Unity CVE Patched
Unity CVE patched. See for details.
Unity CVE patched. See https://unity.com/security/sept-2025-01 for details.

Unity CVE patched. See for details.
Unity CVE patched. See https://unity.com/security/sept-2025-01 for details.
Hello there. You probably saw this already, but ICYMI: Sir, You Are Being Hunted has been updated for the first time in several years, with the 1.5 patch . 64-bit Mac support is now a thing, loads of bugs have been squashed, and the servers are back online for multiplayer. Not on
Hello there.
You probably saw this already, but ICYMI: Sir, You Are Being Hunted has been updated for the first time in several years, with the 1.5 patch. 64-bit Mac support is now a thing, loads of bugs have been squashed, and the servers are back online for multiplayer.
Not only that but we've announced future plans for a remaster of the original game in 2022, produced by our friends at Dutch studio Den Of Thieves Games. They are long term fans of the title, and understand exactly what makes the game tick. We're excited to confirm a new, standalone game, with new gameplay options, new UI, and overhauled visuals, all developed in the charming, silly, scary spirit of the original game.
Discounts will be available for everyone who owns the classic edition of Sir, You Are Being Hunted.
If you would like to support us in this new venture, then a wishlist always goes a long way.
https://store.steampowered.com/app/1743730/Sir_You_Are_Being_Hunted_Reinvented_Edition/
More soon!
-BR
BUY IT HERE!! Go! Go! Go! TRAILER HERE! <3
https://store.steampowered.com/app/993790/Ancient_Enemy/
Go! Go! Go!
https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519
<3

HERE'S A LAUNCH DATE ANNOUNCEMENT! ANCIENT ENEMY, the card battler by Grey Alien GMAES, (and written and art-directed by Big Robot's own creative director, Jim Rossignol) will be launching on Steam on Thursday April 9th! It's good! Check out the... SHINY NEW TRAILER! AND PLEASE D

