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After more than nine years of development, I’ve decided to step away from active development on Graffiti Bombing.
This wasn’t a quick decision, and it’s not something I say lightly. The project started as a technical experiment and personal passion project back in 2016, when I had absolutely no experience with Unity. Over the years it evolved into a full VR graffiti experience, eventually reaching a stable Early Access release on Steam.
But after almost a decade of solo development, a significant personal financial investment, and thousands of hours work, I’ve reached a point where continuing development no longer feels sustainable or balanced alongside life and my career.
I want to be honest with everyone about where things stand rather than make vague promises about future updates that I may never realistically deliver.
Graffiti Bombing started in 2016 as a technical demo and learning project.
At the time, I knew nothing about Unity. The entire project became a long journey of learning game development, VR systems, rendering, optimization, design, networking, shaders, tools, painting systems, and everything else required to bring a project like this to life.
What began as an experiment slowly turned into something much larger.
Over the next nine years, the game evolved through multiple versions, redesigns, rewrites, technical challenges, and countless late nights. Eventually, toward the end of last year (2025), I finally reached a point where I felt the game was stable enough to properly release on Steam.
That alone felt like a major achievement for me personally.
One thing that was always important to me was fairness.
Graffiti Bombing was never created as a “quick cash” project. I released it as free-to-play because, from the very beginning, it was fundamentally a passion project and a learning journey.
I didn’t feel comfortable putting a mandatory price tag on something that I was still learning through myself.
The optional DLC existed simply as a way for people to support the project further if they wanted to.
And to everyone who did support the game through the DLC: thank you. I genuinely appreciate it.
At the same time, I also need to be honest about the reality behind a project of this scale.
Over the years, I invested a very significant amount of my own money into Graffiti Bombing — likely well over $100,000 USD when accounting for hardware, software, VR equipment, assets, tools, testing, hosting, and everything else required along the way.
And that doesn’t even account for the thousands of development hours invested over nearly a decade.
The reality is that the financial support from the optional DLC never came close to covering the scale of that investment.
That isn’t me complaining or blaming anyone. The game was intentionally free-to-play, and I fully understood the risks of that approach.
But after more than nine years, I also have to be realistic with myself.
Continuing to indefinitely pour time, energy, and money into a project that is not financially sustainable simply no longer feels balanced.
For the last few months, I’ve taken a step back from development entirely.
Honestly, the break has been needed.
After spending such a large portion of my life focused on this one project, having time to focus on my career, personal life, health, family, and simply living again has given me a lot of perspective.
Right now, I don’t have the energy or motivation to continue active development on the game, and I don’t think it would be fair to pretend otherwise.
I’d rather be direct and honest with the community than make promises I’m uncertain about keeping.
At this moment, there are no active plans to continue development.
Following discussions with Steamworks support, I also plan to formally remove Graffiti Bombing from Early Access rather than move toward a traditional “1.0” release.
The game will remain available on Steam, but the Early Access status and related messaging will be removed to better reflect the reality that active development has ended.
I feel this is the most honest and appropriate way to handle the project moving forward.
Could that change one day? Maybe.
Technology is evolving rapidly, especially in the AI and automation space, and it’s possible that future tooling could eventually make solo development on projects like this far more viable than it has been historically.
But I don’t want anyone reading this to interpret that as a promise.
For now, I’m considering this chapter closed.
Finally, I just want to say thank you.
Thank you to everyone who played the game, supported the DLC, reported bugs, shared screenshots and videos, joined the Discord, gave feedback, tested builds, or simply encouraged me along the way.
Even though the project didn’t become a commercial success, it was still an incredible learning experience and a major part of my life for nearly a decade.
I’m proud that I managed to take an idea from a simple technical experiment all the way to a shipped VR title on Steam.
That journey taught me an enormous amount, both technically and personally.
And for everyone who was part of that journey in some way: thank you.
// Wildstyle @ Graffiti Bombing
See the full release notes below for details on new features, improvements and bug fixes.
A completely rebuilt spray line algorithm:
Line blending is now super-clean with almost no artifacts.
Now supports super thin lines that remain sharp and realistic.
Supports custom falloff profiles for better realism.
More efficient than before — better quality and better performance.
Paint now goes on wet and gradually dries over time, improving realism and feel.
Paint tool coordinates now tracked in world space.
This lays the groundwork for future paintable objects and dynamic scene interaction.
The entire cap system has been redesigned:
Fully configurable spray cap definitions.
New pressure mechanics integrated with the line system.
All existing caps have been rebuilt with the new architecture.
Four brand-new cap types added – now nine total to experiment with.
Paint Tools: updated to align with the new line, pressure, and wetness systems.
Spray Can: easier to spawn drips while painting.
Color Balance: improved the balance between light and dark colors in the system.
VR Support: added support for WMR mixed-reality headsets.
Performance: reduced texture memory and optimized terrain settings.
Paint Pool: fixed an issue where canvas reset didn’t clear paint textures.
Spit Xtreme Clean: fixed prefab placement and cap alignment issues.
PBR Parallax Shader: fixed paint surface visual glitch related to parallax mapping.
Important note: all game settings have been reset with this update, as new options added, and graphics configurations adjusted.
Support GB: If you’re enjoying the game, please consider leaving a review on Steam—it’s a great way to assist the project and helps us continue improving!
Content Build ID: 20802634
// Wildstyle @ Graffiti Bombing
See the full release notes below for details on the changes, updates and bug fixes included.
