
Screenshots

Watch trailer on Steam ↗Neon Rain
Neon Brain · Published by Neon Brain
Content notice: Blood, coarse language, gore, alcohol
Last updated 4 Oct 2026
Welcome to Vakrex, a world brimming with life but plagued by conflict. You must sift through the occupational forces and hostile wildlife to investigate the cosmic phenomena known as Neon Rain. You don't call the shots on this treacherous planet, however. Evolve or die.
Action, Adventure, Indie, Early Access · 2027 · More free games
Venture into Vakrex, a world of life and conflict, where you must navigate hostile wildlife and occupational forces to uncover the secrets of Neon Rain. Evolve or face certain demise in this thrilling early access adventure.
About this game
Neon Rain is a fusion of Metroidvania and boomer shooters set entirely on an alien world devoid of human beings. It emphasizes oppressive, maze-like level design, bizarre alien creatures, and a moody atmosphere. Mastering your movement, navigation skills, and precise trigger pulls will be key to your success.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: An Intel Core i5 or AMD Ryzen 5 processor
- Memory: 8 GB RAM
- Graphics: GTX 1050 Ti or AMD Radeon RX 570 graphics card
- Additional Notes: SSD for the most optimal experience
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
October Report
Hello everyone, I'm back better than ever.If you weren't caught up, I took a month-long break from gamedev. Except not really, cause I got bored of doing not much of anything after 2 weeks, so I modelled a new monster, touched up some levels, and designed how Vakrex should look. Let's say... I took a break from Godot and not 3D, as I found 3D to be therapeutic.So the friends I made along the way, yeah?? Well, one friend was tasked with making the cold opener of the game. That is fully completed and will be implemented in the game soon. Another friend modelled the 8th weapon of the game, so that's finally been taken care of.So the first thing I did upon returning to Godot was refactor my enemy movement code. I gave enemies proper strafing behaviour, cleaned up the erratic movement behaviour, and added a ZigZag movement pattern. Will also design enemy NPCs with the flee behaviour in due time. I've also changed the first loading screen to show the planet of the game.Next, it's time to pretty up the new features I added during summer. After that, it will be fleshing out the hub more with more decorations, adding Kalem warriors as NPCs instead of just civilians, and giving Vermillion a proper model because I like him. Will also have Roxanne with her helmet off in the hub because too many characters were gonna have a face reveal to a very silly degree, and the appearance of your character's species was never meant to be kept as this grandiose secret, so yeah. Also, it'll avoid repetitions in the story, in my humble opinion. I also wanna add charge attacks to melee weapons to make them stand out more.The free Early Access on itch will happen once the 4th level is completed. I should be able to start working on it either in late October or early November. Save files will carry over to the Steam version, which will release once there are 6 levels. I've found that I thrive better when I can see players interacting with the game. Nonverbal language is very powerful.Not sure ho...Read full article on Community Announcements (Neon Brain)AnnouncementsOfficial
September Report + Hiatus
Hello everyone,As the title suggests, I will be taking September off from gamedev. However, I have entrusted some friends to work on certain elements while I'm taking a break, so at the very least, the game will still be worked on in some capacity.Working nearly non-stop during this summer on my least favourite aspect of game development has worn me thin, but at the very least, every feature I wanted for the game and some more are finally in the game.Not only have I added the previously listed stuff, I've also added new features that weren't initially promised, such as tracers for hitscan weapons, which makes them more visually interesting and makes them feel like proper firearms, and an alt mode for certain weapons (think of the latest Doom).Weapon alt modes was an idea I toyed with but wasn't certain about, but since everyone I spoke with about this was immediately interested and not a single soul asked me about NPC summons, it was a no-brainer, so therefore, I decided to cancel summons in favour of making guns cooler.I also decided to hard cap the game's levels to 10-12 (not counting hubs). It makes the current state of the game more defined and makes development much more streamlined. For example, the current demo has 3 levels and a hub.I've changed the Steam page to reflect these decisions.So anyway, the next step is to refine these features further and make them pretty, which shouldn't take too long, and after that, I can just focus on making content for the eventual paid release.Once the next public playtest build is ready (will be hosted on itch), I will be delisting the demo from Steam once it's no longer representative of what's currently out there. A lot of the new stuff I added/changed that was outside the scope of the demo has been made based on feedback/complaints I've received, such as:A map system.I've redone certain sounds for certain things.Tracers were added in an effort to not only make guns feel cooler but to make free aim feel better.A journal ...Read full article on Community Announcements (Neon Brain)AnnouncementsOfficial
