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Neon Blitz

Neon Blitz Steam news

Binary Sunrise | Coming soon | game

Coming Soon

GameSteam Store content

ActionStrategy

  • Steam app typegame
  • Steam App ID2779420
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperBinary Sunrise

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

  • Steam app typegame
  • Steam App ID2779420
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperBinary Sunrise
  • PublisherBinary Sunrise
  • Parent gameNot available

Genres: Action, Strategy

Company pages: Developer: Binary SunrisePublisher: Binary Sunrise

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

Neon Blitz Steam news

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

Latest Steam announcements

  • Addressing the biggest issues with Neon Blitz - 18 August 2025

    Hey hey!Sorry it's been a bit since my last update. I stepped away from the project briefly so that I could develop a side-gig that helps me generate income while I'm working on the game. Financially I'm in a much better spot now than I was at my last update. I'm excited to get back into working on the project!That step away also gave me a fresh perspective on some of the issues with the game. Personally, this being my first game I'm quite happy with the overall look and feel of the game. With that said, the gameplay is currently lacking. The main issue is that it just plays like every other survivor-like on the market where you kite enemies and gather XP.An added problem to that is the current tech tree upgrade system. Balancing is quite difficult and some upgrades are simply better than others. My original attempt to balance this was to have the player gather currency instead and just…

  • New Movement, Smarter Enemies, Sharper Gameplay - 13 June 2025

    Hey everyone!Lots of big changes in this update, so let’s jump in:First up—you can move now. The original concept for Neon Blitz was all about being rooted in place, but after a lot of thought and testing, I’ve decided to move on from that. Being able to reposition adds a layer of mechanical challenge that the game really needed. It already feels better and solves a lot of design issues that were holding things back. It’s probably here to stay.To go with that, I added a smoky outer barrier around the arena. If you step into it, your visibility is limited in this area and you’ll take damage over time. It’s a soft edge to the play area—meant to keep the action focused without feeling like a hard wall.Enemy spawning also got a full overhaul. I now have much more control over when and how enemies show up, which lets me better shape the pacing and intensity of each wave. It gives me the abil…

  • This Gun Bounces Bullets Off Enemies Like Crazy... - 7 May 2025

    Hey hey! Quick update on Neon Blitz—I've been hard at work creating upgrades for the first primary weapon in the game: the Mini-Gun! This thing absolutely shreds. You’ll be able to tweak it with all kinds of fun upgrades: homing bullets, bouncing bullets, a big charge shot, and the usual suspects like DPS and shot speed boosts. It’s all about turning the screen into a chaotic light show of destruction. Check out this gif to see the Mini-Gun in action—bullets flying everywhere, ricocheting off enemies, locking onto targets… it’s a blast. Also, here’s a little tease: I’m working on a new gadget. It’s called the Vacuum, and it’ll help you suck up resources that drop during gameplay. You’ll use those to buy upgrades during your run. I’m still figuring out how it all ties together, but I think it’s going to add a nice layer of strategy. More to come soon! In the meantime, if you haven’t alre…

  • Taking Control and Preparing for Takeoff (on Steam)! - 16 April 2025

    Hey everyone! Just wanted to drop in with some exciting progress on Neon Blitz! This past period has been focused on some key foundational elements that I'm really happy to finally have in a good state. First up, I've implemented input rebinding! I'm pleased to say that you'll now be able to fully customize your keyboard controls to suit your playstyle. Whether you have a preferred layout or need specific bindings for accessibility, you'll have the freedom to set things up exactly how you like them. On top of that, I've also been working hard on controller support! For those who prefer a gamepad, you'll be able to plug in your controller and jump straight into the action. I've been testing with a few different models, and it feels great to blast through enemies with a controller in hand. Input rebinding will also work with controllers! And finally, the big news for this update: Neon Bli…

  • Lose the Battle, Keep the Gadgets - What Happens When You... - 10 March 2025

    Hey everyone! Just wanted to check in and share some updates on Neon Blitz. I’ve been polishing things up, making sure everything looks sharp and feels awesome to play. First up, the title screen—this is the first thing you’ll see when you boot up the game. It's got a cool parallax effect that's simple but I think gives it a great feel. Can't show off that sleek animation here (damn steam upload limits) but I can at least show what the title screen will look like. Next, we’ve got the game over screen. I didn’t want losing to feel too frustrating, so instead of just ending things, you’ll be able to use a gadget you unlocked in your previous run, carrying it forward into the next one. You also have the option of not carrying a gadget forward if you don't want to make things any easier for yourself :) This month, I’m primarily focused on polishing and getting everything ready for playtesti…

  • A New Look, a New Feel… and a Closed Beta on the Way! - 24 February 2025

    Hey there everyone! Wanted to touch in and let you know that progress on Neon Blitz is still progressing! :) I've been working on things that either aren't finalized enough to talk about or aren't suitable for sharing, but here's a quick peek at some of what I've been working on! This will be my first commercial game so as my skills improve I've redesigned a lot of the look of the game. Hope you enjoy the new look! Also did you notice the new capsule art? I worked with some talented artists and think they really captured the appeal of the game! I'm ramping up towards a closed beta! If you'd like to be part of that group and help me shape Neon Blitz into the best version of itself, sign up for my mailing list at the bottom of this website.

  • A Sneak Peak at Two New Enemies! - 13 December 2024

    Stinger The stinger enemy is the first flying and projectile enemy in the game. It operates as a harasser. Flying into the battlefield, it waits a short while before shooting off three shots at the player and locating somewhere else. The stinger is unhittable while moving and has low damage. However, it's the only enemy in the game currently that can deal damage without getting near the player, so it becomes a high-priority target when it appears. Flea The flea is a small jumpy enemy that rolls back and jumps towards the player. It deals a small amount of damage on contact and dies in one hit. The flea on its own is not threatening as it's slow and will die once any attention is directed towards it. However, the flea usually is not alone. It operates in a mob of around 20 as they jump and roll towards the player. If a full mob of fleas manages to reach the player it's sure to devastate.…

  • Here's how we transformed our UI into a futuristic cockpit - 13 November 2024

    Hello! Welcome to the first official dev-log for Neon Blitz! UI Update This is my first official steam game and throughout it's development my skills have been improving. As a result, certain things are getting upgraded! One of the first areas I've been updating is the UI. I wanted to try and evoke the feeling of sitting in a futuristic cockpit where you're controlling the turret. Health is represented in the left bar as well as explicitly displayed in the bottom left Any abilities the player may have are present in the new ability bar to the bottom There's a progress bar on the right to indicate how much of the wave has been defeated Next to the progress bar is a 5 wave counter. The idea is that every 5 ways gameplay something will happen to mix up the gameplay slightly. Perhaps a new ability or buffs to the enemies. DNA which is used as a currency is displayed in the bottom right Then…

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