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Neon Rain

Neon Rain Steam news

Neon Brain | To be announced | game

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GameSteam Store content

ActionAdventureIndieEarly Access

  • Steam app typegame
  • Steam App ID3408000
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNeon Brain

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

  • Steam app typegame
  • Steam App ID3408000
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNeon Brain
  • PublisherNeon Brain
  • Parent gameNot available

Genres: Action, Adventure, Indie, Early Access

Company pages: Developer: Neon BrainPublisher: Neon Brain

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 Rain Steam news

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

Latest Steam announcements

  • September Report + Hiatus - 31 August 2026

    Hello everyone,As the title suggests, I will be taking September off from gamedev. However, I have entrusted some friends to work on certain elements while I'm taking a break, so at the very least, the game will still be worked on in some capacity.Working nearly non-stop during this summer on my least favourite aspect of game development has worn me thin, but at the very least, every feature I wanted for the game and some more are finally in the game.Not only have I added the previously listed stuff, I've also added new features that weren't initially promised, such as tracers for hitscan weapons, which makes them more visually interesting and makes them feel like proper firearms, and an alt mode for certain weapons (think of the latest Doom).Weapon alt modes was an idea I toyed with but wasn't certain about, but since everyone I spoke with about this was immediately interested and not…

  • August Report - 31 July 2026

    Hello again, here comes another short and sweet blog update.Most of July has been spent implementing the difficulty options and the save slots, which required a lot of code cleanup. Happy to say this part is over. I've also taken a short detour to design a new alien because almost 2 months of doing menial backend stuff was burning me out.A bit of a bummer for some but I'll have to cancel HDR support. It's too involved to implement since I obviously didn't design the game with it in mind 4 years ago, and I also do not possess an HDR monitor myself, so yeah. I'd much rather finish the alpha as soon as possible.Right, so what's left to enter beta?The to-do list:Journal system.A system to keep track of the player's story progress. It's going to be pretty dead simple.Improved inventory. I've been passively working on that since May so it's gonna be finished pretty soon.I now have a more clea…

  • July Report - 30 June 2026

    Hello again.As already stated, I am fully dedicated to finishing the alpha and bringing the game into a beta state. I will keep this short and sweet so that I can quickly return to work on the game. Friendly reminder to not expect further updates to the alpha demo.What I accomplished in June:Fixed a lot of jank involving menus.Cleaned up a lot of code for easier maintenance.Reworked the tutorial video to make load times faster, which will also optimize the game file size.Untangled a lot of physics jank, notably around the punch. The punch now pushes back enemies in a more natural way.Every weapon is now in the game's systems. Two of them are in an unfinished state.The game is now fully updated to Godot 4.7. This will be the Godot branch I stick with for the rest of development.The long-requested map system. It still needs controller support, however.What's left to exit Alpha:Reworked me…

  • June Report - 31 May 2026

    Hello everyone, we're finally here.It is finally time to focus on the Early Access build. It took longer than I wanna admit but we did indeed manage to cross the milestone. The only thing I can guarantee is it's gonna be a long and bumpy ride full of unpredictabilities, but I've divided what needs to be done into 3 categories.First thing first, the game needs to be in a state that is Early Access friendly, which means that every major update cannot constantly break your save file. That would suck, wouldn't it? So let's not do that...Things needed to achieve this goal:Rework the save system to have save slots and clean that up.Every weapon needs to be in the game in, at the very least, a placeholder form.Player journal system.Cutscene system.Difficulty options.Implement the rest of the player upgrades and their pickups + lore in, at the very least, a placeholder form.AI companions during…

  • Final Demo Update - 27 May 2026

    Hello everyone, yes the month is almost over so what happened, you may ask?I wanted to go extremely thorough with this so the update went beyond what was initially promised, so let's get to it, shall we?New content or content changes:A much more fleshed-out final stretch to the fungal level.Levels had their pacing tweaked to flow better.Mini boss, the Water Dweller. It is harmless unless provoked. I feel sad for killing it during my playtests.New enemy, the Dukes. They show up twice, once as a mandatory encounter and again as an optional encounter. This ties into the next few points.Replaced the village chiefs with a village chief and a Duke.New exit in the second level to make things interconnect even better.Maurice has been added to the game.Tutorial zone now has a more robust tutorial for strafe jumping. It has a hologram video showing an example and a very to-the-point but polite ex…

  • May Report - 29 April 2026

    Hello everyone,Decided to post this early for once, just to change things up a bit. I’ll split this into two sections since I know some of you care more about the Early Access plans than the demo itself.Final Demo UpdateYes, the final demo update.It grew more ambitious over time because there were quite a few things that simply didn’t sit right with me, so I went back and changed or fixed them. I also noticed that it can be advantageous to update your demo around a Steam Next Fest, even if you’re not participating since certain people will check out what they missed out last Next Fest. So, even more motivations to leave the demo in a even stronger state before moving on.Right now, I’d say it’s about 75% done. I will release it sometime in May. What’s coming in this final update:Level 2 revisions are much more substantial for better pacing. Only layout change: the new sandpit exit.Level…

