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Full Steam announcements and update articles for this title.
Holy Shoot leaves Early Access today! We are officially live with our 1.0 launch update, and the depths of Hell just got a whole lot more dangerous.
Here is a quick look at what’s waiting for you in the full release:
The Sloth Realm: A beautiful, foggy, and overgrown new zone that will challenge your perception of safety.
Belphegor: The ruler of Sloth and our newest boss fight. Bring your best upgrades, because you will need them.
Endless Mayhem: Test your limits in a fresh game mode designed for pure, unadulterated scaling chaos.
Steam Achievements: A new list of challenges to unlock as you perfect your builds and blast your way through the game.
Polished Progression: Tweaks and improvements across the board based on community feedback.
We want to send a huge shoutout to everyone who supported us during Early Access. We couldn't have reached 1.0 without your reviews, bug reports, and passion for blasting demons.
Progression systems have been fully redesigned.
Completely redesigned Skill Tree structure and progression flow
Expanded build customization options
New unlockable tools including Auto-Turrets, Ghosts, Grenades, and more...
New stealth-related mechanics and perk updates
Second Chance revive mechanic added
General balance adjustments across perks and costs
A new pre-run system has been added that lets you fully configure your build before entering combat.
Full pre-run build configuration before entering combat
Loadout management for Ghosts, skills, and consumables
Character selection with trait previews
Realm selection with unlock-based access
This system gives players more control over how each run starts and allows for proper build planning before combat begins.
Core combat systems have been updated and rebalanced.
Elemental perks integrated into the Skill Tree (including Lightning path)
Enemy AI improvements for movement, aggression, and behavior consistency
Updated difficulty scaling based on run progression
New boss phase system with dynamic behavior changes
General combat pacing, enemy variety, and balance adjustments
A new minimap design
Real-time minimap for battle rooms and layouts
Room connections and path visibility
Tracking of points of interest (Altars, Weapon Chests, etc.)
Landmark tracking system integration
UI and UX improvements for clarity during runs
Major technical improvements have been made.
Key rebinding system
Engine upgrade to the latest version
Expanded controller support across menus, Skill Tree, and Combat Entrance (WIP)
Additional improvements and fixes across the game:
UI and HUD improvements across multiple systems
Combat readability improvements
Perk and ability interaction fixes
Navigation and room generation fixes
We heard you and hell just got rebuilt.
Holy Shoot EA 2.0 is our largest update to date, overhauling progression, combat flow, UI, build variety, and overall run structure. This update touches nearly every major system in the game.It introduces a new Skill Tree system, customizable loadouts, in-run perks, realm selection, controller support, new minimap, reworked balance, improved enemy behavior, and extensive polish across the game. This update forms the foundation for future development.Here’s what’s new in the Major Update:Progression systems have been fully redesigned.
Completely redesigned Skill Tree structure and progression flow
Expanded build customization options
New unlockable tools including Auto-Turrets, Ghosts, Grenades, and more...
New stealth-related mechanics and perk updates
Second Chance revive mechanic added
General balance adjustments across perks and costs
A new pre-run system has been added that lets you fully configure your build before entering combat.
Full pre-run build configuration before entering combat
Loadout management for Ghosts, skills, and consumables
Character selection with trait previews
Realm selection with unlock-based access
Elemental perks integrated into the Skill Tree (including Lightning path)
Enemy AI improvements for movement, aggression, and behavior consistency
Updated difficulty scaling based on run progression
New boss phase system with dynamic behavior changes
General combat pacing, enemy variety, and balance adjustments
Real-time minimap for battle rooms and layouts
Room connections and path visibility
Tracking of points of interest (Altars, Weapon Chests, etc.)
Landmark tracking system integration
UI and UX improvements for clarity during runs
Key rebinding system!!!
Engine upgrade to the latest version
Expanded controller support across menus, Skill Tree, and Combat Entrance (WIP)
UI and HUD improvements across multiple systems
Combat readability improvements
Perk and ability interaction fixes
Navigation and room generation fixes
General performance and stability improvements
Additional localizations
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Hey everyone,
We want to take a moment to share what we have been working on and directly address the main feedback we have been receiving from you. Your Steam reviews, comments (both online and at events), and discussions on our Discord have been invaluable, and many of the changes below are a direct result of that feedback.
Meta progression
Settings
Challenges
Audio polishing
Completely redesigning the meta progression tree from the ground up. Upgrades are now more meaningful, with heavy pruning and new impactful upgrades added.
Giving players more agency over their run. You can now change and combine different skills, and skills are no longer tied to characters.
Redesigning the in-run progression system with a complete UX and UI overhaul. We are adding more meaningful upgrades and removing less impactful ones.
Balancing the Companion and Ghosts, while giving players more control over what the Companion does and which Ghost they want to start a run with.
