Graffiti Bombing - Announcement
Graffiti Bombing Patch Notes — May 18, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
TL;DR
After more than nine years of development, I’ve decided to step away from active development on Graffiti Bombing.
This wasn’t a quick decision, and it’s not something I say lightly. The project started as a technical experiment and personal passion project back in 2016, when I had absolutely no experience with Unity. Over the years it evolved into a full VR graffiti experience, eventually reaching a stable Early Access release on Steam.
But after almost a decade of solo development, a significant personal financial investment, and thousands of hours work, I’ve reached a point where continuing development no longer feels sustainable or balanced alongside life and my career.
I want to be honest with everyone about where things stand rather than make vague promises about future updates that I may never realistically deliver.

The Journey
Graffiti Bombing started in 2016 as a technical demo and learning project.
At the time, I knew nothing about Unity. The entire project became a long journey of learning game development, VR systems, rendering, optimization, design, networking, shaders, tools, painting systems, and everything else required to bring a project like this to life.
What began as an experiment slowly turned into something much larger.
Over the next nine years, the game evolved through multiple versions, redesigns, rewrites, technical challenges, and countless late nights. Eventually, toward the end of last year (2025), I finally reached a point where I felt the game was stable enough to properly release on Steam.
That alone felt like a major achievement for me personally.
Why the Game Was Free-to-Play
One thing that was always important to me was fairness.
Graffiti Bombing was never created as a “quick cash” project. I released it as free-to-play because, from the very beginning, it was fundamentally a passion project and a learning journey.
I didn’t feel comfortable putting a mandatory price tag on something that I was still learning through myself.
The optional DLC existed simply as a way for people to support the project further if they wanted to.
And to everyone who did support the game through the DLC: thank you. I genuinely appreciate it.
The Reality of Solo Development
At the same time, I also need to be honest about the reality behind a project of this scale.
Over the years, I invested a very significant amount of my own money into Graffiti Bombing — likely well over $100,000 USD when accounting for hardware, software, VR equipment, assets, tools, testing, hosting, and everything else required along the way.
And that doesn’t even account for the thousands of development hours invested over nearly a decade.
The reality is that the financial support from the optional DLC never came close to covering the scale of that investment.
That isn’t me complaining or blaming anyone. The game was intentionally free-to-play, and I fully understood the risks of that approach.
But after more than nine years, I also have to be realistic with myself.
Continuing to indefinitely pour time, energy, and money into a project that is not financially sustainable simply no longer feels balanced.

Stepping Away
For the last few months, I’ve taken a step back from development entirely.
Honestly, the break has been needed.
After spending such a large portion of my life focused on this one project, having time to focus on my career, personal life, health, family, and simply living again has given me a lot of perspective.
Right now, I don’t have the energy or motivation to continue active development on the game, and I don’t think it would be fair to pretend otherwise.
I’d rather be direct and honest with the community than make promises I’m uncertain about keeping.
The Future
At this moment, there are no active plans to continue development.
Following discussions with Steamworks support, I also plan to formally remove Graffiti Bombing from Early Access rather than move toward a traditional “1.0” release.
The game will remain available on Steam, but the Early Access status and related messaging will be removed to better reflect the reality that active development has ended.
I feel this is the most honest and appropriate way to handle the project moving forward.
Could that change one day? Maybe.
Technology is evolving rapidly, especially in the AI and automation space, and it’s possible that future tooling could eventually make solo development on projects like this far more viable than it has been historically.
But I don’t want anyone reading this to interpret that as a promise.
For now, I’m considering this chapter closed.

Thank You
Finally, I just want to say thank you.
Thank you to everyone who played the game, supported the DLC, reported bugs, shared screenshots and videos, joined the Discord, gave feedback, tested builds, or simply encouraged me along the way.
Even though the project didn’t become a commercial success, it was still an incredible learning experience and a major part of my life for nearly a decade.
I’m proud that I managed to take an idea from a simple technical experiment all the way to a shipped VR title on Steam.
That journey taught me an enormous amount, both technically and personally.
And for everyone who was part of that journey in some way: thank you.
// Wildstyle @ Graffiti Bombing