Full Effect
steam shipping shooter from a spare room
A lean, fast-scrolling shooter that grew from one coder's spare-room prototype into a Steam release powered by break-neck beats and plenty of late-night bug hunts.
Download soundtrack here ↓
Where it all started
My friend Kirill Stoler (@stolaire) spent years hand-crafting a custom "2.5-GO fuckyouself" engine because existing ones felt too slow, too bulky, or just plain boring. I sat in the virtual back seat as his unofficial QA: breaking levels, logging crashes, and nagging him until the physics stopped exploding.
On 12 March 2025, all that caffeine and C++ finally hit Steam under the name Full Effect.
Story: in and out — no spoilers
A few years after the collapse of the Silverheaven syndicate, one of its splinter factions seizes the Greywater Science Centre. Central Command sends a lone operative — Ages — to scout, sabotage, and soften the target before a full assault.
That's all you need to know up front. Everything else arrives organically through radio chatter and the occasional on-screen prompt — "Patrol helicopter — they're aware you're out here." Hostage rescues, jammer hunts, and a potential bio-hazard push the stakes higher without drowning you in lore. The plot is direct: get in, do the job, survive long enough for exfil — simple framing that keeps the action moving while leaving room for expansions down the line.
The game loop
- Fast-Paced Combat — Blink and you're done. Wall-slide-jumps, grenades that bounce just right.
- Challenging Campaign — Straightforward missions, no hand-holding. Learn the patterns or hit reload.
- Diverse Arsenal — Find what works, then keep moving.
- Bosses That Hit Back — Extremely aggressive AI, short telegraphs, high damage.
- Replay Hooks — Multiple difficulties, modifiers, New Game+, achievements.
In short: run, gun, adapt, repeat.
Music went from placeholder to showpiece
Early builds sounded like a broken fax machine. I talked Kirill into a full rewrite:
- AI-generated stems — I fed a detailed prompt (neurofunk, dark ambient, my own weird references) into a Music-AI generator to get raw material.
- Hand mixing in Audacity — Manual EQ, saturation, glitch edits, the works.
- Level-based themes — Every zone has its own track: heavy breaks for refinery floors, moody pads for flooded tunnels, calm drones between firefights.
- Engine hooks — Music shifts with combat states — quiet to chaos without a seam.
↓ FLAC Soundtrack ↓ MP3 Soundtrack
Pro tip: set your player to repeat one track for the intended loop.
SFX and cut-scenes
With the score done, we rebuilt every sound effect — layered gunshots, positional reverb, timing, impact bass for melee hits. Cut-scenes were storyboarded together; every bass drop lands on a punch, not five frames later.
Steam Direct: the paperwork
Because Valve can't pay Russian developers right now, Kirill couldn't ship the game himself. I stepped in as the official publisher of record: filled out tax forms, paid the $100 Steam Direct fee, linked the bank account, and pushed the build live. Glamorous? No. Necessary? Absolutely.
What's next
- Map Editor & Workshop — community levels and custom assets.
- Mod Support — custom textures, weapons, sounds, scripts, shader swaps.
- Balance Patches — the usual 💀.
Jump in
If tight movement, loud drums, and tough fights sound good, give Full Effect a spin. Leave a review, report any weird bugs you find, and keep the soundtrack on loop while you work — just maybe not during Zoom calls.
▸ Update — We're not shipping vapor
- Engine work: Kirill is stripping out hard-coded logic and laying down a data-driven core. This unlocks custom companies (mods) as first-class citizens instead of hacks.
- Tools: a level editor is in active prep so creators can build and iterate without touching code.
- Audio: I'm expanding the OST. More tracks are lined up and will drop as systems stabilize.
This isn't the end — it's the runway. Once the de-hardcoding is complete, updates get faster, modding gets easier, and the whole thing scales without duct tape.
Audio sneaks
DEN
JETSKY
ABYSSAL
CYBER WARLORDS
Follow the Steam News Hub for ongoing development updates.