Reworking how weapons are unlocked and offered to the player as part of the progression system.
Adding a new theme and a new boss.
Adding more enemy types.
Working on an Endless Mayhem Mode where players can fully test and push their builds after beating the game.
Proper and expanded audio settings.
Improved enemy pathing.
Making the hub clearer and easier to understand.
Addressing FPS drops occurring during transitions to new levels.
This is not the end of the list, but it covers the biggest areas we are actively focused on right now. We will continue sharing updates as these changes take shape.
Over the coming weeks, we will share more detailed updates on what we have been working on, including screenshots and additional context, leading up to the full release. We are also planning to release an open playtest in the next few weeks, and we would love to hear your thoughts on these changes once you get your hands on them.
As always, thank you for playing, testing, and giving honest feedback. It genuinely shapes the future of the game. Thank you for believing in us and becoming part of our journey on our first game!
Tale Era team
v1.0.14.1 Minor Hot Fixes
Needapu, the Mayan Warrior - Wrath Calls down lightning from the underworld, frying everything that dares stand still.
Milcah Kow, the Druid Queen - Lust Channels life and temptation into a healing surge, keeping your reckless hide alive with an AOE heal.
Spearatrix, the Spartan Champion - Greed Brings pure, glorious violence. Slams the ground with unholy fury, sending out a shockwave of AOE damage.
Release Date: October 27th
Halloween is officially taking over Hell. We’ve been summoning something spooky for a while (don’t ask where we found the bones), and it’s finally here.
Each realm now comes with its own spectral friend. The ancient heroes have come to lend you a ghostly hand:
Needapu, the Mayan Warrior - Wrath Calls down lightning from the underworld, frying everything that dares stand still.
Milcah Kow, the Druid Queen - Lust Channels life and temptation into a healing surge, keeping your reckless hide alive with an AOE heal.
Spearatrix, the Spartan Champion - Greed Brings pure, glorious violence. Slams the ground with unholy fury, sending out a shockwave of AOE damage.
You can summon them with the G key (for ghost, obviously). Each can be used twice per run, so time your calls wisely. Each ghost has its own unique ability, so experiment, scream, and let us know which one saved your doomed soul the most. We’re still tuning them, so feedback from the brave (and the reckless) is welcome.
Hell got a makeover. Expect glowing pumpkins, eerie candles, and a hub that looks like it’s hosting a cursed party. Even the main menu’s dressed up!
No more demons taking “leaps of faith” into the lava just to vibe. No more mobs getting stuck in weird corners pretending to be art installations. They actually want to fight you again. (Yay?)
We’ve reworked a few weapon VFX for better readability and extra oomph. Because if you’re going to shoot demons, you might as well look cool doing it.
Greed’s boss prep room (well, half of it) is no longer an existential void. It’s now, once again, a room. You can walk, breathe, admire walls and rocks. Groundbreaking progress!
More performance and stability fixes to keep the heat under control. Smoother runs, fewer meltdowns, same amount of chaos.
We’re part of Steam’s Scream Fest from October 27 to November 4! Grab Holy Shoot at a discount, jump in, and summon your spooky squad.
Play. Scream. Summon. Survive.
This update hits a few key areas we’ve been wanting to tighten for a while. The stars of this patch are the Challenge Safe Room fix and audio balance improvements, with plenty of smaller fixes joining the party.
Challenge Safe Room fix (major): Fixed a long-standing issue where firing inside the Safe Room could fail “Don’t miss a single bullet” challenges. That’s finally sorted. We also reinforced the doors, so no more shooting outside while hiding in safety.
Audio balance (major): Reworked and balanced weapon and ability sounds. Everything should now feel sharper, punchier, and much more satisfying to play with!
Environmental fixes: Lava in Lust rooms now deals proper damage again. It’s back to burning as intended!
Greed boss update: Visual polish and clarity improvements for a smoother fight.
Hourglass fix: Adjusted internal checks to make sure effects trigger correctly.
Lust boss prep room: Added a Heal Altar to help you recover before diving into battle.
Debug command cleanup: Turns out there was some secret dev black magic that sneakily made it into the EA build. We disabled the numpad access to internal commands. No more secret shortcuts.
We’re also working on a large game balance patch that will bring deeper tuning to enemies, challenges, and progression. It’s already in motion, so stay tuned. Thanks for all the feedback and reports. Keep them coming, and we’ll keep tightening the chaos!
Hello Sanctum warriors, First off, huge thanks to all of you blasting your way through Hell with us and breaking our game! We have been hard at work this past month cooking up a whole bunch of updates (and maybe some secret ones!). Do not ask us about the 4th theme or the shiny new stuff waiting in the shadows, we are not talking about that… yet!
Here is what is ready to unleash: fixes, buffs, nerfs, and a few “oops we broke it but then fixed it” moments.
