Thank you for the ongoing feedback and support. Today’s build delivers our first wave of language support to make Zaetherfall more accessible worldwide. What’s new
Japanese text localization: menus, UI, and in-game text translated.
Spanish text localization: full UI and gameplay text translated.
Language selector: switch languages anytime from Options → VIDEO → Language.
What’s next
Our localization pipeline continues. Up next: Chinese, Russian, and Portuguese.
Our promise
We’re committed to delivering a polished experience for Zaetherfall together with the community. Your comments guide our priorities—please keep them coming in the Community Hub.
Thanks for being with us—onward!
We posted an update with some significant performance improvements to the Beta branch. If you'd like to help us test, check it out! A lot of the UI and rendering code was refactored, so please be on the look out for issues in those areas.
Also, Caves of Qud is the Steam Daily Deal today! Get it for 20% off, and tell someone you know!
A few patch notes below. Live and drink, friends.
Greatly improved UI performance.
Greatly improved map rendering performance.
Greatly improved line-of-sight calculation performance.
Fixed a missing bind for deleting game saves.
Fixed an issue in high-latency environments that caused a bunch of waits to be issued after releasing the movement stick on gamepad.\[/list]
Howdy fellow gunslingers!
Months have gone by and I'm still seeing new faces enjoying Colt Canyon. This makes me very happy and motivated to work on a new patch to further fine-tune the game. Overall I am happy with the state of the game though, so not much will change any time soon but as long as the game is alive I cannot quite leave it just yet.
If you are skilled enough to reach your partner but struggle on the way back you will be glad to hear that there are some minor balancing changes in this update to make the B-Levels less frustrating. Your partner from now on will bleed out significantly slower, giving you much more time to react. There it should also be less risky to send your partner into combat, because as long as there are still fights going on your partner will never give up now, even when downed. Combined with the slight decrease in late-game enemies overall it should've never been easier to beat the game. However, if you still struggle to even reach your partner, you might simply need some more experience with the game. Try tweaking the run settings a bit. For example beating the game once without permadeath might just be what you need. It will prepare you for regular, permadeath runs and it doesn't even disable achievements, so no shame in that at all!
This patch should be compatible with existing run save games.

This update is now available on Steam and GOG and also coming to all other PC platforms as soon as possible. I cant give an ETA on the console port. That one might take longer or might only come with the next bigger patch (should there be one). I don't have the hardware to work on console ports atm.
Please find the full changelog for Update 1.3.1.4 below or on the official Colt Canyon Wiki.
Shoutout again to everyone who is playing, enjoying and promoting Colt Canyon. This is what keeps me going! If you haven't done yet please also consider leaving a positive steam review.
Landmines can now drop TNT on controlled destruction via melee hit (25% on regular, 50% on incendiary)
Tweaked how fast weapon aim focuses, varying more per character (Best: Eagle / Worst: Angel)
Buffed some player character's weapon recoil control
Decreased skill level and/or health of some late-game enemies
Nerfed bandit boss slightly by decreasing health by ~5% and increasing the amount of loot containers in the level
Buffed hipfire upgrade (When applied recoil reduced by additional ~20%)
Increased time to game over when partner got downed, preventing bleed out entirely while still in combat
Decreased amount of enemies in B-Levels slightly
Showing revive hint even with tutorials disabled
Fixed gamepad sometimes not working correctly when loaded from coop save
Fixed revive hints not showing up when loaded from save
Fixed object shake speed being tied to framerate
Fixed main menu background camera zoom being inconsistent
Fixed level intro animation when riding a horse
Fixed shop items sometimes not being automatically picked up
Various other minor fixes or balancing tweaks
New Weapons:
Multi-Missile
Flamethrower
Beam Rifle
Balance Changes:
Buffed Machine Gun Damage
Buffed Machine Gun_WA Damage and increased projectile velocity
New Feature:
3D Spatial Audio Implemented
New SFX for Machine Gun_WA
New SFX for Low Health Warning
New Loading Screen to teach the controls
New Map:
Low Orbit
Hey everyone,
First of all, thank you so much for all the support ❤️ I’ve noticed two or three bugs that have already been fixed, and I’ll try to push an update tomorrow or the day after to make sure they don’t affect your gameplay experience 🛠️
If you’re enjoying the game and want to help us out, please consider leaving a review ⭐
It’s incredibly important right now, especially right after launch, to keep us from falling into “Mixed” territory. I’ve talked to many of you already, and it seems like most really liked the game, so your review truly means the world to me 🙌
I’m deeply grateful for all your support and I’m here to listen to any questions, feedback, or bug reports you might have 💬
By the way, there’s a dedicated Bugs & Feedback section on the Steam forums where you can post any issues you find. Some of the annoying ones have already been fixed, but please keep reporting anything new 🐞
Thanks again from the heart,
Matt ❤️
Feeders,
Andy and I set out to build a small project along the lines of,
an incremental game that made financial sense for the time we’d put in.
For myself, it has been a rollercoaster of excitement, stress, worry, and more.
I would also describe it as a rocketship, and every time we think things are calming down...BAM!
It feels like THIS GIF. Absolute chaos, want to keep going, and can't take your eyes off the moment.

Thank you for feeding the black hole. 🖤🚀
~Cory ("Thornity") from Team Black Hole
New Weapons:
Multi-Missile
Flamethrower
Beam Rifle
Balance Changes:
Buffed Machine Gun Damage
Buffed Machine Gun_WA Damage and increased projectile velocity
New Feature:
3D Spatial Audio Implemented
New SFX for Machine Gun_WA
New SFX for Low Health Warning
New Loading Screen to teach the controls
New Map:
Low Orbit
Hello, survivors!
In this update, I'm excited to introduce a redesigned model for Jeff! He now looks more human and even creepier.
Additionally, I've made several important improvements based on your feedback:
Improved Audio: The sound is now more spatial, making it much easier to pinpoint where Jeff is approaching from.
Gameplay is More Forgiving: To give you a chance to breathe, Jeff will no longer enter certain rooms.
New Glitch Effect: When Jeff gets close, you'll see and hear a distinct static glitch effect on your camera - that's your cue to run!
Better Chance to Escape: I've slightly increased the player's speed and reduced Jeff's attack range. You now have a real chance to escape his grasp.
More Jumpscares: The frequency of jumpscares has been increased. Stay alert!
Thank you for your support! I hope you enjoy the changes.