
Steam news
Full Steam announcements and update articles for this title.
Changes 0.9.9 -> 0.9.18
Added EXTREME difficulty (Miami style)
enemies move faster and have much faster reaction times
bullets are faster
player is faster
player melee and bullets are faster
Hard and Extreme is available from the beginning
Re-translated:
traditional chinese
czech
japanese
korean
Fixed missed melee hit register sometimes
Fixed back swing causing hits not registered Ostrich spell reduced damage - allows kicking enemies into enemies Fixed issue causing settings not being saved
FEEDBACK IS MOST WELCOME! Join Discord Have fun MM
Jackal kicks the door wide open with its ultraviolent launch on Steam.
Welcome to Las Vegas 1970s — when presidents could be impeached for just lying and the mob's territory was only Vegas.
Why it Hurts So Good:
Rooms shift. Layouts change. No run is ever safe.
Chemical superpowers: faster, stronger, higher — until you crash.
Brutal finishers: not just endings, but punchlines.
Inspired by the sickest, bleediest pop-culture nightmares: Hotline Miami, Pulp Fiction, Fear & Loathing.
"Jackal combines my love of John Wick fight scenes, Scorsese's mobsters, Tarantino's storytelling, and the soul of the 1970s," says Marcinkowski, presumably while cackling maniacally.
BUY IT NOW WITH A DISCOUNT!
AND DID YOU GET YOURSELF AND ANUBIS TATTOO ALREADY LIKE THIS COOL CAT!?
Jackal is hitting Steam February 5th 2026 (Thursday). Check out the new trailer.
This demo update makes the action easier to read with overhauled outlines, lighting, and color-coding so you always know what's what. Combat is snappier, enemies are improved, you can look farther with a button and new spells give you more ways to cause chaos New spells: Timeshift, Slow, Blind, Speed, Akimbo
Gameplay
Animals slower on Easy difficulty
Mr. Green is a bit faster at shooting
Enemies are more cautious when entering rooms where someone died
Easier to target enemies when kicking furniture
Faster melee recovery
Pickup prioritizes more lethal melee weapons
Fixed hunting enemies stopping when alerted by a sound
Fixed madness enemy attacking player
Fixed melee animation missing at high speed or low FPS
Fixed weapon thrown at floor when no target nearby
Fixed can't kick weapon after dropped from knocked enemy
Fixed can't kick weapon if too high
Fixed collisions of kicked scenery sometimes missing
Boxes in bar storage are now kickable
Associate spawns together with the player
Spells
New spells: Timeshift, Slow, Blind, Speed, Akimbo
Madness spell remade to affect everyone on screen in a time period
Spell name now displays on HUD
Spell cards can be scrolled horizontally
Can open spell picker directly from death screen
Spell progress shown on spell selection screen
Visuals
Blood appears on enemies before death
Dead bodies darken immediately on death
Policemen brighter blue
Civilians now share navy blue color for better recognition
New civilian women models
Associates changed to purple
Darker, more distinct doors
Improved ceiling texture
Weapons larger when on ground
Outlines shrink and grow dynamically
Thicker black outline on enemies
Melee outlines are neon blue
Weapon outlines are neon red
Equipped melee weapons display outlines
Enemy outlines blink when appearing on screen
Outlines blink with weapon color (or white if unarmed)
Fixed weapon outlines hidden by enemy body
Added rim lighting on characters
Brighter lighting on characters and items
Larger character blob shadows
Nicer outline blink with dark contrast
Darker door fracture parts
Fixed Anubis too dark in gameplay
Fixed dead animals not darkening
Removed psychadelic effect when croc enters
UI & Menus
Simplified game menu to single restart button (with new seed prompt)
Can reload with new seed directly from death screen
Game menu loops with controller
Added reset all progress button to Gameplay Settings
Removed "Clear" win screen for better flow
Tutorial keys display after death
Added look farther button (Shift / Right Stick)
Removed hit marker sound from civilians
Speedball Mode (formerly Speed Running)
Renamed mode to Speedball
Fixed levels generating different layouts when returning from menu
Fixed restart with new seed functionality
Fixed music missing in Streets levels
Removed cancel/restart help from summary screen
Removed dog from Streets levels
Weapons
Winchester 94 renamed to Winchester Rifle
Winchester 1897 renamed to Winchester Shotgun
Nicer spade placement in car
Audio & Polish
Added elevator sound to Penthouse cinematic
Fixed boss phone voice volume
New chapter names
Items now collide with ragdolls
Ragdoll optimization time increased to 10 seconds
Madness enemies continue their behavior off-screen
