Steel Wool Studios

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Post-Launch Updates

Hi all,

First, a huge thanks to everyone who has picked up the game. Once again, the FNAF community has overwhelmed us with their support and kindness - releasing a game for y’all is a humbling experience, to say the least.

Contrary to what some may have you believe, every dev team at every studio is constantly hitting refresh on their social media of choice during the launch of their game to see the community’s reaction - Steel Wool is no exception. While we see many are overjoyed and having a great time, others are not having such a great time and as such, we need to talk about it.

So, there are some bugs - yes, we see the posts. Some are surprising, others less so. Some bugs you’ve found might bring a few of our devs to the brink of madness because we’re positive we fixed them, yet, there they are. If you’ll allow some humor for a moment - early on in development Map Bot caused more bugs than any other character in the game (we’d fix them, he’d break them, repeat) and despite my constant requests to throw him into a volcano, the team wouldn’t let me. 

We’re working on a patch right now that we expect to release today or tomorrow. It will address a couple of mission clarity bugs, user interaction bugs, and a crash that users are seeing during the Monty boss battle on consoles.


Looking past our current patch, we need to also talk about performance. There are four different things worth going into a little detail on:

  • We’ve tracked a few framerate issues down to the visual settings requiring the game restart. We’re going to be adding a check for that in a future update. In the meantime, restarting your game after applying visual changes should help some folks. 

  • Larger frame dips in specific areas are caused by our system for hiding load times. For the most part, those areas have very limited gameplay which is by design. We have a long-term fix in the works, but it’s a risky change and requires extensive testing in order to get it right.

  • In order to ship the PS4 in time, we had to lower texture resolution in a more significant way than we wanted. We have a fix already that’s about to go into test after our patches are approved. Since it’s a change that touches the entire game it also requires extensive testing.

  • Once the items above have been addressed, we are then going to tackle the overall disk size on PC.


We are in it for the long haul when it comes to Security Breach. This game has a bright future ahead of it. For us at the studio, we are a little sad because we wanted to get cracking on future content for the game, but we know there are more important things to tackle first. We’ll keep you all updated as things change or we have more information to share. 

On behalf of the team here, again, thank you all for coming on this journey with us.

Ray McCaffrey

Executive Producer