Horse crap kicking mechanic added!
Gun-based fishing added!
Here's all locations in the game right now:
Lone Church
Turn to Hole
Turn to Hole Tunnel
Dry Hole
Sawmill
Hooks
Revolver Tower
The Train
The Canyon

Steam news
Full Steam announcements and update articles for this title.
Horse crap kicking mechanic added!
Gun-based fishing added!
Here's all locations in the game right now:
Lone Church
Turn to Hole
Turn to Hole Tunnel
Dry Hole
Sawmill
Hooks
Revolver Tower
The Train
The Canyon
Today we're releasing a new game - Dead Night Highway. It's a colony builder / travelling road game where a group of survivors drives west escaping the zombie horde. It is a bit like Rim World / Kenshi mixed with Oregon Trail
Dead Night Highway on Steam
Don't be worry, work on Golden Chambers is still going! We just need a little more monies to finish it ːsteamhappyː
PROOFS:
Nuff said, there's a lot!
Also please don't buy game keys from certain third-party store. Dev team has been scammed by the publisher who sold 25k keys to that store without our agreement. Steam summer sale starts in a few days and there will be a nice and clean discount.
Keep chambering!
Been working to improve the gaming experience in Trail of Blood mode - co-op and singleplayer - and as a result, Golden Chambers is 65% off for a few days!
Hello dear haters i've done quite some more work on Trail of Blood co-op connectivity
Horses, bears and owls are synced
Weapons, shooting, damaging is synced
Weapons and items pickups are synched now
Loot containers form dead animals are synced
"Red wave" is coming for you FTL-style - when it catches you it'll spawn a whole bunch of mobs on you. Check the map
Animals, mobs and pickups streaming around every connected player
NPCs in villages should be synced
Connection guide:
YOU SHOULD BE ON \ BRUNCH ON STEAM
A player with a better computer should be hosting. He clicks trail of blood >> steam >> host
Client player then should click trail of blood >> steam >> join. That will open steam overlay and allow to connect to his friend host player lobby
There's still lots of work to do but i can start using help with testing. Especially for what's new now broken in story campaign ːsteamsaltyː
Players do not have animations rn i know please dont report that!!!!11
A number of bugs related to damage handling changes introduced during co-op development have been fixed - including an issue where the player could not die at all, even in solo campaign mode ːsteamsaltyː
Some combat interactions in Blood Trail mode have been synchronized for co-op play.
Recent tests showed that when spamming the interact button to skip dialogues, different cutscenes could sometimes overlap, which caused certain events to never start. I added temporary safeguards where I could find them so cutscenes wait for each other, but the game is big and needs more testing - so please help test it out, fellow cowboys
The gear perk "see gunfire signals" fixes the problem of “WHERE THE HELL IS THAT SHOT COMING FROM? I’M PUTTING A RED REVIEW!”
The length of vomiting reduced from 3-20 seconds to 3-10 seconds.
Player now automatically stands up after rolling.
Freshly killed, falling mobs no longer shoot - honestly, I probably wouldn’t have fixed this because it was a fun mechanic where a mob falls and fires one last shot at you. But it caused a bug where the mob could get stuck in its idle animation after death.
A certain amount of work has been done to co-op connectivity department for the Trail of Blood mode. It’s still unplayable - there’s a lot more syncing to do - but you can already run around and shoot. And about how you say “this isn’t a priority task”- it's me who forever stuck on this game, not you so im doing whatever!!
Hands sway is nerfed when MC is not drunk.
Player's mark on the map is now visible over all other map marks.
Zakhar did a little something on quests, but he doesn’t have enough money from the Chumberes to get paid, so it’s unclear what’s going on there. We tried begging for donations on streams, but it didn’t take off. Suggest your ideas on how to finish the quest content. Maybe we release co-op and that’ll give a boost to finishing quests, maybe it won’t.
Enemy turrets no longer shoot directly in your face from ten kilometers away - they now have a bit of spread.
Finally, Chambers will most likely remain in early access forever - because our prev publishing people are good people, God bless them.
I also removed the deprecated tools from the project and changed the install folder — if the build doesn’t work on the new update, just wiggle the computer’s plug a bit or give the screen a good whack, that should do the trick.