Game Startup: optimized startup sequence for a smoother experience.
Paint Line Algorithm: improved simulation for cleaner, higher-quality spray lines.
Paint Specular: improved surface highlights on painted surfaces.
Drips: easier to create, with improved visual appearance.
Refactored and optimized locomotion algorithms.
Fixed waist rotation issues when using drag mode.
New settings:
Hand drag option (Left, Right, Either)
Movement speed while dragging
Enable/disable controller-based turning
Teleport support while in drag mode
Controller Haptics: better feedback while painting.
Interactables: improved collision reset and fall detection.
Fast Travel: only reset interactables when game-mode is creative.
Waist Holsters: better rotation + height offset setting.
Actions Assistant: better settings button colors and sizing.
UI Sliders: bigger handles + hover state for better usability.
Vegetation now properly visible in preview and recordings.
Performance optimized for camera preview rendering.
Reduced timeout after dropping camera (unless locked).
Screenshots now match time of day.
Light Count: fixed Unity bug with incorrect light count in bunker.
Game Shutdown: improved XR shutdown process and log cleanup.
Spray Can:
Prevent grab-release inside walls if collision disabled.
Fixed cap switching error with graffiti manager.
Improved trigger sensitivity to be more responsive.
Object Reset: fixed stuck interactables when thrown.
Interactables Manager: solve the issue of missing objects after reset.
Equipment Loadout: fix objects being wrongly disabled when packed.
Undo/Redo Manager: improved reliability and bug fixes.
Sound FX: avoid playing object sounds when travelling / changing zone.
Reflections: Ultra preset now correctly enables improved reflections.
Terrain: fixed road tunnel terrain popping on low/medium settings.
Grass Distance: the distance preset did not get applied at game start.
Rail Sleepers: corrected dark occlusion issue with material.
Fire Extinguisher: frosted glass now visible in builds.
Impostors: replaced glitchy cargo container impostors with low-poly mesh.
Bunker Entrance: fixed low-res texture on overhead pipes.
Backpack: removing items no longer breaks collision on tools.
Tablet Camera: now shows grass properly when changing quality.
Boombox:
Fixed missing UI due to bad event binding.
Stop playing when travelling to player home.
Sky Quality: now applies immediately when outdoors.
Drag World: disable locomotion during travel or time changes.
Interface: fixed component switch errors in UI.
TV Menu: resets scroll position correctly between sections.
Tooltips: won’t double-show and glitch out anymore.
Player Setup: added 4-star icon for Ultra background setting.
Unity Engine: upgraded to latest LTS version.
Light Volumes: tied to build config.
Occlusion Culling: re-baked for all scenes.
Game Tips: updated and expanded.
Loading Screens: added time-of-day aware screenshots.
Important note: all game settings have been reset with this update, as new options added, and graphics configurations adjusted. Support GB: If you’re enjoying the game, please consider leaving a review on Steam—it’s a great way to assist the project and helps us continue improving!
Content Build ID: 19961612
// Wildstyle @ Graffiti Bombing
See the full release notes for details on the changes, updates and bug fixes included.
Release Notes:
New(Lighting): change lighting to mixed, real-time and baked setup.
100% baked lighting available for low-end systems.
Dynamic and mixed lighting available for faster systems.
Distance shadow masks ensure models always cast a shadow.
Added Adaptive Probe Volumes for indirect lighting.
New(Smart Resolution): experimental feature, for very low-end systems.
New(Build Pipeline): optimized and reduced the long game build times.
New(Cinematic Text): zones now show Location / Time / Weather messages.
Improve(Memory Use): reduced RAM memory usage required by the game.
Improve(Shader Rendering): reduced and optimized shader variants.
Improve(Performance): optimize game textures for better GPU performance.
Improve(Reflections): added baked reflection probes for better performance.
Improve(Time of Day): modify system to be compatible with lighting changes.
Improve(SSAO): optimize and provide SSAO for medium and high settings.
Improve(TV Menu): improvements to usability and various settings display.
Improve(Actions Assistant): add settings for game, locomotion & graphics etc.
Improve(Paint Tools): add Radial Menu option to glue spray can to hand.,
Chore(Asset Upgrades): various asset upgrades for new Unity features.
Chore(Graphics Settings): add a new Ultra setting for high-end rigs.
Chore(Weather): check weather configuration and switch cloud presets.
Optimize(Actions Assistant): add more sub canvases for better performance.
Bug(Zones): fixed and optimized various level zone logic issues and bugs.
Bug(Interactables): improved logic, fixed edge-cases and solved issues.
Bug(Actions Assistant): fix the missing tooltips and related issues.
Bug(Actions Assistant): fix black model anomaly by updating camera mask.
Bug(Clipboard): UI was visible when changing time of day, change layer.
Bug(Player): fix invisible objects issue when zoning back to player home.
Bug(Cinematic Text): fix the weather and time of day message formats.
Visually the game now looks better on both low and high settings, see the video below!
Important note: all game settings have been reset with this update, as new options added, and graphics configurations adjusted. A reset like this will happen only on a rare occasion. Support GB: If you’re enjoying the game, please consider leaving a review on Steam—it’s a great way to assist the project and helps us continue improving!
Content Build ID: 19382543
// Wildstyle @ Graffiti Bombing
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Graffiti Bombing, 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 Graffiti Bombing 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.