Barrier Brute went on a strict demon diet. He is a bit smaller now and has less health, so you can actually push through without feeling like you are punching a brick wall forever.
Infernal Conjurer no longer hangs mid-cast when trying to reach a friend. Social anxiety cured.
Enemy tracking widget now works as intended. They shouldn't ghost you anymore.
Temporarily retired Wasp and Bat enemies due to a bug with the sticking interaction.
Wrath, Lust and Greed now have better enemy spawner placements & data. Shrooms should now peacefully rest under the ground again before exploding in your face.
Duck Pistol, Flintlock Pistol, Flamethrower got their initial damage tuning. Expect more quacks, booms, and burns.
Minigun now has proper muzzle VFX and recoil tuning. It spins, it sprays, it actually feels like a minigun.
Minigun attributes adjusted to better match its role as the “lawnmower of Hell.”
Punch attack damage increased. Sometimes the best gun is your fist.
Swapping weapons while interacting with the chest no longer deletes your crosshair. Surprise peek-a-boo aim is gone.
The vanishing weapon comparison UI after swapping weapons is fixed. Now you can actually see if you traded up or just embarrassed yourself.
Elemental Perk base damage and drop weights adjusted.
Companion Perk reward probabilities updated. RNG got a little less cursed.
Player movement speed now clamps properly. No more Sonic impressions.
Level-up altar now fetches a new random set for the first interaction. Fresh picks every run.
Weapon info widget now shows compare icons properly.
Difficulty curve tweaked for late-game scaling.
Green healing crystals VFX is improved. Shiny rock sparkles are now less in your face.
Game over splash screen now displays correctly after the final realm. You earned that screen.
Player/Start locations fixed for new game vs. continue. You no longer spawn in weird places.
The room/bridge leading to the Greed boss now has a healing altar.
Wrath and Lust lava is now lava-ing properly again!
Lust stairs collision fixed. No more tripping into Hell’s geometry.
Several tutorial sequences like the weak point tutorial removed to reduce confusion. No handholding, just blasting.
Merchant UI fixed so price icons actually show up.
Credits updated. If you are missing, blame the demons.
Added reload and shoot rebinds (we are still working on expanding keybinding further). Finally, your fingers, your rules.
Various behind-the-scenes fixes and binary sacrifices to keep Hell running smoother.
That concludes today’s patch parade! Thanks for blasting, dying, and occasionally breaking our game in ways we did not see coming. We are already cooking up the next batch of chaos behind closed gates, soooo... grab your guns, touch some grass, and we will see you back in the fire!
Hey everyone!
We've got a meaty update today, including:
The Early Access banner finally showing up on the store page
A round of important hotfixes
And most importantly... the FPS-killer mystery is solved!
We’re Officially in Early Access (Now For Real)!
Some of you noticed the Early Access disclaimer was missing from the Steam page when we launched. The issue has been solved! We are now proud bearers of the Early Access banner on the Steam page thanks to the kind folks at Steam. Thanks for your patience while we sorted that out!
The Big Performance Patch: Let Us Tell You a Story
So... we found the source of the FPS drops. And it’s both hilarious and horrifying.
Imagine this:
You go through 10 rooms. That’s about 10 weapon chests. Plus enemy drops. Let’s say... 45 weapons have spawned so far. Cool.
Now you get a 5-kill streak and go “on fire”. Awesome, right?
Well… it turns out ALL 45 weapons were also like "YO, I'M ON FIRE TOO" 🔥🔥🔥
That’s right. Every weapon you ever saw up was still technically hanging out, and they ALL wanted in on the visual effects party. 45 weapons running fire VFX = instant performance death.
We fixed it! The new patch makes sure only the relevant weapon does its little fire dance. The rest? They’ve been told to sit down and chill.
This fix has led to major FPS improvements, especially in longer runs and on mid-range hardware. Even more FPS improvements have also been noted and will be sent out with upcoming patches! We hope you feel the difference immediately and please let us know how it runs for you!
Aaand Some Hotfix Notes from Yesterday
We also pushed a quick hotfix that addressed:
Collision issues in a few rooms
Crashes during realm transitions
Fire rate bugs on certain weapons Localization not loading properly in some languages
Tutorial panel not pausing the game correctly
Thanks to everyone who reported these. Your feedback is making the game better every day! ❤️
Hey there, brave soul! Holy Shoot is officially out in Early Access, and things are already gloriously out of control. The Sanctum says hi. The demons say why. And the fairy? She won’t stop talking. We wanted to give you a little update! Here’s everything you need to know about what’s in the game now, what’s coming later, and some spicy tips to get the most out of your runs;
What is Available in Early Access?
2 playable heroes
3 themes + bosses. Wrath, Lust and Greed!
