Keyboard Warriors Playtest news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
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- Release dateJul 13, 2026
- DeveloperStretchy Cat
- PublisherNot available
Company pages: Developer: Stretchy Cat
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.
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Keyboard Warriors Playtest Steam news
Keyboard Warriors Playtest news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Hotfix Update 5.1 - 21 September 2026
Hotfix for the reward system offering energy damage perks when the player has no sources of energy damage. Also adds missing damage type dependencies for: We're In This Together Flash Fire Conductive Nanoparticles
- Playtest Update 5 - 20 September 2026
Features Gauntlet events will now show you the total number of objectives to reach along with the distance to the next objective. The coastal gauntlet event has been reworked entirely, with different spawners activated at each step. Blood and zombie chunks can be disabled in settings. "Relaxed Mode" has been added to the settings to make the game a bit more chill while we work on the difficulty options. This makes the mechs tougher and all weapons charge faster and do more damage. Adjustments Sapper damage has been changed from 300->100 to make them less of a death sentence if you don't hit them in time. Sapper burning duration has been increased from 5->30 seconds (with a total of 30 damage) so there is more opportunity to make use of upgrades that apply when you are burning. Changed the weapon VFX for tazer goad. Fixes Fixes some weird sliding and floating during melee animations. You…
- Playtest Update 4 - 16 September 2026
Hey everyone, been quiet for a couple of weeks, we have been working hard with some things in the background. This week we are excited to announce that we are making the playtest public, hopefully we will see some new faces around in this last stretch before we get a demo out to the world next month. Playtest Update 4 brings: Features New combat event types have been added! The impossible events have been replaced by a difficult but winnable event for each major path. You will now see a run summary screen at the end of a run, this is still placeholder but it gives you a glimpse of your overall performance before landing back in the workshop. All enemies have new attacks and behaviours. The downtown path has been opened up, this adds an alternative route with several new events and a boss. More ragdolls for enemies, corpse chunks and dismembered ragdolls may also spawn. Weapon UI overhau…
- Playtest Update 3 - 6 August 2026
Playtest Update 3 is live, smaller update this week while we work on some larger system changes. Features Enemy zombies become ragdolls when killed. Battles are more fun when you can make a big zombie pile. We are going to give enemies a chance to become ragdolls or chunks when they die depending on impact force. Added a custom cursor graphic and proper hide/show states so you will no longer have a mouse on the screen while typing. Adjustments Enemy zombie hordes will spread out a bit more when approaching, this does increase the difficulty a bit since you can't cleave as many as when they're all blobbed up, so we will look to scale some of the events if needed. Reduced the number of active shadow casters in scene. Changed skinned mesh computations to a pre-skinning pass as an experiment, this aims to improve GPU performance on lower end devices at the cost of some bandwidth.
- Playtest Update 2 - 30 July 2026
Playtest Update 2 is live with the following changes: Features Now that the map layout is starting to finalise we have baked a full lighting pass with global illumination. This is baked GI with probe volumes so it should look a lot better without a big performance hit, but shout out if you notice any regressions on your systems! Some areas might be a bit dark with the new stronger shadows, but we will bring these up with some local lighting. Enemies will now have slightly randomised colours and sizes to create less uniform looking hordes. Not too dramatic so you can still spot the key targets. You can now select upgrades directly with a keybinding (displayed on the card) instead of navigating to them and holding space/enter. Adjustments Zombie health has been increased slightly, and bloater health has been decreased so they are less of a slog early on. Lingering ozone has the correct ic…
- Playtest Update 1 - 23 July 2026
Playtest Update 1 is live with the following changes: Features A new zombie enemy type has been added to help balance out the pacing of hordes. These guys are very slow and very tanky. They aren't much threat on their own, but you will want to wear them down before they reach you because they will debuff you with corrosion when they attack or burst. Enemies now have an outline that matches with the corresponding weapon they are being targeted by in the HUD. The weapons in the HUD are still a work in progress, trying to find a nice way to match these colours without having it turn into a party down there. CAPS LOCK will be displayed in red text just above the typing input when your caps key is active. Navigation hints have been added to the reward screen. Choosing a reward now requires a short hold to prevent accidentally picking the wrong loot (tragic). Adjustments Events in the city se…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 21 September 2026 | Hotfix Update 5.1 | 1844115010500311 |
| 2 | 20 September 2026 | Playtest Update 5 | 1844115010498813 |
| 3 | 16 September 2026 | Playtest Update 4 | 1844115010488262 |
| 4 | 6 August 2026 | Playtest Update 3 | 1840310314340885 |
| 5 | 30 July 2026 | Playtest Update 2 | 1839676055884128 |
| 6 | 23 July 2026 | Playtest Update 1 | 1839041357025559 |
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