  • Fan Request Demo Update is Live - 6 April 2026

    Hello everyone, hope you all had a wonderful Easter.You guys had wonderful feedback during the Next Fest craze, so much so that I felt compelled to extend support for the demo, as many of you already know.So here are the latest additions:Item pickup notifications just like in classic shooters. I'm pretty mad I didn't think of implementing this much earlier but hey, better late than never. It will be on by default.You can keybind healing drinks and energy drinks. This should limit frantically browsing menus (at least for M&K players) and should encourage using the energy drinks for the spell casters. I also made the item notifications feature notify you of the remaining ones when consumed.Added a guiding shadow to aid platforming. I ended up liking it a lot myself so it is on by default.Added the option for hitmarkers. Some players and even fellow devs wanted them and it didn't seem too…

  • April Report - 2 April 2026

    Hello again. Yes, I waited an extra day just to make sure there was no ambiguity.To catch everyone up: I went on vacation in early March and then, unfortunately, got very sick shortly after coming back, which pushed game development onto the back burner for a while. The curse of being a part-time developer, right?Anyway, things are getting back on track. The Player Request Update is almost complete and should release sometime next week.A feature I’ll be adding that wasn’t mentioned in the previous announcement is the ability to keybind the healing drink and energy drink. That request came up after the initial Next Fest rush, and it will be a very worthwhile inclusion.I also plan to do a deeper pass on the demo during Holy Friday and Easter to catch smaller oversights and polish things further.Just a friendly reminder that larger features such as a map system or a player journal cannot b…

  • Controller Detection Rework - 13 March 2026

    Hello again,Sorry for the wait on this one. I’ve been pretty sick.So, on paper, this update should resolve the issue where controller prompts were appearing even when no controller was plugged in. Fun fact: some keyboards can actually register themselves as gamepads. So yeah… that was a fun discovery.This new system is now based on the last input method used rather than detected devices. If you press a keyboard key, keyboard prompts will appear. If you use a controller, controller prompts will show instead.That said, I have no reliable way to replicate the original issue, so this fix is somewhat of a shot in the dark. Let me know if problems persist.I also addressed a few other things that started to bother me:Changes & FixesButtons now emit light to make them easier to notice. I saw players miss them even when looking directly at them.Fixed spacing issues with the new, more readable fo…

  • March plans - 5 March 2026

    TLDR; month long support for the demo based on players feedback and my own gripes.Hello everyone,For the new faces here: every month I make a post outlining what I’ll be tackling during the current month. It’s my way of keeping everyone updated instead of going radio silent, especially since this game is developed part-time. That’s also part of the reason why I released a shareware episode instead of a small traditional demo.After taking in all the demo responses and feedback, it’s clear I can’t quite leave it behind just yet. There have been quite a few requested features that would be beneficial for many of you. I wanna make this future proof for at least six months after all.First priorityMy first objective will be rewriting how the game detects controllers, since the current system is causing issues on certain devices and setups.Second priority – Requested featuresI’ll be implementi…

  • Hotfix - 5 March 2026

    Small issues slipped by:Fixed a graphical issue for The Terror WormFixed a graphical issue for The Strange CocoonAdded a lightsource to The Terror Worm exit

  • Big demo update - 5 March 2026

    Hello everyone,While I was away, some good friends of mine played through the entire demo and completed every piece of content. They found a few things that needed fixing and also gave me a lot of constructive criticism. Some of their feedback has been compiled from the Steam forums as well.The previous balance changes seem to have been well received, but there’s always more room to grow and everything remains subject to change.Here is the latest batch of fixes and changes:Fixes & ImprovementsFixed an issue where the Terror Worm could be invisibleFixed turrets clipping through the floorFixed a bug where activated buttons(red grids and money grids) still showed their text as if you didn't turned off their respected gridFixed an issue where the Chaos Orb could prematurely explodeDead enemies are now instantly unlocked when using lock-onLock-on angle increased from 60° to 180° (your full F…

  • Quick Balance Changes - 27 February 2026

    Hello everyone! I’ve noticed that quite a few players were having issues with the game’s balance, and I couldn’t in good conscience leave it that way before heading out for my ski trip so here’s a quick balance patch.Balance changes:Most Enemy HP has been reduced across the board. Notably, dogs and yellow jackets received the biggest nerfs.Fixed an issue where the dog enemy’s hitbox was incorrect.Assault rifles have been buffed.Shotguns have been buffed.Auto bunny-hop speed cap increased from 35 to 45.Before I go, I just want to thank everyone for playing and for the very positive reception. It truly warms my heart.