Theme-specific enemies
Mid/late-game balancing
Full meta-progression system
A bunch of different weapons with more to come!
Fully living, interactable NPCs in the HUB
Full text localization in English, French, German, Spanish (LATAM), Simplified Chinese, Japanese, Korean, Portuguese (Brazil), Russian and Turkish.
Major updates during EA will bring new themes and further gameplay additions
What is Going to be Available in the Full Version? (Late 2026)
4 playable heroes
Co-op
All 7 themes + bosses for each of the 7 deadly sins
Even more weapons!
Further new enemy types and theme-specific gameplay additions
Sound and Visual Settings: To get the best gameplay and review experience, especially if you're streaming or capturing footage:
Turn Voice Line Volume and UI Sound ON
Set Graphics Quality to High/Best
If needed, turn on Performance Mode during room transitions
These settings help capture the full soundscape and atmosphere of the game, including voice lines, ambient humor, and feedback during chaos.
Character Abilities: Each hero comes with their own unique skill sets. You can activate these abilities during combat by pressing "E" and "Q". Use them wisely, they can turn the tide of a fight!
Perk System: As you level up during a run, you’ll choose from randomized perks that provide temporary boosts. These are reset upon death.
Death & Progression: When you die, you return to the HUB. There, you’ll be able to unlock permanent upgrades using the currencies gathered during combat.
Challenges: Each time you enter a new room, a challenge will pop up. Complete it to get the fairy companion to assist you in combat. Successful completion grants Divine Offerings.
Currencies:
Corrupted Soul: Each enemy kill grants the player with a soul which is then taken to the soul altar for leveling up. Each level-up triggers three perks to show up and the player will choose one to continue their run with it.
Divine Offerings: These are obtained from successful challenges, which are used for powerful permanent upgrades.
Barrels: Regular barrels are automatically added to the map. Though, through perks you can unlock different barrels with different effects to replace the regular ones.
Hourglasses: These only appear after unlocking a specific perk during a run. When shot, they slow down time briefly. Ideal for escaping chaos or landing a clutch shot.
Tips & Tricks:
Weapon swap = Free reload: Running low on ammo? Swapping weapons lets you skip the reload animation and jump straight back into the action.
Don’t ignore the crystals: Some rooms contain crystals of different colors. Each one grants a unique effect based on its color. Shoot them when you see them, they can really turn the tide!
Kill streak bonus: Take down 5 enemies in a row and you'll enter "on fire" mode. Your weapon damage gets a temporary boost, perfect for keeping the momentum going.
We are still working on the balance of the game, so some enemies or weapons might be imbalanced.
You shouldn’t have issues with optimization though after completing a room and going into a safe room, you might occasionally experience frame drops for a very short amount of time while the next room loads.
The Fairy UI occasionally experiences visual glitches after obtaining companion perks.
Some weapons are using placeholder assets, like sound effects (SFX), visual effects (VFX), and bullet visuals, instead of their final versions.
Kill Streak “on fire” will have an overlay effect added to the character model when active.
Some SFX’s and VFX’s are not final and are not in their final versions. Like the Trailerblazer perk is missing its elemental trail visually.
If you are playing the game in another language than English, you may run into “dummy” texts. This word is used to find bugs and missing text for localization, it is a placeholder.
Hey again, Sanctum recruits! Your support on the last update was amazing. And because we clearly don’t know when to stop, we’ve added even more to the demo. Visuals are sharper. Perks are juicier. Satan is ready to ruin your day.
Here’s what’s new: ✔ Visual upgrades (Slicker VFX, shinier post-processing. Your retinas are welcome.) ✔ Expanded UI overhaul (More clarity, less clutter, extra flair.) ✔ Level-up perks (Choose wisely. Or chaotically.) ✔ Upgrade tree unlocked further (Now with extra temptation.) ✔ New elemental abilities and perks (Because setting things on fire never gets old.) ✔ Companion perks (She's still annoying, but now more useful.) ✔ New environmental POIs (Explosive barrels, power crystals... the usual suspects.) ✔ Voiceovers added (Yes, they talk now. And no, they won’t shut up.) ✔ More rooms (More mayhem. More places to get lost. Good luck.) ✔ A full boss fight (Meet Satan. He's huge. He's angry. He's got mommy issues.) ✔ Out-of-bounds fixes (No more jumping into the void or parkouring into weird corners. Probably.) ✔ Weak point system (Hit them where it hurts for bonus damage.) ✔ New HUB NPCs (The Sanctum is now full of weirdos. Come say hi.) The game is louder, faster, and deadlier than ever. Jump back into the demo, test the new chaos, and tell us what breaks! See you in Hell! 👉 https://discord.com/invite/2n86kJ8mej
P.S. If Satan roasts you alive… consider it lore. 😈
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Holy Shoot, 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 Holy Shoot 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.