Hey guys!
Just a small update. We just added Vaporum trading cards on Steam. Happy hunting & collecting! π
Hey guys!
We know it took a lot more time than it should have, for which we are sorry, but it’s finally here! In today’s patch (Patch #2), we bring you 9 new languages: Chinese (simplified),
Czech,
French,
German,
Japanese,
Polish,
Russian,
Slovak, and
Spanish.
Apart from these official languages, we also bring you the ability to write your own localization! Go to Vaporum/Localization
and read the ReadMe.txt
for info on how to start. We appreciate any feedback on the localization so if you find a typo, incorrect wording, or anything, feel free to tell us, and we will fix it for the next patch. In the coming days, we will also enable Steam Workshop so you will be able to upload and download localization files easily.
Along with the languages, we also updated the game. Here are the patch notes:
Thank you!
You can buy the Switch version here.
Physical, boxed versions are also available now for Nintendo Switch:
![]() |
![]() |
Standard Edition for β¬34.99 | Signature Edition for β¬49.99 |
You can buy the PlayStation 4 version here.
You can buy the XB1 version here.
Hey guys!
Recently, we put up a survey to see what you think about the Vaporum’s difficulty and the game in general. To this day, we’ve received 180 responses which far exceeds what I personally expected! So, what you actually think about Vaporum? Let’s see! π
Rig | % |
---|---|
Combat Rig | 38% |
Thauma Rig | 41% |
Heavy Rig | 21% |
As expected, the Heavy Rig trails behind the two evenly matched offensive rigs. Understandably, offense is more fun for most people, but some of you out there on the forums claim the Heavy Rig is by far the best of all three, so I guess we’re fine here. Besides, the more options the better, right?
Difficulty | % |
---|---|
Casual | 3% |
Easy | 6% |
Normal | 58% |
Hard | 28% |
Brutal | 5% |
In general, you tend to aim for the higher difficulty, despite the game being quite hard even on normal.
Accurate? | % |
---|---|
Yes, it is more or less accurate. | 73% |
No, it should be easier. | 19% |
No, it should be harder. | 8% |
This was our greatest concern prior to release. Will the game be frustratingly hard? Will people drop it after just 30 minutes because they die 10 times in the first level? Turns out, most of you feel the difficulty is okay which gave us a huge relief.
Change? | % |
---|---|
The difficulty was okay. | 47% |
Yes, I changed it. | 10% |
No, I did not change it. | 35% |
No, I did not change it and stopped playing. | 8% |
This is interesting. 35% find the game a little too hard or too easy, but keep playing on the same difficulty level. Perhaps the lower or higher level would be too big a change?
Deadlock | % |
---|---|
Never | 51% |
Rarely | 23% |
Average | 14% |
Often | 8% |
All the time! | 4% |
Due to the harsh design of health management in our game, where when you run out of resources, there are very few ways to regain health, we were getting quite some feedback about you getting stuck out there. We thought this was a major issue, but the survey shows it’s not as big of a deal. Still, we did make some changes in Patch #1 to reduce the likeliness of getting deadlocked.
On the scale of 1-10, the average rating you give the game stands at a whopping 8.6, while 31% rate the game at 10/10 and 1% give the game 5/10 (lowest recorded rating).
All this information is very valuable to us. Thank you all who took part in the survey!
Hey guys! We just uploaded a patch, adding some requested game options, slight difficulty balancing, and bugfixing. Enjoy! π
Hey guys and gals!
We’re thinking of expanding the game’s RPG features by adding a new rig (4th) and a new circuit (10th).
We have some ideas, but because you’ve shown interest and provided us with great feedback on many issues so far, we’d like you to take part in designing these features! We will choose & mix & match the best design(s) and add them to the game in one of the following patches, along with adding the authors’ names to the credits.
The new rig should provide something unique to allow for a new playstyle, something interesting. Re-using some of the mechanics already in the game might work well, but perhaps a new, refreshing mechanic would be more interesting. I’m pretty sure you can come up with crazy & compelling ideas, unlike us for whom it’s hard to think outside the box after 2 years of development. π
The new circuit (skill tree) should add depth and allow the player to improve their build in a unique way. There should be little to no overlapping bonuses with other circuits already in the game. Each circuit has 3 passive skills: one unlocked automatically at rank 3, and then you choose one out of two at rank 5. These can be anything, on-hit effects, triggerable effects, large stat boosters… imagination is the limit!
Also, share this among your friends! You never know who comes up with a genius idea, no matter if they play Vaporum or not! π
Share your ideas here:
Thank you!
Hey guys!
We have great news! Vaporum will be released on September 28th! We are incredibly excited that the game is finally finished and ready for release. These past 2 years of development have been a big challenge for our small team of 4. And now, we just can’t wait for you to get your hands on the game!
The game will come out on the PC Windows platform, in English (both text and voice-overs). We plan to add more languages shortly after. As for other platforms, like Mac, Linux, or consoles, that really depends on how the game does after release and our options.
Share the news and spread the word!
Hey guys!
We are very sorry for not posting for a while about the project, but the amount of focus we put into the game instead of writing about it was time well spent!
The game is done!
You can expect an announcement about the release date in the coming weeks.
These past two years have been a rollercoaster ride for us. We’ve fought on many winning fronts and it looks like the fight is nearly over. There are just a few slain foes who are, here and there, sticking out the fingers from their coffins:
These are basically done, but we are still vigilant to possible issues that might come at us from the dark depths of quality assurance.
We are also preparing the PR for the release in cooperation with pros in the field, which is, really, a new experience for us. We want to make sure everyone who might like our game will get to know about it — this is something you can help us with by sharing information about us.
There is a lot of organizational stuff that has still to be taken care of and since there are just 4 of us in the team + some help from external contributors, we ask for your patience. We are aware that we are hugely behind schedule, but we are planning to release the game ASAP, and September looks like a promising estimation.
To sweeten the waiting, we have prepared a couple of wallpapers that you can use to decorate your desktop in the meantime.
![]() |
![]() |
1920Γ1080 (Full HD) 2560Γ1440 (2k) 3840Γ2160 (4k) |
1920Γ1080 (Full HD) 2560Γ1440 (2k) 3840Γ2160 (4k) |
Hey folks!
We have a short article about making sounds for you!
I bet you agree with me that sound is a very important part of any game. When working on a game from scratch, you typically start with white boxes for level geometry, placeholder art for UI, and low-quality sounds (if any) for game features. Just so you have some semblance of what it all will look and sound like when it’s done.
Even though the game mechanics may work flawlessly at that stage, it just lacks soul and atmosphere. After many many months of development, when we finally got to a point where all features were set in stone and we were 100% sure about them, we sent a list of sounds to a professional sound designer. When he sent us back the sound files, and we put them in, the game just came alive all of a sudden. It’s a world of difference! For me, personally, this is one of the most rewarding and fun aspects of game development.
Today, our experienced sound designer, Milan MalΓk, shares with us how he went about making sounds and ambience for Vaporum.