Demo version update 02.15.24 - 15 February 2024

    Hello! After fixing critical bugs and releasing the second game mode it's time for quality-of-life improvements! I've unlocked V-Sync and Screen Resolution buttons in the Video menu. The game defaults to your current screen resolution and then lets you quickly change it. V-Sync is on by default, but now you can turn it off. Also cut and shuffled some dialog lines in the Campaign mode in order to make them more engaging. Did you manage to find all Super Bio-Boys yet? :)

  • Demo version update 02.14.24 - 14 February 2024

    Hello! The Steam Festival has passed, but we are still publishing major updates! This time we brought a new playable story mode (with a single level at the moment, though), added two more achievements for the secret-hunters and fixed some small bugs (like collisions with breakable objects whole dodging). Please, tell us your thoughts about our story level and tell your friends about our game - this would help us immensely!

  • Demo version update 02.11.24 - 11 February 2024

    And here is our new update! As the users asked, I made the enemy rockets appear larger. Now they look more menacing and are much easier to spot. Rebalanced the STATGUN damage against the boss - it used to be waaay to easy to defeat her. With the unlimited magazine should come at least some disadvantages :) Added mouse sensitivity sliders and a vertical inversion toggle. Fixed some out-of-bounds-related bugs. Finished the core gameplay draft of the first story level. When I finalize the scripting part, I'll make it publically available.

  • Demo version update 02.10.24 - 9 February 2024

    Another date, another update! By request of our artist I've changed the main menu background rain from giblets to guns. We've improved the UI for better gameplay experience: * Made the healing effect more defined * Improved the damage and low HP effects * Added a prompt * Made a dynamic crosshair, which now changes its icon depending on the ammo counter values We've fixed some bugs: * Monster spawn queues are now properly cleared on level restart * Probably fixed monsters' ability to push the protagonist through thin fences * Fixed input system flags on level restart and pause * Fixed some localization stuff

  • Demo version even hotter fix 02.09.24 - 8 February 2024

    Gameplay videos of our game finally started appearing on YT, which helped us finding new things, that we have overlooked. * Fixed FOV slider's description. * Fixed the level ending screen and added an ability to restart the level without returning to the main menu (such propmt appears after 3 seconds). * Added UI scaling for screens wider than 16:9 (tested on 24:9 virtual aspect ratio). * Added juicy giblets to the main menu's background. * Fixed a critical bug in EXPLORER OVEREXTERMINATOR achievement's trigger. Now you really have to show me some skill to achieve this achievement. * Balanced weapon swapping for reload animation cancelling. Now it's possible to swap the gun only if it's not playing animations of drawing or firing. You can still swap while reloading (and this feature will persist). * Added spawning of 10 more medkits at the central district at the beginning of the mega-w…

  • Demo version hotter fix 02.08.24 - 7 February 2024

    Today was the day of scripting campaign levels. But as players asked: I've added the FOV-slider. Then found out that I accidentially broke time requirements for QUICK OVEREXTERMINATOR achievement. For some reason its timer was counting the real time instead of game time. This should work properly now. Also found out a way to get stuck out of bounds, so added a teleport trigger for that case. If you try really hard - you could jump off the map and fall to your death... But at least you won't softlock the game! :)

  • Demo version hotfix 02.06.24 - 6 February 2024

    For some unknown reason I forgot to turn on boss's weakness to certain weapons (also rockets). Now each stage of the boss can be defeated with 5 well-placed rockets. Also added markers, showing the way for the players.

  • Development status at beginning of December 2023 - 4 December 2023

    Hello. I've decided to share some news about technical state of our game at this moment. The mobs used to have a fixed AI behaviour with few checkboxes that allowed us to make some of them jump or stand still while attacking. Now almost all of them have their unique movement and attack logic. After adding guided rockets, spidertrons received their CANONical guided rocket blast instead of a machinegun-like blaster fire. This made them much more dangerous on the battlefield, thus I had to change their color to orange, so players could see them more clearly (this goes against our artist's vision, but readability of the most dangerous enemy comes first for sake of good gameplay experience). The mobs were taught to peek around and jump over obstacles, and to spread more evenly on the arena. This makes them look a bit smarter than they really are. And this also makes them push each other arou…

Patch notes and updates

S.noRelease datePatch nameGID number
117 April 2024Demo Version Update for FPS Festival5762994032385448045
215 February 2024Demo version update 02.15.245750603429274323215
38 February 2024Demo version even hotter fix 02.09.245589599109266618064
47 February 2024Demo version hotter fix 02.08.245589599109262915415
56 February 2024Demo version hotfix 02.06.245582843074959968689

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