A Bayonetta- and Devil May Cry–inspired action game set in a cyberpunk world. Air-combo your way through cyborgs, mutants, and robots while jamming to an epic soundtrack!
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2026-09-11 22:31 UTC
$9.99
$9.99
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public
22731089
2026-04-10 13:17 UTC
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2354931
windows · 64
21.69 GB
8.33 GB
2634119300431654466
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.
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22731089
public
2026-04-10 13:17 UTC
4 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 22:31 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2026-04-03 12:37 UTC · Community Announcements · bhmagic
Hi all, With 5 months of hard work. Please allow me to bring you the latest version 0.6.1. This version bring me a lot closer to what I imagine a minimum viable game that have some interesting boss fight. And interfaces that is at least acceptable. All bosses now have a distinct and unique stage 2. (This is a LOT of work!) All Slash effect are now more visible so can be more dodge-able and block-able.All enemies HP tuned slightly lower, boss slightly higherimproved UI with some display bugs fixednew VFX of katana killing new VFX of shield breakingSome moves pre-swing and post swing time reduce
2025-10-04 10:00 UTC · Community Announcements · bhmagic
A security vulnerability was identified that affects games and applications built on Unity versions 2017.1 and later for Android, Windows, Linux, and macOS operating systems. There is no evidence of any exploitation of the vulnerability, nor has there been any impact on users or customers. This patch follows the official guide line to fix the vulnerability. I act as fast as possible due to the nature of the vulnerability, let me know if I break something, -BHM
2025-08-15 10:25 UTC · Community Announcements · bhmagic
Massive Update – Our Biggest In 6 Months Of Work!After six months of development, this is the largest update yet. The main character’s move set has been extensively overhauled for tighter control, fresher combos, and smoother flow.A brand‑new Tutorial section is now available right inside the Pause Menu so you can review mechanics and advanced tips anytime.Enemies have been reworked across the board—many bosses have been rebuilt or carefully tuned for fairer challenge and clearer attack readability.A new upgrade system debuts with deeper build choices and long‑term progression. (Because of the
2024-11-27 14:52 UTC · Community Announcements · bhmagic
Hey everyone, We’re thrilled to roll out some major updates this time! From overhauled controls to fresh visuals, here’s what’s new: Controls Target Locking: You can now lock onto enemies by pressing R3. Switch between targets by flicking the R button. While locked on, most attacks—including firearms—will automatically aim at the locked target. Some moves, like the forward slash, still rely on your L3 directional input for precision. Double Jumping: After defeating the Succubus Boss, you’ll unlock Double Jump, allowing you to leap mid-air. Healing during Overclock mode is now available by defa
2024-06-25 16:06 UTC · Community Announcements · bhmagic
Hi all, I know it has been a while since the last update; I have some fascinating news! I spent most of my time during this period finding talents to join me and, wow, I am no longer working on this alone! We now have world-class artists, animationists, and musicians! The team is now 7 people. We all work on this part-time. And things are going smoothly. Unfortunately, good things take time, not much of the work will be shown in this update. But I am sure it is coming! Update log: Major: - Improved parry timing, now it is more similar to other games having parry mechanism - Increased enemy kno
2023-12-22 05:30 UTC · Community Announcements · bhmagic
Hi, This is also a small update: - Key binding: now you can bind any combination of key inputs of your controller {STEAM_CLAN_IMAGE}/43902949/d86f077a36a7be799fbe46084acc1ae76e239295.png - Minor tweaking of the tutorial to adapt to the key binding change - Air combo. Now many moves can lift enemies to mid-air for you to air-combo. {STEAM_CLAN_IMAGE}/43902949/3e87d0d7a654412426c506dc8a11c82f10ae1673.png Hope everyone has a nice holiday. -Brain Hack Magic {STEAM_CLAN_IMAGE}/43902949/15f669fc5faa227b09944975f4a9e117545cd86b.png
2023-11-21 03:53 UTC · Community Announcements · bhmagic
Dear all, Here we have a small update. I put in a new mechanism: "Air dash". - This is to help mid-air maneuverability. - air dash onto a wall to enter wall-running, this makes the control more clean. Random things: I got COVID earlier this month. It is my first time, and it hurts really bad. That disease is still out there! Wishing you all well and be aware of it. -Bran Hack Magic
