Hello everyone,
A few updates about Apex Point and Apex Studio as a whole.
We’re about to finish a mobile game project.
This project allows us to diversify Apex Studio’s activities and potentially fund future operations related to Apex Point.
As we’ve mentioned before, we want to avoid crowdfunding at all costs.
In addition, this project has been a great playground for us, as it helped us develop many valuable skills for Apex Point — including localization (multi-language translation), network and backend systems, and optimization.
From a team perspective, it also helped build confidence in our ability to develop and publish a complete game, not just an Early Access version.
Some of you may have already seen a few pictures of the project on our Instagram page.
We’ll make an official announcement once it’s ready.
As for Apex Point,
before starting the mobile project, we began to define an internal roadmap.
The partnership with Dynamic Map Platform (DMP) also allowed us to resolve major uncertainties regarding Level Design.
We also want to clarify that we’ve stopped publishing updates for the current version of Apex Point.
As a result, the game will no longer be available for purchase by 2026, although it will remain playable for existing owners.
By then, the UE5 version’s page should already be online, and you’ll automatically receive the new game in your library (some details are still being worked out — we’ll keep you informed).
Regarding our Patrons (Patreon): we will conduct a thorough review to identify all assets that were commissioned through Patreon.
If this applies to you, we would greatly appreciate it if you could email me at contact@apexstudio.fr and attach the corresponding invoice/receipt. Thank you!
We also want to clarify that we won’t be using Patreon (or any similar service) for any of Apex Studio’s future projects.
Once the roadmap is fully defined, we plan to gradually share parts of it publicly throughout development.
It will serve as the main source of information about Apex Point UE5’s content and features.
An update to our official website is also planned to integrate this roadmap in the best possible way.
Although there’s no new content to show yet, I want to emphasize that a lot of progress has been made in key areas, especially in the restructuring of Apex Studio as a company.
2024 and 2025 have been challenging years for us.
We went through major doubts and questions about the viability of the project, and we’re truly grateful to have been able to resolve a situation that once seemed hopeless.
Thank you all for your continued support — we hope to share exciting news very soon.
— Elias
	
	made blackube easier....
the level results shouldn't break anymore!!!
bunga's mischievous quest has an air gap at that One Part.
achievement work.
you can change difficulty too now man.
lots of other things i cant name righta bout now.
	
	
	
	
	We’re thrilled to bring you some exciting news straight from the Subterranean frontlines!
Banzai Escape 2: Subterranean has just received a major new update, and it’s one you won’t want to miss.


This marks of our final journey, returning to the long-abandoned underground labs that were once our home. A failed experiment turned this place into a nightmare of chaos and mutation. Now, it’s time to reclaim what was lost and cleanse the infestation.

 
  
  

New operations comes with New Features in Operation Home Brain -Sweep-:
2 new campaign missions
3 themed random-generated mission levels
11 new melee weapons (single-use only)
5 new mutant enemies, plus several special enemy types
6 randomized mission sets
Unfortunately, this update doesn’t include new ranged weapons or nano-plugins. We’re saving those for a future update. But trust us, the new melee system brings a whole new layer of close-quarters chaos!
Added Operation Home Brain -Sweep-
Reverted rate of fire for Tesla Gun and C-Nar
Fixed occasional random map glitch appearing in the lobby (still under observation)
Removed third-party occlusion culling controller (slight performance decrease, fewer pop-up bugs)
Improved battle music event detection
Revised story UI/UX presentation
Adjusted Sumbu Gembita flamethrower damage rate from 2.5 → 1
Thank you for being an essential part of the Banzai Escape community!
If you encounter any issues, please let us know — your feedback is invaluable.
We also encourage everyone to spread the word about the update! Share it with your friends, allies, and fellow agents to help us reach even more players.
Your continued support keeps our mission alive.
Stay tuned — more updates are on the horizon!
Warm regards,
Aisam & the Banzai Escape Team 

For tiny news / update / something
Discord : DISCORD
Facebook : FACEBOOK
	
	It's time!! I've been wanting to make a mini Halloween event for a small while now, but was focused on all the other game stuff. Plus I've been making some fun ideas for future updates too! Plus I was able to fix some graphical errors that I really should have found before EA release. Sorry about that.
New Halloween Items! The main menu now features some Halloween stuff dotted about, also boxes will be set to Halloween themed items and will only be available between the 24th - 31st (I know I missed some days, but that's for next year).
The building grid has been made opaque and now includes a fancy black outline, now it should be more visible under bright lights.
The destruction marker has been given more pixels and has an outline too. It's also not a sprite anymore.
The Collection Cart now uses the Van wheels instead of the older wheel design.
Conveyors were showing missing textures when placed. Not sure how I missed that one, sorry.
Water texture wasn't properly changing colour during the time of day. Also something I missed.
	








 
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