Fanart by Ponch!
Explanation dump npc in the campaign
Moved open world loading to another thread, it shouldn't hang that much anymore
More projectile optimization
Trail of Blood game mode now has streaming villages, cowboys and animals
'Ammo in weapon' markers now dynamically move closer to weapon's shot holder
Trail of Blood has its own \ map now
TIPS ON HOW TO KICK, CATCH BULLETS, OPEN HOLSTER AND THROW HAT ARE NOW SHOWN DIRECTLY ON SCREEN (it's Q C holdR and F)
Enemy markers on the compass is now a perk on your gear so get naked you cheater!
Colored mobs highlighting while aiming is now also a gear perk!
More dynamic hand sway adds more fun and makes hip-fire harder!
Mobs take stun damage even if you hit near them!
Zakhar did some work on quests closer to the end of the current content!
In Blood Trail mode you can now ride through villages with no loading screens and try to harass the locals!
Throwing the hat is no longer just a hookshot - you can now uncharted your way tarzan swinging style!
Fixed a bug with saving the music volume level!
Tweaked player projectiles - in the previous build it was way too hard to hit mobs!
No more difficulty selection!
Player now has a cooldown for taking damage!
Player won't get pushed away now when taking damage messing with your controls!
Buy Golden Chumberes and the Golden Light!
Tell the Internet Game needs more Feedback (video or stream format)
The open world used to be in a global preload, which caused it to load on the very first frame of the game and stay in memory at all times.
Now it’s separated from the rest of the game, which is why this update is 1GB in size — sorry about that, folks.
Going forward, we’ll keep optimizing the open world so it doesn’t load everything in a single frame when starting a new game or continuing a save.
Started reworking the Blood Trail mode.
There’s not much to play yet, but we’ve got something interesting planned.
Not going to say more for now — don’t want to jinx it 😉
Fixed immortal bats!
A bunch of other small fixes!
New perk: Ricocheting Bullets!
Boss revolver scorpion in the church at the start of the game, where there used to be a story cut!!
Mobs are now much more aggressive and won’t wait for the player like it’s some kiddie game!!!
Projectile collisions work way better — mobs have stopped being clumsy idiots!!!!
Ai female robots that produce mayonnaise!!!
Golden Chambers is now officially a part of Golden Light Megafranchise
Loading screens are replaced with interactive story scenes
Working on tactical strategy combat gameplay levels
New Sawmill story level/room/chamber
Main character's inner thoughts will now bombard your ui
Medium difficulty now has damage scaled up
send kisses please
- gop-stop mechanic - if you load into an area and there's already an agressive mob waiting to shoot you - instead he will offer a protection and walk you to closest blue hub area for fifty bucks
- Reworked legs movement - no more speed scalers for strafing and moving back. Had to reduce base movement speed to balance that out
- Trail of Blood mode can be now played on medium difficulty
- Hard difficulty hides red mobs outlines in story campaign too
- Six hands boss fix and other fixes
Thank you all for support!
We keep chambering!!!!
New flamethrower weapon that uses booze as ammo
Dry Hole town area with new quests and encounters
New Trail of Blood game mode - with permadeath and prodecural levels
More to come! Thank you all for support!
Debug beta branch is updated with a brand new game mode called Trail of Blood!
It features permadeath, procedural open levels and game is locked to hard difficulty in this mode. Expect more hardcore, tactical experience with higher stakes and replayability
You can start a run hitting 'new play' button in main menu. It won't interfere with your save in story mode!
Higher difficulty means your partner NPCs are much more useful, but more heads in your squad means more mouths to feed during the travel, so be sure to stack up on the supplies!
Some bugs and funny level generation are expected at this stage.
More content will be added to this mode during the Early Access
We also keep working on story mode, there has been some updates in Dry Hole - the 3rd Chamber.
Main branch will be updated later after some more testing and beta updates.
You can access debug beta branch in Chambers game's properties on Steam (RMB to access)
Thank you all for support!
Glanton and MC finally arrive to Dry Hole town searching for that Rose Coffin no one knows about!
Join the beta test for new content here on our Discord server!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Golden Chambers, 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 Golden Chambers 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.
FAQ
Browse related Steam game intelligence pages and categories.