  • Hotfix to the demo - 24 February 2026

    Amusing I know but I was contacted privately about a pretty blatant issue that was easy to fix, and I felt it was important enough to briefly step out of my hiatus for.The tripod enemies and sulfuric gas spreaders had unintended speed values, to the point where they could always outrun the player. This hotfix primarily addresses that issue. I’ve also reduced the gas radius slightly to make it more forgiving.Second, there has been some genuine confusion regarding the lock-on system, so I’ve updated the tutorial to explain it more clearly.What some players didn’t realize is that the system prioritizes locking onto what you’re looking at, not necessarily the closest enemy. It is also entirely optional so you don’t have to use lock-on all the time if you don’t want to.You can also cycle through nearby enemies within your field of view using the mouse wheel (or the right joystick on a contro…

  • Heads up! - 24 February 2026

    Hello again, and thank you to everyone who’s been checking out the game! It’s been a huge passion project of mine that I’ve been working on part-time for over four years.In case you didn’t know, I usually do monthly blog updates. However, since I need to take about a two-week break from active development to recharge, the next update will be delayed and I won’t be checking the Steam pages very much during that time.That said, if you encounter any fatal, game-breaking bugs or crashes, please list them in the comments of this post. For anything related to performance issues, please make sure to include your hardware specs.Anyway, I really need some rest now. I hope you’re all having fun, and thank you again for the support!

  • Next Fest Build is live - 23 February 2026

    Yup, it's here. After months of tears and sweat, I present to you this brand new and last demo.Thank you for the support and have fun!

  • So about the Next Fest Update for the Demo... - 22 February 2026

    Everything is going according to plan with zero compromises.See you all tomorrow.

  • Softlock fixes - 14 February 2026

    Did you know perfectionism is a character flaw?Anyway, while I was working on fleshing out the Fungal Grove a bit more before the faithful Steam Next Fest, I ran into a few softlocks so of course, I promptly fixed them. I know I said I wouldn’t update this further, but I don’t think you’d mind having serious issues resolved, right? We both want this to be as perfect as possible within my mortal abilities, yes? You even get more content so what's not to love?So, here’s this batch of changes:Fixed several softlocks (of course).Added lore.Further fleshed out the Fungal Grove. I changed quite a bit, but I’d rather not spoil it—so… trust me.Added new hazards to the Fungal Grove.Rebalanced some encounters.Now I can finally go back to sleep.

  • Press Release Update - 12 February 2026

    Hello again, just like I planned, I released the press update today.The title says it all: this update is mainly for early press coverage, since that’s what Valve suggested I should do so, I did just that. Players who want the most refined experience should wait until the 23rd of February (Steam Next Fest itself).This is not to say the Fungal Grove is unpolished. On the contrary, it is playable from beginning to end, and the moments that mattered the most are as polished as I envisioned them (notably the two boss fights). There are just a few areas that could use a bit more love, and I will be improving those leading up to Steam Next Fest.If you want to help playtest the Fungal Grove (or the whole demo for that matter), feel free to do so.Anyhow, it’s also not lost on me that there have been so many notable indie games that have released recently, which is why I’m not making too much fa…

  • Another round of Fixes - 8 February 2026

    I have completed playtesting of all previous content, and as expected, another round of fixes was needed. Everything is now in order and accounted for.In the future, I will be hosting public playtests, because doing all the testing mostly by myself will not be sustainable once the game enters Early Access.Anyway, here are the latest fixes and changes...Fixes & Changes:Fixed a crash related to climactic encounters.Fixed several turrets clipping into level geometry in Level 2.Fixed the movement speed of previous bosses.Fixed a bug where certain bosses could remain stuck in idle mode, making them defenseless.Reworked the audio mixing of certain enemies.The Terror Worm now takes extremely low damage when hit anywhere except its weak point.All lighting in Level 1 and Level 2 now matches the previous demo builds without compromising performance.Buffed the mech boss fight.That will be all for…

Patch notes and updates

S.noRelease datePatch nameGID number
15 March 2026Hotfix1826362059919755
227 February 2026Quick Balance Changes1825727806710453
324 February 2026Hotfix to the demo1825093633198033
48 February 2026Another round of Fixes1823825466503840
58 February 2026Hotfix1823825466502876
617 January 2026Bunch of fixes1821922921818909
727 November 2025Fixed some weapon wheel bugs1817483467037951
827 October 2025More fixes1814309641567888
925 October 2025Hotfix #21814309641511032
1024 October 2025Hotfix for blood1814309641487932
1124 October 2025Fixed a softlock1814309641487057

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