- Rampage! Update Now Available! - 26 May 2025
I'm pleased to announce that the Rampage! update is now available. This updates adds the following: A new shotgun item in the main game mode. Ammo is extremely limited, so you’ll still need to play the game largely as originally designed, but it will most certainly get you out of a bind more than any other weapon. A new game mode: Rampage! mode, unlocked by finding the shotgun in the main game mode. In this mode you spawn with a fully loaded shotgun, and the level generation logic has been altered to for a more action-oriented experience (fewer tunnels, more enemies, more ammo spawns, etc.). While ammo is still scarce, you can generally play this mode closer to a traditional zombie shooter. To celebrate, TOXICANT will be available with a 60% discount this week during Steam's Zombies vs. Vampires Festival!
- Coming Soon: Rampage! Playtest - 2 February 2025
Greetings! You may have noticed the playtest button that quietly appeared on the store page and be wondering what that’s for. In this update I will tell you all about it, but first, a bit of history: With TOXICANT I set out to make a game that wasn’t just another zombie shooter. Instead, I wanted to focus more on evasion, and much of the design is based around this (tunnels, stealth buffs/debuffs, stamina, etc.). At the time I was heavily inspired by games like Outlast and Alien: Isolation—games where you often need to run or hide instead of fighting your way out. As a result, the original version of TOXICANT contains no guns, only makeshift melee weapons and mining equipment. While I stand by this decision, and I still think it’s a unique experience, I know it’s not a playstyle that everyone wants. Sometimes you just want to blast everything in your way, and who am I to decide that you…
- Build 57 release notes - 6 May 2024
Hey, just dropping by with some quality of life updates. This update lays the groundwork for a much bigger update I’m planning (and for which development is nearly complete). I won’t spoil it just yet, but suffice to say, it will BLOW YOU AWAY! 💥 New Features Add new explosive barrel type Barrels now explode when struck! (*with a strong enough weapon) Add new module for dead-end hallways Add halos to make mutant miner eyes more obvious Changes Connect spawn room with a hallway instead of a tunnel Remove gated doors in earlier levels (all these did was slow the pace) Lower probability of gated doors (makes for more tense moments) Show actual damage and condition values for melee pick-ups Selected weapon slot is now persisted between scenes Mutant miners can now be spawned in secret rooms Some lockers are now randomly removed Various room module changes Improvements Add dedicated animati…
- Build 56 release notes - 28 May 2023
Bug Fixes/Improvements 🐛 Fix issue with resolution selection Fix missing X icon on splash screen settings panel
- TOXICANT leaves Early Access today! - 5 March 2021
Today's the day! After a rollercoaster 4.5 year journey, TOXICANT is finally ready for prime time. Thanks to everyone who came along for the crazy ride: beta testers, early adopters, patrons, contributing devs and artists, the furballs who kept me company, etc. I couldn't have done it without you! 🙏 Although this may seem like the end, it's really just the beginning! As with all of my games, as long as there are players, there will be updates. I have so many more ideas I want to explore, so keep checking back, and keep the feedback coming. Last but not least, I was hoping I could ask you a small favour: if you enjoy the game, please consider leaving a review or telling your friends. As a solo indie developer, I rely heavily on word of mouth and referrals to find new players; anything you can do to help is greatly appreciated. Thanks for your support, Adam/Cosmocat
- Build 54 release notes - 28 February 2021
Build 54 is now and includes the following: Bug Fixes/Improvements 🐛 Update developer note Fix some artifacts in intro scene, improve lighting/post Make toxic platforming room a bit more forgiving Add a Discovery Log description for drill Fix texture seams in large modules
- Build 53 release notes - 2 February 2021
Build 53 is now live and includes the following: Bug Fixes/Improvements 🐛 Various texture fixes and improvements Add photosensitive warning Possible fix for ghoul not facing player quickly enough when attacking Remove feedback form Add social links to pause menu Fix for artifacts in UI when using a quality setting with anti-aliasing
- End Game Update now available! - 16 January 2021
Well, this is it! The final major Early Access update! While I wasn't able to do everything I had set out to, I'm still quite happy with how closely I've been able to stick to the roadmap. Let's take a closer look... New Beacon Type: Smoke Beacon The smoke beacon creates a volume of smoke that obstructs the vision of most enemies, making it easier to sneak by. This brings the total number of beacon types up to 6. Along with this, a Beacon Expert achievement has been added (you'll get this for trying out all of them). Two Separate Endings At the end of the final level, you'll now need to decide how you want to end things. This of course includes an achievement for each option, plus another for completing both. (I've also added a semi-hidden area in the final level, which you'll need to find to get the Well-read achievement.) Quality of Life I've added a couple of long-overdue quality of…
- Build 50 release notes - 6 January 2021
Happy New Year folks! Kicking things off with a sizeable update, including lots of quality of life stuff. New Features/Content 🙌 Add input rebinding Add two endings to final level Add secret area/journal entry to final level Implement Completionist, Mycologist and BingeDrinker achievements Add confirmation dialogs for retry and exit Display day number at the start of each level Add SFX and music volume settings Bug Fixes/Improvements 🐛 Fix for glitchy mutant miner idle animation Various texture improvements Various optimizations Fix for enemy blood decals not working in final area Implement quick turn for gamepad This represents the bulk of the End Game Update, just a few loose ends I want to tie up before I call it done done.