ANCIENT ENEMY, the card battler by Grey Alien GMAES, (and written and art-directed by Big Robot's own creative director, Jim Rossignol) will be launching on Steam on Thursday April 9th!
It's good! Check out the...
https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519
Seriously, it helps us loads if you do.
https://store.steampowered.com/app/993790/Ancient_Enemy/
(And in other news: we'll soon be celebrating three years of THE SIGNAL FROM TÖLVA next week! Expect a lovely sale and a big discount. Oh and stay safe, friends, it's scary out there and we love you all! - BR)
Hello, (procedurally generated) World! As the headline quoth, we are out of Early Access and on to v1.0! Here’s a trailer for you to get those v1.0 chills... For this update we’ve just pushed to Steam there are some minor gameplay tweaks, bunker layout changes, and audio fixes. W
Hello, (procedurally generated) World!
As the headline quoth, we are out of Early Access and on to v1.0!
Here’s a trailer for you to get those v1.0 chills...
https://youtu.be/61k1QHWn9go
For this update we’ve just pushed to Steam there are some minor gameplay tweaks, bunker layout changes, and audio fixes. We’ve gone back in and messed about with the generation templates - the menu we give the level-generation system - so that the levels produce better environments. The initial zone is unchanged, but you’ll find the others now build tweaked worlds that are slightly more challenging. (Don't forget we addressed issues with the spider-craft in an earlier update.)
There are also performance tweaks in this version, although there are still some odd generations that seem to hit performance without our profiler giving us a clear picture of why! We’ve tried to streamline shaders and such to avoid that.
BUT the main change - reflecting the template tinkering - is that there are now overall difficulty levels. You can select these on starting a new game, but also change them in current savegames, which default to normal, which gives you a difficult the same as the earlier updates. (Please note that difficulty can be changed in-game during play, so if you are having a tough time turn it down, or an easy time turn it up, etc!)
Thanks for all the support we’ve received for this, our weirdest and most atmospheric game to date - and please do leave a Steam review if you’ve enjoyed yourself so far!
We’ll have more news on Big Robot things for you soon! <3
-BR
Hello you. Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate
Hello you.
Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate support!
Jim has been overseeing the art direction (his first 2D game!) and wrote the story. We're hugely excited to have worked with two fabulous artists, Dan Emmerson and Jen Pattison. Jake at Grey Alien has had years of experience at this sort of thing, and we're anticipating a tremendous game a bit later this year.
Here's a teaser trailer!
https://www.youtube.com/watch?v=Ep_m4tg1HHI
And the main page for plenty more info and that all-important wishlist link:
https://store.steampowered.com/app/993790/Ancient_Enemy/
THE LIGHT STUFF
Additionally, we're speeding towards the next update for THE LIGHT KEEPS US SAFE, and now is absolutely the perfect time to try the game out if you've yet to dip in. If you enjoyed Sir. You Are Being Hunted but want something even more atmospheric and mysterious, then we suggest you take a look!
https://store.steampowered.com/app/853240/The_Light_Keeps_Us_Safe/
We're setting our sights on V1.0, too , and we'll have more news about the end of our Early Access period in the near future.
In the meantime, don't forget that all our games are on sale until the 9th!
https://store.steampowered.com/app/457760/The_Signal_From_Tlva/
https://store.steampowered.com/app/242880/Sir_You_Are_Being_Hunted/
Love you!
-BR
Hello! Happy Sunday, everyone. We've just pushed up an update with a couple of minor changes. Removed some legacy shaders which were hitting the fill rate on specific set ups and causing frame-rate drops. I'm not 100% certain I got all of them, but will continue to go through pro
Hello!
Happy Sunday, everyone. We've just pushed up an update with a couple of minor changes.
More soon!
-BR
But we thought we'd let you know anyway. We've got a new build going up in a few moments and it'll do the following: - Rework templates for further optimisation. - Speculative fix for scarecrow not appearing. - Tweaked ending to be smoother and have a menu return interaction. And
But we thought we'd let you know anyway. We've got a new build going up in a few moments and it'll do the following:
- Rework templates for further optimisation.
- Speculative fix for scarecrow not appearing.
- Tweaked ending to be smoother and have a menu return interaction.
And yes, we're aware that the performance is a bit odd for some people. I think it's going to be older shaders not being performant in Unity, so I am going to do some profiling and see what we can replace for future patch.
Outside that there's more level of detail optimisation to be done on the exterior scenes (which sadly can't be occlusion culled or anything because proc gen times.)
More soon!
-BR

Hello there! May 2019! A futuristic month. Things have calmed down a bit at BR Towers (ie the kitchen offices spaces that we work in) and we've got busy. As we mentioned in the last report, Tom and Jim have had a fairly tough year so far, which is why this update has taken us a l
Hello there!
May 2019! A futuristic month. Things have calmed down a bit at BR Towers (ie the kitchen offices spaces that we work in) and we've got busy. As we mentioned in the last report, Tom and Jim have had a fairly tough year so far, which is why this update has taken us a little while. Again, apologies for that, it couldn't be helped. Real life, it turns out, is full of random encounters.
Anyway, excitingly, we've just pushed an new update for THE LIGHT KEEPS US SAFE live. It contains various things, so here's a video to summarise. Scroll below if you want to see the full breakdown those changes.
https://youtu.be/L6MmoVlPu9o
And here are those changes in detail:
New stuff
- New biome, accessible through new door in the bunker.
- New "final" compound.
- The machine can now be "filled" with light motes, triggering the end sequence.
- End Sequence!
- New Louise voice-over material for injury, looting, and other interactions.
- Multiple save games supported (previous save slot now called "Legacy Save").
- Localisation support for Spanish, French, and German languages. This includes front end language selection wrapped and support throughout the game. (Please note the localisation is text only, voice over remains English only.)
Fixes and tweaks
- Numerous changes to bunker interior.
- Rebalanced number of light motes in the exterior world.
- Rebalanced number of flashlight components in exterior world.
- Increased damage and difficulty of all traps and enemies.
- Fixed fatal savegame issue that was removing objects from the world.
- LODs adjust on all props to increase stable frame-rate in exterior scenes.
- Invisible zombies now appear in multiple locations.
- Drones will not path to the same location when leaping.
- Alien Garden and Ruined Farm compounds fixed.
- Greater chance of holes in inner compound walls.
- Texture compression on all textures changed, speculative fix for some video memory issues.
- Fixed bug where component holder would not empty.
- Added missing colliders to barrels and other minor props.
- Enemy chase state now lasts slightly longer.
- Bottle noise level adjusted so that it can't be heard so far away.
And some images of the new biome:




More soon! <3
-BR
Hey, Robot friends! Just a quick note to let you know that Big Robot's own Jim Rossignol has written the story for Grey Alien's ANCIENT ENEMY - an atmospheric RPG card where the baddies have already won - due out this summer. It's going to be great! You can, almost certainly shou
Hey, Robot friends!
Just a quick note to let you know that Big Robot's own Jim Rossignol has written the story for Grey Alien's ANCIENT ENEMY - an atmospheric RPG card where the baddies have already won - due out this summer. It's going to be great!
You can, almost certainly should, wishlist it over here:
https://store.steampowered.com/app/993790/Ancient_Enemy/
Thanks! <3
-BR

Hello! Apologies for the general silence over here (psst, follow us on Twitter for more regular blithering from HQ.) The awkward truth is though that Tom and Jim have been buried beneath slabs of real life problems since Christmas, which has made things a bit slow going in Game M
Hello!
Apologies for the general silence over here (psst, follow us on Twitter for more regular blithering from HQ.)
The awkward truth is though that Tom and Jim have been buried beneath slabs of real life problems since Christmas, which has made things a bit slow going in Game Making Land. Not really an excuse, but it is the reason! So apologies, and hopefully we'll soon be past that.
Anyway, there's a new TLKUS biome in the works, which will be heavily flooded and feature new enemies and traps!

That will appear in the next update, which should be a big one.
We also tried making an alternative game mode, which didn't quite work out, but nevertheless might turn into something even fancier, given the opportunity. More on that at some point! Hmmmm.
Other stuff that's nearly done includes:
- localisation for Spanish, French and German, and we're looking at Chinese(s), Japanese, and potentially Russian, but it requires some bothersome font rejigging because of the fonts we've already used, and it's quite the faff.
- The Ending. Yes, you'll be able to escape the bunker and complete the game. We already have this working, and it's... um. Well, we better not spoil, eh?
- Louise. She's going to have a lot more to say as the game progresses. We recorded literally hours of dialogue, so we hope you enjoy!
Anyway, again, apologies for long silence on this one. We are working on it, and juggling everything to get more stuff to you ASAP. <3
More soon!
-BR

Having already unleashed a new horror upon you earlier this week, we have updated again with the opening of the fifth gate within the bunker. IMPORTANT NOTE: this represents a sort of opening up of options at this point, as there is no further light type to unlock. We are essenti
Having already unleashed a new horror upon you earlier this week, we have updated again with the opening of the fifth gate within the bunker. IMPORTANT NOTE: this represents a sort of opening up of options at this point, as there is no further light type to unlock. We are essentially giving you two levels after the Dissolve unlock to explore, one of which is much more dangerous than the other. (And that's this new biome!)
The new biome has what might be our favourite environment so far, with ash raining from the skies, and areas of the ground itself on fire.

Even more formidable are two new compounds. These contain a bunch of new challenges: a roving column of fire, new outer areas to navigate, and more of the machine traps than ever before. (All the compounds will be revisited in a future patch, of course, so let us know how you get on with these so we can build in that delicious feedback.)

After Christmas we will be going heads down for a bit on a big update to bring you some of the more final elements of the game, as well as localising for a bunch of languages. That should result in a very large update that brings us closer to a completed experience. As you can imagine, we're fairly keep on that!

