Last 7 days · history since Nov 1, 2026
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100% positive of 2 · 2 user reviews · Live from Steam
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FULL EFFECT is a wicked piece of software that ended up being a side scroller with FPS mechanics. Complete your mission and run'n'gun every enemy who opposes you. This challenge will not tolerate a skill issue: They Fear You Less Than You Fear Them
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What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-01 → 100% today (2 reviews)
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
I'm alive and awake. It takes a lot of boldness (or foolishness) to modify this wicked piece of software at its current state, because it may explode. But I did it anyway. This may be the last, or one of the lastest, patches for current engine, since new engin…
The spirit of Halloween extended beyond Halloween. It shalt not Changelog: - Fixed Halloween portraits outside of Halloween theme - Decreased Buckshot shotgun ammo projectile velocity spread
To make sure I remember how it works Changelog: - Fixed postprocessing in cinematics - Fixed incorrect render of electrospikes in Core - Removed random trigger positioning in the last section of Core (descent) - Fixed text render in "Loop playthrough" menu
-Wreturn-type works perfectly, until it doesn't Changelog: - Fixed string formatting - "MBT.exe" no longer require external .dll files - Updated localization files
Sub-optimal Changelog: - Overhauled localization files - Overhauled config files and file streams - Changed popup messages content - Removed gamepad message in intro - Increased electrospikes delay on Easy difficulty in Core
I don't like making patches with minimal changes, but I must fix this obvious oversight. Next one may include tools for creating localization files. Feedback is welcome, give me reasons to make patches with more than two entries. Changelog: - Fixed intro cinem…
Happy Halloween, everyone! I have two event to cover in this devlog. First of all, me and Rio finally got around to release the OST in Steam. More on that:I would like to add that it was unfair of me to rush him with the OST before game release, because this h…
Hi, Rio here. Since this is a special moment, I’ll share not only the links but also the story of how it all began.Where to listenOn Steam the soundtrack is available as a separate app (MP3): 👉 Full Effect SoundtrackSpotify — though in two parts. Why? Because…
The forest and the water turned crimson, the sky - orange and the soil gone pale. Is this Halloween spirit or just a color saturation tweak? It's both.Even though the visual appearance is changed this update serves a little purpose, so it is mostly reskins, wh…
Today is a special day, because 12 years ago under semi-uncertain circumstances I have created an Ages. But his (close to the) current appearance was formed somewhere after a month or so. Anyway...It's become a habit for me that by the end of the month I haven…
The most major progress I've made this month is that I beat the game on Hard difficulty for a first time without mutators on NG. I obviously did it before release, and not even once, but with developer cheats for testing purposes. And it turned out exactly as …
I was doing good, until I got down on a topic that I afraid the most: scripting language and event language for zone editor. I was predicted that this would probably be the hardest part of working with the new zone editor, because in this case I need to create…
Alrighty. Let's start with a pictures:These are "panoramas" of two zones of the original game. They were made using a new zone editor and should demonstrate that work on it is ongoing: the functionality is updated, tools are added, and the creation of zone pan…
The update that I wanted to finish at the end of April I ended up releasing at the beginning of June. It's like it goes on forever. I would have finish it earlier, but I really want to deal with it in a proper way so I don't have to return, and even if I could…
In this month I've planned to update localization system: change files, tweak string loading and write a guide, but I got too adventurous and also decided to rework fonts, strings, tweak texture loading, config and file streams. Typical for me, when I snowball…
20 days after release, I lost my grip. Need to move on. The game is released, but the development continues, and it isn't particularly about patches that I rolled out before and I will probably roll out after. Before release I tried to make a base for suppleme…