- Overachiever Update now available! - 29 November 2020
Chasm Area A new area has been added that replaces the fourth level: a sprawling industrial complex set in a chasm. This will serve as the basis for the final challenge and multiple endings, coming in next month's End Game Update. New Weapon The player's punch attack has been replaced with a knife swipe attack. Although it does the same amount of damage, it can now be used to break crates as well: Toxic Status Everything that previously did toxic damage now fills a gauge instead of hurting the player. When the gauge is full, you're dead! ☠ And More! Add the first batch of achievements (5 to start with) Adjust mutant miner HP (varied by type) Add new mutant miner behaviour (deaf) Mutant miners now pursue player more aggressively Various texture and material improvements Increase the prevalence of pickaxes Disable collision with broken wall pieces Add explosion force to breakable wall pie…
- Dev journal #9 - 13 November 2020
Well, I've been busy working away on a new area: a sprawling industrial complex set in a chasm. I'd say it's coming together nicely: It uses the same procedural generation as the mine levels, but as you can see, it's wide open, and even has an area below. (There's nothing down there yet, but I have some big plans for it... 🤐) You'll need to visit the various platforms throughout the area to reactivate power, at which point you'll need to make an important decision. 🤔 (Note that the area won't be beatable until next month's End Game update, but you'll be able to check it out well before that!) I've also started implementing some achievements. I'm hoping to have 6 or 7 implemented in time for the Overachiever Update later this month, but as always, I'll be uploading things to the alpha branch as I finish them.
- Explorer Update now available! - 31 October 2020
Another month, another major update! The Explorer Update adds the following new features: Two new mushroom types: red and white. These buff strength and stealth respectively. Two new beacon types: distraction and trap mine A new beacon launcher model A new wheel-based UI for selecting beacon types Persistent discovery log items The Explorer Update also includes the following bug fixes and improvements: Buff stats modifiers and upgrades Replace discovery log square icons with scroll list Add support for freezing and exploding fish Improve mushroom, beacon and toxic VFX Improve texture maps in many places Improve beacon/water interaction Possible fix to reduce chances of player sticking to ledges Lower overall audio mix levels Next up: the Overachiever Update! This update will lay the groundwork for achievements as well as a final level and ending.
- Watch the dev play - 31 October 2020
Hey folks, I'll be broadcasting a video of me playing a recent build throughout the weekend. I'll also be dropping by the chat--as well as the Discord--to answer any questions you might have.
