Custom Controls & More
Added rebind-able custom controls. Fixed music audio not saving on main menu. Added custom cursor toggle to control rebind menu.
Endless Furry Killer 2020 is the game that lets you kill furries endlessly! Shoot furries in a endless 2D top down action packed adventure! Fun for the whole family!
| App ID | 1417420 |
|---|---|
| App type | Game |
| Developer | Tegridy Made Games |
| Publisher | Tegridy Made Games |
| Homepage | https://twitter.com/JaminsonJohn |
| Release date | 2020-09-23 09:00 UTC |
| Release state | released |
| Content descriptors | Frequent Violence or Gore, General Mature Content |
| Store page | store.steampowered.com/app/1417420 |
| Last store refresh | 2 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | FURRY_KILLER_2020.exe | windows | Windows Launch | |
| 1 | ENDLESS_FURRY_KILLER_2020.x86_64 | linux | Linux Launch | |
| 2 | ENDLESS_FURRY_KILLER_2020.app | macos | Launch_Mac |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:42 UTC | $0.49 | $0.99 | -51% |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 20905838 | 2025-11-22 22:19 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1417421 | 250.76 MB | 83.01 MB | 8032199792903215589 | |||
| 1417422 | windows | 78.27 MB | 24.25 MB | 6327158573045077193 | ||
| 1417423 | macos | 131.18 MB | 69.62 MB | 2042492469696579405 | ||
| 1417424 | windows,linux | 249.58 MB | 82.19 MB | 5026397844208155151 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 20905838 | public | 2025-11-22 22:19 UTC | 2 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:28 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Added rebind-able custom controls. Fixed music audio not saving on main menu. Added custom cursor toggle to control rebind menu.
Added grenades, should be a fun "end-game" item to throw at furries. Be careful, they do 150 dmg for 300$ each! Also volume for music and effects now save/loads.
I figured out steam items. We won't talk about what stopped me for so long. Lets just say I was about 10mins of patience and two clicks away a long time ago. Enjoy
Fixed the boss ( Nebraska gov ) attack distance, increased by 10% to hit player more accurately. Fixed the boss ( Nebraska gov ) text to disable instead of destroy, removing a nasty bug. Fixed versions mixed up in 1.7.7 & 1.7.8 (Replaced by 1.7.9)
Upload Leaderboard On Death! Leaderboard scores are now instantly uploaded on death!
Attack Cursor Added: When attacking enemies your cursor will change
Fixed Railgun Unlock Bug
Fixed Health Upgrade Achievement
Find player in leaderboards button added to each level
What did I say just a few hours ago? Seems like I never do anything fully right the first time. I removed the life time from enemies so they no longer are destroyed (deleted) after 2 minutes. This was causing an issue where the pool would stop filling if enemies were not killed. List: 1. Pooling fixed (again) enemies no longer are deleted after 2 minutes which would remove them from the pool permanently (stop spawning them if not killed)
"With Great Power Come Great Respoinsibility" This is definitely true with code, seems like I never do anything fully right the first time anymore. Objects were not returning to pool correctly, which results in no enemies spawning after a while. This has been fixed. Also enemy movement have been moved to a FixedUpdate like player movement was to prevent it being tied to physics or FPS. Short list: 1. Pooling fixed, enemies now returned to pool (correctly) and are like-wise able to be pooled again. This is a method to re-use objects instead to creating new ones every time an enemy spawns. 2. En
So when you start making bigger games you realize all the things you did wrong in your smaller games... I've (successfully this time) added object pooling which will increase performance and reduce crashes. But mileage may vary between PC's. Movement speed is finally fixed. The problem was not using a FixedUpdate with deltaTime, this was a simple error on my part for not understanding physics yet fully. Also camera flashing has been fixed on game start. And I removed the 300 fps frame rate limit. Here's a short list: 1. Player movement no longer tied to FPS (higher fps was making the player sl
So when you start making bigger games you realize all the things you did wrong in your smaller games... I've (successfully this time) added object pooling which will increase performance and reduce crashes. But mileage may vary between PC's. Movement speed is finally fixed. The problem was not using a FixedUpdate with deltaTime, this was a simple error on my part for not understanding physics yet fully. Also camera flashing has been fixed on game start. And I removed the 300 fps frame rate limit. Here's a short list: 1. Player movement no longer tied to FPS (higher fps was making the player sl
1. Boss spawn rate reduced from 10 seconds to 30 seconds on each difficulty. That's it!
1. Spawn rate clamp changed from 0.1 to 0.5 (higher = less enemies spawning) - this should stop crashing (I hope...) 2. Boss added! Will spawn every 30 seconds after wave 50!!!!! 3. Killing the bosses = big score
Full appinfo as delivered by Steam PICS, changenumber 34858351. Also at /api/app/1417420/raw.
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