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You can now experience the gripping tale of Elliot’s disappearance on the go, whether it’s on your couch, on the train, or in a vast forest where dark voices echo through the airwaves…
I’m incredibly excited to bring Radiolight to new platforms and to welcome even more players into this world. Whether this is your first step into the dark or a return journey from a new perspective, we hope playing on Steam Deck lets you experience the mystery in places that feel just a little closer to the game itself.
Seeing so many of you engage with the game, share your thoughts, and carry Elliot’s story with you (both figuratively and literally) means a lot!
Thank you, as always, for following along!
Krystof
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Radiolight
Iceberg Interactive
To accommodate everyone I have been working on the compatibility, readability and further improving controller support. We tested this on the Steamdeck with incredible results we nearly doubled the FPS!
Below I will go a little more in depth about the technicalities for anyone interested:
When looking for optimisations we started by comparing areas that performed better and those that performed worse. The worst performing area we found was the initial house, so we started investigating and lo and behold we found a culprit:
When turning off the light in Mia's bedroom the framerate increased more than expected.
Using this new knowledge we experimented with the different settings and found that the performance was mostly tied to the shadows. The difference between having them on, even at the lowest settings, and turning them off far outweighted the other settings we tweaked.
Now I was quite sure that the performance issues were lighting related. We started profiling and looking for all the potential improvements. The most promising:
Tweaking light attenuation; the lights on one floor lit walls that extended to the next floor, this required unnecessary computation in the lighting pass and shadow depth maps.
Occlusion culling; Ethan's home is one of the few locations in the game where multiple objects are stacked on different floors and surfaces some of which are dynamic like the drawers in the desk. This created occlusion overhead and overdraw inefficiencies as the engine had to consider the status of obscured objects and their indirect effect on the scene's lighting. With some tweaks I was able to reduce the load in strategic points in the game.
Dynamic lighting; my scenes used dynamic lights when they were likely to cast shadows. Some of these could be converted to stationary or even static lighting. This explained the strong performance hit from the desk light in Mia's room. The biggest problem I found was caused by the moon, set as a movable (dynamic) light. Normally instancing objects helps tremendously in optimising games. Instead of your processor individually requesting the data for each tree in the forest it groups a request for all similar objects and it iterates as it is told to. This allows the processor to condense thousands of computation requests into a couple dozen. Faithfully I had employed this tactic. However, because the lighting from the moon hit all trees, the depth pass had to individually consider each tree.
The following screenshots show a before and after the optimisation. The goal was for the visual differences to be minimal while increasing the framerates. This first comparison shows Mia's Room, one of the "worst case scenarios". Before 26FPS, after 54FPS on otherwise identical settings.
This second screenshot shows a before and after of a less impacted but more typical area in the game, the patch of forest right outside the visitor centre. The framerate increased from 51FPS to 60FPS.
I am looking forward to keep you updated in the new year. Best wishes and see you out there,
Krystof
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Radiolight
Iceberg Interactive
As you can probably imagine, 2025 was pretty special for me. After years of tireless work, I got to finally welcome you into the world I’ve crafted – and have its darkness envelop you. The year had its ups and downs, of course. Any creative journey will evidently be littered with obstacles: Self-doubt, technical hurdles, creative blocks. But getting past those is what makes it all worth it in the end. In the end, I got to tell a story I’m proud of and build a community of players who are as excited about it as I am. I can’t thank you enough for your support on this journey. Radiolight came from the heart, and the fact that it resonated with so many of you is truly incredible. As the year winds down, I’ll be taking some well-needed rest! But don’t worry: that doesn’t mean the trail ends here. Early next year I’ll be getting back to work on a round of polish and improvements, with a strong focus on performance and stability. The goal is simple: make the experience smoother across the board, especially for those of you playing on handheld devices. I can’t wait to share more very soon. Until then, thank you once again for walking this path with me!
Enjoy the holidays, stay warm out there, and I’ll see you back in Ashwood Creek before you know it.
Krystof
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Radiolight
Iceberg Interactive
Hello hikers,
Have you cracked the case of Elliot Laire yet? Or did you get lost in the depths of the park while following strange radio signals?
It’s already been two weeks since I pressed the release button on Radiolight, and it still feels kind of surreal! I started working on this game as my first big project. Fast-forward five years, and it was finally out there. From the bottom of my heart, I want to thank everyone who has supported me on this journey.
But most importantly, I want to thank everyone who has picked up the game; all the reviewers, players, YouTubers, streamers, and reporters. Everyone who reported bugs and provided me with feedback. Everyone who this story has touched in some way.
Making games is hard, especially when you’re a solo developer. Watching you all play and reading your thoughts has made it more than worth it. I felt like giving back some of the love you have given me, so here are some of my favourite YouTube videos:
Once again, thank you all for your love and support! I’m still working on patching things & fixing bugs, so if you encounter anything weird, make sure to report it in the Steam Discussion forum!
See you out there,
Krystof
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Radiolight
Iceberg Interactive
Fixed an issue where you could get defeated on spawn (Thank you @Terziev)
Fixed an issue with german translation (Thank you @beerisvictory)
Fixed an issue where hatchet or map would not activate through the inventory menu sometimes (Thank you @Ashley S.)