- Build 46 release notes - 27 October 2020
Hi folks, Here's the bulk of progress towards the Explorer Update, along with several bug fixes and improvements! New Features 🙌 New beacon types: trap, distraction New mushroom types: stealth, attack New beacon launcher model New beacon selection UI Persist discovery log items Bug Fixes/Improvements 🐛 Replace discovery log square icons with scroll list Improve beacon VFX Buff stats modifiers and upgrades Fix for final level not loading Add additional texture maps for mutant miners Improve beacon/water interaction Disallow firing beacons while underwater Improved textures for large rooms Increased intensity of toxic particles and lighting Prep for key rebindings (the controls UI will look a little bit weird during this transition)
- Dev journal #8 - 20 October 2020
Hey folks, sorry for the silence lately! I had to take a bit of time to get another game over the finish line. With that taken care of, I can now give TOXICANT the attention it deserves! And on that note, that Explorer Update is well underway! This update is all about adding new loot and expanding upon the beacons system. New Loot Initially, this is going to start with two new types of mushrooms. As with the existing mushroom, these offer a temporary buff in exchange for a slight hit to your health, though I may end up applying distinct debuffs for all three. Red mushroom: boosts strength White mushroom: boosts stealth Along with this, I took the opportunity to buff the strength attack modifier; it was way too subtle. Now while under the influence of a red mushroom you can take down a mutant miner with a few swings of a melee weapon. Oh yeah, plus a minor revamp to the VFX (added spores…
- Creatures Update now available! - 30 September 2020
Another month, another major update! The Creatures Update is all about adding new creatures! You'll encounter three new enemy types: toxic spider, mutant fish, and tentacle monster. The Creatures Update also includes numerous improvements and bug fixes: New damage type (toxic) with distinct visual feedback (green overlay) Adjustable mouse and gamepad sensitivity settings Improved player punch hit detection Various lighting, visual, AI, and level generation fixes Various audio fixes, including limiting switch alarms to current floor Next up: the Explorer Update, which will add several new types of buff items, beacons, and more! You'll start seeing some initial progress in the alpha branch over the next couple of weeks, with the full update releasing towards the end of October.
- Build 42 release notes - 20 September 2020
Hi folks, Here's the first of the progress towards the Creatures Update, along with several bug fixes and improvements! New Features 🙌 New enemy: toxic spider! New damage type (toxic) with distinct visual feedback (green overlay) Add settings for mouse and gamepad sensitivity Bug Fixes/Improvements 🐛 Improve enemy spawn logic Remove emission for toxic blood decals Always use pixel lights for lanterns Fix some light bleed issues Fix for switch alarm audible from other floors Fix for large room switch missing alarm Fix for wrong reverb settings applied in certain cases
- Dev journal #7 - 6 September 2020
Next up in the Creatures update: mutant fish! The model and animations are complete (huge shout out to the talented artist--and gardener--JP for his work on this), I'm just working my way through the AI now: There are some details of this on the devlog if you're curious. Oh yeah, I've got a free key up for grabs by the first person who can name one of the references for this guy. (hint: it's from the 90s... I've said too much) As well, a quick update to the roadmap: I'm going to defer the "super mutant" enemy to a future update in favour of a completely new type of enemy... more to come on that! 🤐 Reminder: if you want to check out the first of the new enemies (toxic spider), you can find that in the alpha branch right now. I'd love to hear your thoughts on the balance since their addition.
- Dev journal #6 - 30 August 2020
When Spiders Attack Say hello to your new best friend! 😉 Along with this new enemy type I've also added a new type of damage (toxic) with its own distinct visual feedback (green overlay). This should help to differentiate when you are taking environmental damage from toxic puddles, when a spider is spitting at you from behind, etc. To further help differentiate toxic hazards I've also removed emission for enemy blood decals. Last but not least, I also reworked the enemy spawning logic. Previously, every second room along the solution path spawned a mutant miner 100% of the time (and at higher difficulties: a rat and a second mutant miner). The new logic is more variable: 75% chance of a mutant miner / 75% chance for the 5th floor and above 50% chance of a spider for the 2nd floor and beyond 50% chance of a rat for the 5th floor and beyond The difficulty ramps up fairly quickly now; you…
- Lofty Update now available! - 19 August 2020
I'm excited to announce that TOXICANT just got its first major Early Access update: The Lofty Update! This update adds a new type of layout to the fourth floor of each level. This layout uses larger modules, which means longer hallways (including longer underwater segments), and support for larger hand-crafted areas. Currently, there are four of these (with more to come). The Lofty Update also includes numerous improvements and bug fixes: Settings now available from in-game pause menu Post-processing effect for alcohol Lockers now contain loot, including upgrade pills Various visual and AI improvements Next up: the Creatures Update, which will add several new enemy types. You'll start seeing some initial progress in the alpha branch over the next week or two, with the full update releasing towards of September.