2023-10-04 03:47 UTC · Community Announcements · bhmagic
Hi all, This is a minor update. As I am considering the direction of how to add content, such as boss movement and stage designs, I have some little things fixed in this patch. - Large enemies now have a bigger collider box so less camera blocking - The main character now flashes red when he gets hit. Similarly, enemies will flash teal when hit. This should improve the situation read. - The saber swing sound is reworked. However, still not good. sound work will be one of the things on the to-do list. - Building and obstacles now turn transparent when intervening with the camera. - The lighting
2023-09-02 08:53 UTC · Community Announcements · bhmagic
Hey all, This one took me a while! In this update, I tried to consolidate the experience of the stages. Sorry for still delaying the rework of the sound effect, I know it is annoying, lol. So the main idea is to make all minions recognizable and memorable so it is more fun to fight with. And the stage should be the same; I am trying to make some platforming into it with a small amount of parkour. Other than that, some quality-of-life optimizations. General: - Now, the menu can be navigated with D-pad - Camera angle slightly changed - Improved parkour control - Improved combat motion, not rowli
2023-07-31 04:46 UTC · Community Announcements · bhmagic
For the friends waiting for updates, here is a teaser for the next update with the main topic I am working on. 1. Better stage. The current states are short and serve as a proof of concept for the art style. Now with the wall running and the AI can navigate in 3D. Better stages are on the way! {STEAM_CLAN_IMAGE}/43902949/3f4999a68df87c2cd99ea84379d2745cb4286872.png 2. Solidifying the core. The core is the combat. The 3D building and pathway make the combats and camera control a little weird. But in any case, the combat should be front and center. More tuning is on its way. 3. More fun enemies.
2023-06-28 07:02 UTC · Community Announcements · bhmagic
Sorry for taking so long for this update. I am taking some bigger steps in this one. It is still an ongoing effort and certainly not done yet, only the intro and data center stage are actually updated to the 3D platform. More is coming, let me know what you think! - The main character can now wall-running. You can run along the wall horizontally or vertically for a short time and then jump off the wall. This allows dramatic 3D parkour freedom for the platforming. - The main character jumping and landing movements are now much more smooth to help the parkour feel. - Rolling and parry now can ca
2023-05-18 09:45 UTC · Community Announcements · bhmagic
Hi all, Here is another minor update to improve the core game mechanism before I begin to expand the stage design. - New mechanism: backstabbing, attacking enemies from the back now deal double damage and double shield damage. This mechanism makes dancing with the AI slightly more fun. - Katana X1 X2 X3 Y5 remake. Now the moves are more natural and responsive. (more remakes will be done to gauntlet and guns later) - Enemies are now bending back while getting hit, this improves the striking feeling. - Screen shake magnitude can now be adjusted in the setting -Graphical quality for resolution
2023-05-09 02:58 UTC · Community Announcements · bhmagic
Here is a minor update that addresses some of the obvious flaws. Also sharing some of the road map directions I am planning. Update: - Video Option: Frame Rate Target is now available. - Video Option: Quality Setting is now available. (I am not sure if this helps the steam deck implementation) - Audio Option: Music Volume is now there - Audio Option: SFX Volume - Enemy AI: Minions are now more aggressive - Enemy AI: All emails now show a red glowing eye halo effect before attacks - Screen shake I hope those changes make the combat slightly more fun and reactive. But to make the combat really g
2023-04-23 03:54 UTC · Community Announcements · bhmagic
Fixed a potential issue that 144 and up frame rate make the game drops inputs. (targeting frame rate option will come in later versions, currently, the target is 300) -Brain Hack Magic
2023-04-22 01:47 UTC · Community Announcements · bhmagic
This is a quick fix for some glaring flaws that can be improved quickly. It is not the best fix for the problem mentioned later, but a quick patch. More long-term improvement is on the way! Patch note: - Katana X1, X2, X3 remake to improve responsiveness - Cancelation input buffer time increased to improve responsiveness - Cancelation delay time reduced to improve responsiveness - Special moves are now unlocked after beating the prologue stage boss to improve the flow - Dialogue and tutorial now have a 1-second window before they can be skipped to prevent accidental skipping - Music and sound
Full appinfo as delivered by Steam PICS, changenumber 35379729. Also at /api/app/2354930/raw.