Fixed an issue where bear and deer figurines would appear without an icon (Thank you @Jow)
Fixed an issue with axe prompt not getting cleared when equiped from the inventory
Fixed an issue with door at the ending area (Thank you @Eric H.)
Improved overwriting behavior when starting a new game
Improved keybinding slightly
Fixed an issue with credits music not being affected by volume settings
Fixed an issue with mouse smoothing resetting between sessions (Thank you @Woodstock)
Fixed an issue with camera glitching in the ending sequence
Fixed an issue where you could jump over certain bushes (Thank you @Tim)
Fixed an issue where an important report dialog would not trigger sometimes (Thank you @Majax)
Fixed an issue with missing collision in the quarry (Thank you @ShutEye_DK)
Fixed issues with german translations (Thank you @beerisvictory)
Fixed issue where devices would not be equipable sometimes (Thank you @caretaker)
Fixed an issue where car doors would not be openable after load (Thank you @dohh)
Added a “Current Goal” UI when map is held
Fixed an issue where planks placed at the bridge wouldn’t save (Thank you @KIND ØF GΞNTLΞMΛN)
Fixed an issue with the first bridge not appearing
Fixed an issue where caves wouldn’t load when approached from a different direction
Fixed an issue where UI would appear to fix the antenna even if it has already been fixed and issues with antenna saving (Thank you @ImVertzo)
Fixed an issue where key to search party cabin would not load if not previously taken
Fixed an issue where picnic area was not loaded when you returned (Thank you @Majax)
Fixed issues with keybindings - keys can now be bound to mouse buttons, they appear and load into every session (Thank you @Jow)
Fixed an issue where pausing the game while the inventory was open would make you stuck (Thank you @Makira)
Fixed an issue where the window at the ranger cabin would allow you to leave while a sequence was happening (Thank you @Microsoft Teams)
Fixed an issue where the radio line would sometimes disappear
Fixed an issue with Steam Deck automatically booting in 4k resolution (Thank you @beerisvictory)
Fixed an issue where you could get stuck outside the ending area (Thank you @coffin_carver)
Fixed issues with the walkie / radio not working sometimes
Added an 'Apply Settings' button
It’s hard for me to grasp fully, but it’s time: Ashwood Creek is finally here for all of you to explore. What started as a scrappy little student project has somehow grown into a full-fledged game, and letting you all experience this world & story is equal parts exciting and terrifying!
Radiolight is a story stitched together from darkness and humor. It’s inspired by some of my favourite art, and filled with suspense, conspiracies, and just a touch of terror. I hope that you’ll dive into this strange park, get lost, find the small details hidden between the lines, and hopefully, feel the story I was trying to tell.
Share Your Thoughts
If you need to rest your legs during your hike, please consider leaving a review!
It’s one of the best ways to support small indie games. Reviews not only help me understand how you feel about the game, they also help me get the game in front of as many eyes as possible!
If you run into any bugs or have any feedback, feel free to drop it on our Steam Discussion board! If you want to share your excitement of the game with the Radiolight community, feel free to hop onto the Discord of my publisher, Iceberg Interactive!
A Special Thanks
As we reach this incredible milestone, I want to take a moment to thank you all for supporting me on this journey. Watching Radiolight make its way into the world has been surreal, and it wouldn’t have happened without you.
To everyone who’s played the game, written about it, streamed it, or shared it with friends: thank you. Every bit of support means more than I can say.
For now, I’ll lace up my hiking boots and go hit the trails. Who knows, maybe we’ll cross paths in Ashwood Creek National Park?
See you out there,
Krystof
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Radiolight
Iceberg Interactive
Watch our Date Announcement Trailer
Can you unravel the secrets of Ashwood Creek National Park before they unravel you?
After years of sleepless nights, wild ideas, and way too many rewrites, I can finally say it, Radiolight is almost here! Welcome to Ashwood Creek, 1985. You are Ethan Collins, a small-town cop with a badge, a busted radio, and a mystery that’s about to crack wide open.
A boy has vanished. The airwaves are whispering. And something far stranger is waking up beneath the town. Glitchy signals. Flickering streetlights. Echoes that don’t belong. This isn’t just a case, it’s a countdown.
I can’t wait for you to tune in, turn up the volume, and lose yourself in the strange, haunting world of Radiolight.
The signal is coming. Stay tuned.
Krystof
---------------------------------------------------------------------------------------------------------------- Radiolight
Iceberg Interactive
Night owls, if you’re listening to this: you’ve come to the right place at the right time!
That’s right, listeners, we’re holding a sweepstakes. One of you can soon be sauntering down Ashwood Creek listening to your favourite tunes in the most technologically advanced way imaginable: using a portable cassette player.
This thing is magical, okay!? It’s by this brand called We Are Rewind, and when I first saw it, I thought I was holding something straight out of a science fiction movie.
It’s made from high-quality aluminium, it’s got a REALLY long battery life, it’s got stereo sound, and it comes with a handy pencil that you can use to rewind your tapes. They’ve even told me it’s got something called bl- … bluetoo..? Listen, I’m an old man. I might know all this radio gear by heart, but you can’t teach an old dog new tricks.
All I know is: this thing is high-tech. You want it. And if you call in now, it could be yours: Join the Giveaway!
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Radiolight
Iceberg Interactive
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Radiolight, 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 Radiolight 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.