Fixed hunt wave intervals in Highway Patrol level
Dive bar level got one more wave of enemies
Have fun,
MM
fixed blood decals often not appearing on kill
fixed blood decals on dogs
added "optimize ragdolls" settings (general settings) so ragdolls don't go inactive
animals more slowdown on hit
fixed card icon glitch
fixed cant pickup Mr Green after finishing the demo
dead bodies go darker faster
streets and divebar ceiling color change
added bottom wall dark shade in Moonbeam for better visibility
added loading icon on transition
added more outline for cinematic texts
fixed croc broken after pushed with furniture
fixed ragdolls depenetrating below level
madness civilian will update off screen
madness enemy can shoot off screen
fixed hitting stuff through walls
fixed picking up priorities (gun with more ammo)
fixed picking up priorities (melee instead of no ammo gun)
fixed car drive-in camera only once
fixed no outline on doorway and pillars
new desert, asphalt and bedroom texture
fixed first run reloading sometimes (fixed incremented seed level not saved properly)
fixed first run having different enemy layout issue
changed timer color and size
fixed slide not working in tutorial after finished tutorial
fixed furniture kills happening from wrong angle
fixed issues with ragdoll positions not resetting properly
fixed player getting shoved underground by falling shelves
readded slight vignette in gameplay
fixed changing global seed not changing lobby levels
max camera distance limited to 10
fixed not being able to pickup mr green issue
mr green cant be severed
fixed teleport spell used up if picked point outside map
teleport cursor chooses most convenient spot
fixed chapter name blinking when loading level
added slight animation to transition/loading text
fixed artifacts on cards
show short spell picking animation even if one spell
show global seed/level seed in summary
fixed spell markers not rendering on no particles settings
less associate particle effects
Have fun,
MM
finisher grants temporary speed boost and invincibility (speed is stackable)
fixed issue causing first run having different enemy layouts
fixed ragdoll stiffer above 60fps
ragdolls now collide with doors
limited furniture push speed
enemy pistol guys shoot less frequent on hard difficulty
fixed mac10 trail position and size
fixed some enemies turning red if finished
fixed police madness not counting as dead
fixed item near phone or trunk being higher priority
fixed artifacts on cinematics letterbox when no post processing
new color grading for cinematics
Have fun,
MM
I tried to fix all issues I found as feedback from Discord and Community from the Next Fest demo event. Mainly visibility issues. The player speed is a bit higher. There's an easy mode! Jackal Update 0.8.3 - Changelog
Player movement is a bit faster
Slightly slower reaction times for shooting enemies
New optional separate key binding for kick
Blood effects now only trigger on death (not stun)
Non-cutting weapons only stun when thrown
Enemies make a slight pause before entering the room from a door
Instant restart when pressed fire upon death
Renamed controls: "Special" → "Slide", "Ability" → "Spell"
Enhanced visibility across the board:
Black outlines on all collidable elements and enemies
Larger, brighter weapon models that always fall on their side
Dead bodies fade to darker colors
Color-coded weapon outlines (yellow for melee, orange for low ammo)
New vintage UI effect
Diamond bokeh cinematic blur for backgrounds
Improved ragdoll physics (no more explosions; more natural/flexible)
Lighter dog color
Three difficulty modes now available:
Easy: 3 health points with visible player health bar and slower enemies
Balanced: Classic 1 health point
Hard: 1 health point with fast enemies
All cinematics now in cinematic 21:9 format
Hold button to pause cinematic dialogue
New boss phone scene with full voice acting
Various visual and dialogue improvements
Improved randomization for more varied layouts
New "Restart with Different Layout" option
Level seeds now visible in game menu and summary screen for sharing
More pushable furniture in the dive bar
New kick dumpster mechanic tutorial
Quick spell tutorial added to bar area
Improved tutorial hints throughout
Repeatable tutorials for practice
Upgraded to Unity 6 physics for better stability
Fixed numerous weapon collision and clipping issues
Improved low framerate affecting melee hits
Better resolution handling
Zoom resets correctly after death during a finisher
Madness enemies count as dead
Mr Pink is now Mr Green
Gun fat guy has blue suit
Completely rebuilt speedrun challenges
Statistics reset due to major level changes
Jackal is featured in Snap Necks Fest so... BIG DEMO UPDATE!