Regarding random performance drops in some locations: we're aware of that and it's down to distribution in the generation. We're going to do some heftier level-of-detail scaling and culling in the next update and that should, all being well, fix things in the majority of cases.
One final note: Please do leave a review! Whatever the length, it's helpful. Not only is the feedback essential, but the greater number of reviews helps us further promote the game.
Changes in full:
And have lovely holidays, wherever you are, and whatever you are doing. <3
More soon!
-BR

Brr! It's a quick and minor update, but it means a new enemy is stalking us across the gloomy spaces of The Light Keeps Us Safe, and it's one that is initially invisible and (almost) unstoppable! We're certain you'll figure out some ways to take him on, of course... This chap has
Brr! It's a quick and minor update, but it means a new enemy is stalking us across the gloomy spaces of The Light Keeps Us Safe, and it's one that is initially invisible and (almost) unstoppable! We're certain you'll figure out some ways to take him on, of course...

This chap has been seeded through a bunch of the later environments, so he should appear in both new and old games, but the best way to check him out is to start over. Yes, he's rather invisible, but don't worry, there are some visual clues, and you'll certainly hear him coming.
The update, which we've just pushed live, also has some prep work and fixes for another patch which will arrive later this week, bringing with it a new "ashen" biome, with a new gate opening in the bunker! That's just a few more days off.

In the meantime, please do leave us a Steam review, they really do help.
Those changes in full:
More (quite) soon!
cheers,
-BR

Hello! And here we are again with an update for The Light Keeps Us Safe. It's live! We've mostly been trying to make things harder on you for this update. We have a new and more terrifying robot drone patrolling our achingly atmospheric landscapes, as well as new environmental ha
Hello! And here we are again with an update for The Light Keeps Us Safe.
It's [a]live!

We've mostly been trying to make things harder on you for this update. We have a new and more terrifying robot drone patrolling our achingly atmospheric landscapes, as well as new environmental hazards which will require creative uses of the various light types to navigate safely...
We also have the Psychic Attack Scarecrow and a "Slow Homer". So those are a thing now.
These have been introduced across all levels and biomes, so your best bet to seem them all is a fresh playthrough, although saved games should be intact with this update.

NEW STUFF
OTHER STUFF
LADDER STUFF

Next up we will be looking at localisation across all major languages, and the introduction of THE INVISIBLE HUMANOID. Muahaha, etc.
Yeah.
More soon!
-BR

BEHOLD: Light has been updated! A new exit out of the bunker has appeared! And it leads to a place where that freshly unlocked DISSOLVER BEAM is going to come in pretty useful for, well, staying alive and stuff. This update includes: A new and horrible "moorlands" biome, with two
BEHOLD: Light has been updated!
A new exit out of the bunker has appeared! And it leads to a place where that freshly unlocked DISSOLVER BEAM is going to come in pretty useful for, well, staying alive and stuff.


Yes, the latest update comes with our new light type, which makes your progress through the landscape of The Light Keeps Us Safe a little more dangerous. While burning your way through barriers provides one set of interactions from the torch, we've also revised a bunch of others based on your feedback, and lightfearers will now react to all light types, while each of the other light types gain a few new interactions of their own. We'll leave you to figure that out.

