
Steam news
Full Steam announcements and update articles for this title.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Beatdown City Survivors, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Beatdown City Survivors statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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Thank you everyone for your patience! Here is our first MAJOR update post launch, which really changes the game quite a bit, mostly on a voluntary basis.
Added:
Customization modes per level!
Introducing the "Challenges" menu or customization
Including hardcore mode, double bosses and "Fragili" mode, a one hit kill mode!
There is also a "Concrete" mode where you take less damage!
5000 enemy achievements are now easier to achieve with regularity on any map
New Passive - The Unlucky 8 Ball
Further allows you to make your run more difficult / spawn more enemies.
New Survivor - Boney the cat
Boney is in Proving Grounds
Spawns with 8 additional lives (when playing)
New playable character
Fatboi Sharif, featured on "Season Of The Sickness" by k-the-i???/Kenny Segal, he has a very unique play style where he switches masks.
Stats are now on the pause menu
We broke out weapon stats to be clearer as well!
Assorted fixes -
Enemy kill count added to the UI
Farooq's will let you know when you have things to sell
Tweaked Flesh Gorillas to be easier to deal with
Adjusted some park waves
Reduced Bleed time
Hey everyone, we're proud to announce Beatdown City Survivors releases on June 10th with a 20% off launch discount! ($7.99) - there will also be an extra discount if you already own Treachery in Beatdown City!
You can peep our launch trailer over on Youtube
As we mentioned previously, all demo saves should carry over (we've played the demo and tested it A LOT) so if you've been playing a while, don't be surprised if you unlock a bunch of stuff!
Please let your friends know, and see you next week!
Hey folks!
Shawn here, and I wanted to say, as always, a huge thank you to everyone playing our demo and giving feedback.
I wanted to announce that we’re officially moving the game to early 2026. That means between January and February. We wanted to get it out this year, but various things got in the way. One thing was we wanted to deliver a more complete experience, and we're excited to deliver it!
In October we dropped our most expansive trailer yet, showing 4 of the biomes including the animal filled Park and the toxic wasteland of Downtown.
We also showed new playable characters, like Pumpkin the cat, new enemies, like the roaming hordes of Special Forces in Downtown, and several bosses, including the massive Rat Mom alt boss for the subway.
Each level has multiple variants. These contain different win conditions, increased difficulty levels, and alt bosses. The levels themselves also change a bit - one example is, the subway lights go out, and the red, emergency lights kick on, giving a whole new vibe to the level.
We’re hard at work making this game the best it can be. It's primarily just 2 of us, I make the art, and Matt makes the code, so we appreciate the patience. We'll be back next with a release date! If you'll be at MAGFest (Jan 8-11), we'll be demoing there, and will most likely have a date by then.
Thanks for support! And please share our game with your friends so they can wishlist and play the the demo!
PEACE!
Hey what’s up! Who likes cats? Apparently most people at PAX West, where we debuted our new character Pumpkin (one of five cats in the game!)
In this post we'll be outlining a lot of cool stuff coming very soon.
It’s been a few weeks since PAX West and we are feeling pumped! Hundreds of folks played the PAX only demo, and we were given a cool award by Sidequesting!
Up Next:
On October 6th we'll be ending access to the current demo.
We'll also be starting a public playtest on October 7th! Make sure to hit up the button to join in!
The playtest til the end of the week and will feature:
Missions and rewards.
Level 2, the subway!
Adding a few more unlockable characters
The Subway has a train, that can hit you, and enemies.
Unique level design, with train platforms that house items and long stretching tunnels of danger,
A cool vampire boss fight.
Several New enemies including:
Zombie penguins
Skeleton Bikers
Were rats
After the playtest, we'll be dropping a new demo for Next Fest which will have any fixes we need from the playtest, as well as a bunch of improvements.
Thanks for rocking with us, and we hope you enjoy the demo/playtest! And if you do, please get friends to check it out!
First off, thank you to everyone checking out the demo! If you played it, PLEASE give us a review.
We’ve been very happy with how the demos been going, we’re extending our demo for a few more weeks!
(For access to Playtests, consider joining our discord and signing up! https://discord.gg/BK57QbFgfG)
Julie is a judo master, with a 360 attack, doing damage to everyone around her!
She also has a unique roll that does melee damage to enemies.
Her skill increases the area of all of her attacks.
Her unlock requirements require you to play as Lisa, Brad and Bruce for at least 5 minutes each.
We just added counting time to the game, so even if you already played as Brad/Bruce/Lisa, you'll still have to do the 5 minutes each again.
We made unlocking Heather and Abbey easier.
Destroying Vans counts over repeated playthroughs.
Now if you destroy 1 or more vans and die, it will count for your next run.
You can now toggle off the Now Playing box if you want. It is also localized.
Added "Controls" to the menu.
We’re in the process of making controls rebindable.
We updated how outlines load so they update immediately when you change the options.
Updated status effect icons, added Julie's Area Up icon (for her skill)
Fixed an issue where pressing E to close pause menu would also immediately interact with what you were next to
Fixed bug where Farooq item/upgrade cards would be incorrectly left in selected state
Fixed a bug where if a shop had an upgrade for a weapon, then you crafted that weapon into something else, the upgrade in the shop would be broken
Fixed a bug where the Now Playing box would cause the game to hang if you were in a menu (Thanks IGN Live players!)
Increased performance.
And that's it for now! Please continue to give us feedback, either on the Steam forums, or our discord!