v1.0.11
• Fixed controller rebinding leaving a stale/duplicate binding when switching between a button and a stick/trigger for the same action.
Developer posts and news about this game.

• Fixed controller rebinding leaving a stale/duplicate binding when switching between a button and a stick/trigger for the same action.

• Added an attempt tracker to the pause menu showing elapsed time, stealth statistics, current star status, and collected secrets. • Added a scoring guide to the end-of-level screen explaining stealth, time, and collectible bonuses. • Fixed the Continue button losing its centre a

• Donut boxes now disappear after 20 seconds if they fail to attract an enemy and can be thrown farther. • Fixed unique collectible sounds not playing correctly on the end-of-level screen. • Added a broken lava lamp icon to the end-of-level results. • Optional objectives now hide

• Added resolution options for windowed mode. • Windowed mode resizes and centres the game automatically when changing resolution. • Resolution settings are saved between sessions. • Restored the correct input prompt icons for Mouse 4 and Mouse 5.

• Improved the in-game input prompt icons for Mouse 4 and Mouse 5.

• Added support for rebinding controls to Mouse 4 and Mouse 5. • Fixed old bindings being retained when switching an action between keyboard and mouse inputs. • Fixed input prompt icons appearing mirrored on some traversal objects.

False Alarm is out now! After a long time in development, I’m excited to finally say that False Alarm is now available on Steam. The full game features levels filled with stealth, distractions, improvised knockouts, and plenty of things to steal. Thank you to everyone who has pla

False Alarm releases on 20 August! I’m excited to announce that False Alarm will be released on Steam on 20 August 2026. The full game will feature levels filled with stealth, distractions, improvised knockouts, and plenty of things to steal. Thank you to everyone who has played

False Alarm will be taking part in Steam Next Fest next week. Steam Next Fest is a huge event full of upcoming games and playable demos, and it’s a great chance to try False Alarm if you haven’t played it yet. During Next Fest, you’ll be able to play the demo, wishlist the game,

False Alarm is part of Tiny Teams 2026! I'm thrilled to announce that False Alarm has been selected to participate in Tiny Teams 2026 ! Tiny Teams is a Steam festival celebrating games made by solo developers and micro-studios, and we’re incredibly proud to be included alongside

The demo for False Alarm is now live! The demo contains the first 8 levels of False Alarm. Make your way through offices, hotels, labs and museums. Avoid the guards or knock them out, just make sure you don't get spotted! If you want to keep following development, wishlist the ga

The False Alarm playtest has now ended. Thank you to everyone who signed up, played the game, reported bugs, and shared feedback. Getting the game in front of players at this stage has been incredibly valuable, and your responses have helped me spot issues, learn what is working,

Signups for the False Alarm public playtest are now open on Steam. You cannot play the build just yet, but you can request access now so you are ready when the playtest begins. This playtest will be an important step in development. It will help me test the game with a wider grou

Hi everyone, Today I’m breaking down the other half of stealth: the enemies themselves . The goal is for each enemy type to be readable at a glance and to force different decisions, without turning encounters into trial-and-error. The Core Idea Each enemy answers two questions: H

Hi everyone, Today I’m breaking down one of the core stealth tools in the game: distracting enemies . The goal is to give you consistent, readable ways to manipulate patrols without the AI feeling random. The Core Idea Distractions create a point of interest that can: pull an ene