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Silkdown

Silkdown Steam news

Mire | Coming soon | game

Coming Soon

GameSteam Store content

ActionIndie

  • Steam app typegame
  • Steam App ID4015880
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperMire

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

  • Steam app typegame
  • Steam App ID4015880
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperMire
  • PublisherMire
  • Parent gameNot available

Genres: Action, Indie

Company pages: Developer: MirePublisher: Mire

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

Silkdown Steam news

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

Latest Steam announcements

  • Version 0.59 - Stereo Damage - 2 August 2026

    Changelog 0.59 - Stereo DamageFixed SFX stereo panningFixed a crash player exiting lobby on portalFixed loading animation glitch

  • Version 0.58 - Did I Stutter? - 19 July 2026

    Changelog 0.58 - Did I Stutter?Removed shader compilation stutters finally

  • Version 0.57 - Phase shift - 12 July 2026

    Changelog 0.57 - Phase shiftAdded scene transition animationsFixed occasional crash when changing scenesFixed creeps having massive amounts of health bug

  • Version 0.56 - Big Profiles - 21 June 2026

    Changelog v0.56 - Big ProfilesAdded saving named profile settings.Profile names now show on spawn, freeze kills and win screen.Minor bugfixes.

  • Version 0.55 - Effortles Weave - 12 April 2026

    Changelog v0.55 - Effortless WeaveAdd Auto Weave mode. It's enabled by default.Add Vibration disable option.All vibrations trigger strong and weak motors for compatibility.Fix balancing initialization bugs.

  • Update v0.54 - 13 March 2026

    Update v0.54 change log:Features:New weapon: Swarm Gun!Hit and kill audio chirps.King of the hill capture and release timers.Change Silklink mode team description.Fixes:Fix navigation region memory leak.Fix screenshake.Performance:Optimize navigation baking.

  • Version 0.53 - 6 March 2026

    Version 0.53 notes:Lots of fixes for bugs introduced with previous rewrite version (0.52.1) from the beta branch:Fixed crash on navigation bakeFixed player respawn position logicFixed invincibility visual glitchFixed gamepad navigation crashFixed gamepad navigation echo Fixed gamepad aim with cursorFixed bombardment and time limitFixed some memory leaksNew stuff:Fixed beacon throw out of screenFixed input latch on lose focusReduced invincibility timeChanged dash indicatorCreeps are now slightly bigger and slowerFixed laser draw layerFixed grenade bullet lifetimeTweaked spider looks a bitReduced max websTweaked bug bait markerModified cursor

  • Close to the metal - 2 March 2026

    I've finally made it! Phew! The entire game is rewritten in c++ and available on the beta branch with version 0.52. It wasn't exactly a smooth ride, but it seems to me that going forward I should be able to iterate on the game in comparable speed while also allowing me to support lower spec hardware. I learned a lot about the engine so I'm in a better position to help out the Godot community too.I'm looking forward to working on features and polish again! Cheers!

  • Still cooking++ - 3 February 2026

    Hi beautiful people! Hope you're well! There weren't many updates lately, but that's because I've been rewriting the game in c++ and that takes time it turns out! Why? Well, performance is the obvious reason. The game is built using the Godot game engine, and this is my first real game using it. It was written in c# as that's the language I'm most proficient in, and it served me well for prototyping. But as I started doing performance work, I found out that c# integration in Godot has some serious problems if I want the game to run without hiccups, and I really do. Also, c++ should give me baseline better performance, which helps with older hardware. Another one is, that I wanted to be closer to the metal and the engine. This gives me opportunity to extend the engine as I see fit and maybe give back to the Godot community by working on the engine. It's been interesting learning about th…

  • Demo update v0.48 - 25 December 2025

    Changelog v0.48 - Bombs AwayAdded map bombardment. Can be disabled in game rules.Added a spread indicator to assault rifle and shotgun.Hit flash time reducedTap beacon button deploys a beacon if none activeMinor work on follower movementMinor audio mixing

  • Demo update 0.47 - 17 December 2025

    Changelog v0.47 - Precise ordersChanged follower behaviorsFollowers guard the leader in formation when there is no baitThey take formation upon reaching the bait and stay thereRemoved stink attack mechanicRemoved follower physics collisions with each other and players Increased bait timeSome leg workSome optimizations

  • Demo update v0.46 - Live on beta branch - 10 December 2025

    Updated version live on beta_demo branch. Changelog v0.46 - Silk tensionFixed several weaving issuesAdded revert to default options buttonAdded randomize pickup on collect optionAim laser graphics workAssault rifle has recoil now

  • Demo Update 0.45 - 6 December 2025

    Changelog v0.45 - Asymmetric LinkNew asymmetric game mode - Silk LinkOne team tries to connect the crystals with silk while other tries to stop themHide black snow particles optionBrightness optionPistol bullet speed increasedFix web damage collision box sizeMinor bug fixes

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