New Content
Extended levels with additional waves (bar, reception, rooms)
New speed running levels: Highway/Desert, Streets of Fury 300, Penthouse 300, 42 Sins2
New music for Hotel Reception and remastered title track
Psychedelic effect added on win screen
Visual & Audio Improvements
Updated cinematics with improved visuals, dialogue, and sound effects
New music for most cinematics
Reduced zoom and slowdown on win camera
Gameplay Adjustments
Fewer civilians on levels
Dog attacks now one-hit kill
Added health bars for Croc and Fat Guy
Croc slows down when hit
Bug Fixes
Fixed arrow indicators on Highway Patrol and for stopped enemies
Fixed police shooting only once
Fixed player position when opening doors
Fixed enemies sometimes seeing through doors
Fixed mobs alerted at level start
Fixed ragdoll instability issues
Fixed katana roll kicking weapons
Input disabled when application not focused
Cops now rotate toward player
Fixed opening Cadillac door when not highlighted
UI & Localization
Improved Chinese (Simplified), Spanish, and Russian translations
Fixed Walther PPK typo
Fixed long resolution strings in settings
Removed objective text; replaced loading text with chapter names
Fixed missing captions on loading screens
Fixed cinematic timing issues
Changes 0.7.7:
added new bad guy vocalizations (including panic)
reduced some unnecesary AI behaviours
thrown item doesnt collide with minor objects
added associate effect
tutorial skipped after finished game
added door banging before entering room
spell progress won't show after teleport spell in demo
rearranged controls remapping items
added trunk open sound
fixed hotel lobby to room transition
scenery wont damage player
seed slider says random seed if 0
confined mouse settings synchronizes mouse cursor with system cursor
better cigarette puffs
Update focused on most pressing demo player issues.
Changes 0.7.6:
added separate finisher button \
added enemy door banging before entering a room
reception and desert made larger
fixed teleport sound
fixed fracture door parts blocking player
fixed tutorial issues with Mr. Pink
quieter elevator door sound in cinematic
fixed camera mixing up on finisher and end slo mo
added confined mouse cursor setting (for MHOOK)
fixed sonic the crocodile on hard difficulty
slide on start kicks weapons
fixed being able to zoom during menu/settings
fixed going past door
added bullet icon to HUD
fixed janky finisher controls sometimes
fixed not being able to slide when finisher possible
gib particles stay longer
removed damage from Mr. Yellow roll
fixed inaudible croc death sound
You're a drug-enhanced hitman with the moral compass of a broken slot machine, turning iconic Vegas hotels into impromptu abattoirs. Every table, chair, and kitchen utensil becomes a weapon in your hands because apparently, even the cutlery wants in on the action.
WATCH THE TRAILER:
Welcome to the demo of the definitive top-down murder simulator where mobsters become meat puppets and physics is just another drug.
PLAY THE DEMO & WISHLIST:
Why it Hurts So Good:
Ultra-violent room redecoration
Rooms shift. Layouts change. No run is ever safe.
Chemical superpowers: faster, stronger, higher — until you crash.
Brutal finishers: not just endings, but punchlines.
Inspired by the sickest, bleediest pop-culture nightmares: Hotline Miami, Pulp Fiction, Fear & Loathing in Vegas.
Created by Michał Marcinkowski – the madman who gave us Soldat and clearly never learned when to stop. "Jackal combines my love of John Wick fight scenes, Scorsese's mobsters, Tarantino's storytelling, and the soul of the 1970s," says Marcinkowski, presumably while cackling maniacally.
Release Info: Play the demo now! (A taste of the full massacre launching January 2026)
Warning: Side effects may include uncontrollable urges to redecorate with viscera, sudden appreciation for 1970s interior design, and the inexplicable need to wear sunglasses indoors.
I made extra effort for Jackal to be 100% compatible with Steam Deck on launch, this includes: * Twin-stick shooter controls * All content can be accessed with the controller * Shows Steam Deck glyphs for controls/tutorials * All interface is legible on the small screen Demo release date soon to be announced. MM
The festival will run from August 7th to 14th, 2025, with a special sale page on Steam and a whole week of streams and content on the Yogscast Twitch and YouTube channels. It’s a fantastic opportunity to discover new games, support indie creators, and be part of a vibrant, welcoming community. I can't promise when but Jackal will be one of the featured games and might be picked up and played by the plethora of streamers participating in the event.
In the meantime I'm mad busy with developing the game and making it as good as possible. Sorry for not posting any news or media but I'd rather spend time making the game great. I post some news snippets on Discord if someone asks, so find me there. Have fun! MM
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Jackal, 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 Jackal 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.