We're particularly interested in feedback with regards to signposting and tutorialising, and we're going to be looking at some of that stuff next, to make the game a little easier on those who come at it for the first time. We don't really want to hand-hold too much, or negate the fun in discovery, but we do feel like we could provide more of a guide, or at least some signposting to push people in the right direction. If you have any suggestions please share them with us in comments or on the forums!
Our next update will probably be a drop of new badguys, of which we have several in the works, and there will be a new biome following that up pretty quickly too. Expect more updates really soon! :E
The launch discount for THE LIGHT KEEPS US SAFE ends at the end of Halloween sale, so get it now for that sweet, sweet -15% discount. Also
Happy Halloween!
-BR
PS: Don't forget to follow us on Twitter for more regular development updates, screenshots, and general Big Robot warbling!
Just letting you know another quick update coming in now. It's mostly fixes and Quality Of Life stuff. Like so: Bunker entrance lights enbrightened. Portal mote count increased. (More required per light. And no, you can't turn the machine on yet anyway, sorry!) Misc minor bug fix
Just letting you know another quick update coming in now. It's mostly fixes and Quality Of Life stuff.
Like so:
More soon!
-BR
Hello! Still no fix for the crazy ladder thing (it's something to do with multiple colliders!) but we have some other fixes in a patch that's going up right now: Speculative fixes for alt-tab issues Upgrading the flashlight recharges it Game autosaves when recharging the light Tw
Hello!
Still no fix for the crazy ladder thing (it's something to do with multiple colliders!) but we have some other fixes in a patch that's going up right now:
As ever, let us know if you find anything!
More soon.
-BR
Hey everyone! Our brand new stealth and survival game, THE LIGHT KEEPS US SAFE, is now live on Steam Early Access. Here's the launch trailer. We'll be streaming it on the store page in a few minutes time. <3 -BR
Hey everyone!
Our brand new stealth and survival game, THE LIGHT KEEPS US SAFE, is now live on Steam Early Access.
We'll be streaming it on the store page in a few minutes time.
<3
-BR
Hello everyone! This is just a quick reminder that The Light Keeps Us Safe will be released at 9am PST (5pm UK) tomorrow, October 11th. If you haven't had a look at the gameplay trailer yet, then check it out over here . And, hey, we have to say the game has already moved on this
Hello everyone!
This is just a quick reminder that The Light Keeps Us Safe will be released at 9am PST (5pm UK) tomorrow, October 11th.
If you haven't had a look at the gameplay trailer yet, then check it out over here. And, hey, we have to say the game has already moved on this since that footage, because this Early Access and we're motoring!
Oh and just one other little thing: we put Sir, You Are Being Hunted on sale for the week. So combine that with the launch discount and you could pick up Sir and The Light Keeps Us Safe together for close to the price of a single one of our games...
Happy October! :D
-BR
Hello! With just a couple of days to go before you can get your handsome hands on our grim and spooky new game , we thought we'd share with you our roadmap, illuminating (so to speak) the potential ideas that are going to fire up this game in the coming weeks. This is our second
Hello!
With just a couple of days to go before you can get your handsome hands on our grim and spooky new game, we thought we'd share with you our roadmap, illuminating (so to speak) the potential ideas that are going to fire up this game in the coming weeks.
This is our second time around in Early Access, and after the huge success of Sir, You Are Being Hunted we want to try to again make things as transparent as possible, and make it as easy as we can to create a game which has regular updates everyone can enjoy and feel a part of.
While this (below!) is our current plan for how things are going to unfold - with a few mysteries and teases! - we are going to be completely free to change this plan in response to feedback and our own creative decision-making. We don't want anything to constrain the creativity. These update phases will come as a regular series of smaller and larger individual updates, with no specific dates or deadlines attached, but you can expect fixes and tweaks to arrive regularly, with new bits of serious content landing every few weeks.
As you'll see when you jump into the game, the Bunker level gives us the perfect hub from which you can explore new outside landscapes as we add them (and the tools you'll need to survive them!)
Okay, so, we see this as being three broad phases:
This is stuff we’ve already done a bit of work and will definitely get into the game soon!
This is stuff that we have planned but needs a bunch more work before it happens, as well as things that will be responsive to your feedback!
This is the big long-term goals, and stuff that we see as being necessary for the full arc of an early-access title.
As always, this stuff is all up for refinement through exposure to the real world of gamers getting their teeth into it, so we really do need your feedback to make it the best game it can be. Let us know your experiences, and share your ideas for the game, on the forums and on Twitter.
More soon!
-BR