August Report
Hello again, here comes another short and sweet blog update.Most of July has been spent implementing the difficulty options and the save slots, which required a lot of code cleanup. Happy to say this part is over. I've also taken a short detour to design a new alien because almost 2 months of doing menial backend stuff was burning me out.A bit of a bummer for some but I'll have to cancel HDR support. It's too involved to implement since I obviously didn't design the game with it in mind 4 years ago, and I also do not possess an HDR monitor myself, so yeah. I'd much rather finish the alpha as soon as possible.Right, so what's left to enter beta?The to-do list:Journal system.A system to keep track of the player's story progress. It's going to be pretty dead simple.Improved inventory. I've been passively working on that since May so it's gonna be finished pretty soon.I now have a more clear time frame for the game's release date but I don't wanna jinx it so, somewhere in 2027.And that's it, the game shall enter beta in late August or early September. See ya.Read full article on Community Announcements (Neon Brain)AnnouncementsOfficial
July Report
Hello again.As already stated, I am fully dedicated to finishing the alpha and bringing the game into a beta state. I will keep this short and sweet so that I can quickly return to work on the game. Friendly reminder to not expect further updates to the alpha demo.What I accomplished in June:Fixed a lot of jank involving menus.Cleaned up a lot of code for easier maintenance.Reworked the tutorial video to make load times faster, which will also optimize the game file size.Untangled a lot of physics jank, notably around the punch. The punch now pushes back enemies in a more natural way.Every weapon is now in the game's systems. Two of them are in an unfinished state.The game is now fully updated to Godot 4.7. This will be the Godot branch I stick with for the rest of development.The long-requested map system. It still needs controller support, however.What's left to exit Alpha:Reworked menus.Save slots.HDR implementation.Difficulty options.Player journal.Cutscene system.Since my current day job is secured for at least 2 years, I can fully confirm that the earliest the game will be sold will be Q1 2027. But again, I am more committed to delivering the promised content for the EA build than to a release time frame. Still, 2027 is at the very least a guarantee.With that said, I am compelled to recommend games that I think my audience would enjoy. I highly recommend giving Frog Monster a spin, it's awesome. A bit rougher around the edges, but Voltage High Society scratches the first-person Metroidvania itch nicely and has a very distinct aesthetic and vibe. Enigmatic Worlds is very underrated and has the strange visuals you all crave so much, give that one a shot!Anyway, that's all for now. Back to work.Read full article on Community Announcements (Neon Brain)AnnouncementsOfficial
June Report
Hello everyone, we're finally here.It is finally time to focus on the Early Access build. It took longer than I wanna admit but we did indeed manage to cross the milestone. The only thing I can guarantee is it's gonna be a long and bumpy ride full of unpredictabilities, but I've divided what needs to be done into 3 categories.First thing first, the game needs to be in a state that is Early Access friendly, which means that every major update cannot constantly break your save file. That would suck, wouldn't it? So let's not do that...Things needed to achieve this goal:Rework the save system to have save slots and clean that up.Every weapon needs to be in the game in, at the very least, a placeholder form.Player journal system.Cutscene system.Difficulty options.Implement the rest of the player upgrades and their pickups + lore in, at the very least, a placeholder form.AI companions during key fights (they'll be invincible so get out with that escort mission nonsense).Migrate the game to Godot 4.7. I will stick to this version of the engine for the entirety of development.Note: I cannot guarantee 100% save file immunity but I'll do my damn best. There's some mechanics/features I'm still not sure if I wanna implement or not yet. We shall see and I will keep the EA description thing up to date.My game is made for me first and foremost but it is in my interest to alleviate some friction, so here are some details about the difficulty options and such. I think I've narrowed down what people struggle with or how they want to be punished.Options and features:The game will ask you at the very start if you want Auto B-Hop on and hitmarkers on. I have a strong sense of suspicion that some people skipped the tutorial and got frustrated by how my game expects them to play vs how they attempted to play.You'll be able to tune enemy movement speed and projectile speed (separate slider for each). Bring it all the way down and you might not even need to jump around very often (but at l...Read full article on Community Announcements (Neon Brain)






