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NeuroKore: Requiem

NeuroKore: Requiem Steam news

Astigma Productions | 2027 | game

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

  • Latest observed playersNot available
  • SteamPulse tracked peakNot available
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review scoreNot available
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  • Release date2027
  • DeveloperAstigma Productions
  • PublisherAstigma Productions

Company pages: Developer: Astigma ProductionsPublisher: Astigma Productions

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NeuroKore: Requiem Steam news

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

Latest Steam announcements

  • Procgen Dungeons - 14 May 2026

    v0.3.0 — Procgen Dungeons, Cover System, and a Big Difficulty PassEvery floor is now a different shape, you can finally duck behind a barrel without it being decorative, and the game has stopped trying to delete you in the first room. New SystemsProcedural Dungeons — Levels are sparse maze layouts carved fresh per run. Dead ends, winding corridors, branching paths. Spawn always lands in a safe room with a starter chest; the boss and exit live behind a switch puzzle at the far end. Mob density scales with player level, so the first few floors aren't deep-zone-crowded.Cover System — Crouch behind a barrel and enemy fire actually gets blocked. Destructible props sit on a new collision layer that takes damage from your shots and breaks open for loot.Health Potions — New Q-key consumable slot. Three charges, 30-second recharge each, heals over time. Stimpacks for Analog characters, Batteries…

  • Let there be... sound? - 13 May 2026

    v0.2.1 — Audio Pass & Polish This update lands the first proper audio pass on Neurokore, plus a stack of visual polish and quality-of-life fixes.AudioEvery weapon now has fire SFX — multi-sample arrays with per-shot pitch/volume variance, so rapid fire doesn't sound mechanical and enemy fire reads as distinct from yours.Channel weapons (Taser, Energy Accelerator) get an engage zap plus a continuous hold loop while you hold LMB.Music — 5 level tracks shuffling per New Game+ run with a 15s fade-in and a 30-second silent gap before re-looping, plus a title theme.Footsteps, damage grunts, explosions, UI clicks, hit-flesh confirmation — all wired across the player, enemies, and the menu.Room-aware reverb (small hallway vs. large room) and a 24-slot positional audio pool that prefers idle slots so long sounds don't get clipped.Audio settings tab — Music / Sound Effects / Ambience sliders, per…

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