About the Game
Croteam returns with a high-powered prequel to the Serious Sam series that scales up chaos to unprecedented levels. The classic Serious Sam formula is revamped by putting an unstoppable arsenal up against an unimaginable number of enemies that requires players to circle-strafe and backpedal-blast their way out of impossible situations.
HORDES OF INVADERS
The iconic cast of alien invaders returns with some new reinforcements! Fight your way through unbelievable numbers of Mental's minions including the iconic Headless Kamikaze, Beheaded Rocketeer, Kleer, Scrapjack, Werebull, and Khnum! Square off against brand new enemies and towering monsters like the frantic Processed, repulsive Belcher, the hard-hitting Zealot, and more.EXPLOSIVE ARSENAL
Armed with a slew of devastating weapons, pick your tool for any situation. Lay waste to Mental's Horde using the powerful double-barreled shotgun, the punishing minigun, the powerful chainsaw launcher, a brand new auto shotgun, and the iconic cannon. Upgrade your toys, and enjoy the violent beauty of the lock-on rocket launcher, and the mighty laser beam of death.COOPERATIVE MAYHEM
Smash through the action-packed campaign with friends in 4-player online co-op mode! Tackle exciting primary missions and thrilling side quests in modified difficulties for an extra challenge.LEGION SYSTEM
Serious Sam 4 unleashes some of the biggest moments in the series’ history with the new Legion System and battlefields teeming with thousands of enemies!Screenshots
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Version Information
Steam Patch Notes
Official update history
Hey everyone! As you have noticed we released a small, but notable update for Serious Sam 4. The update is focused on performance and game stability, new GPU support and most importantly the game now has a Steam Deck support.
Make sure to share your experience with the Steam Deck with us, and most importantly have fun!
Much love!
-Croteam
What is up, everyone? That’s not an actual question. Jeez.
As you can see in the announcement section, today has been a very busy day for us. In celebration of the Serious Sam 20th anniversary, we have released a brand new Serious Sam 4 update bringing forward official support for modding, and sure enough, some mods have already been released which calls for a Feature, amirite?
The first featured Serious Sam 4 mod is 7Smoke Racing by our beloved Pan. For those not familiar, Pan made a similar racing mod back in 2014, for Serious Sam HD: The Second Encounter. However, the limitations of that game meant the mod couldn't do quite as much as he’d hoped at first. Now, with help from NSKuber, everything is great in the world, and we have ourselves another cool Serious Sam racing game.
7Smoke Racing delivers a ton of features including 3 Grand Prix Cups and 2 Meme Cups, along with 20 Race Tracks and 9 Gold Rush Arenas. The mod supports up to 16 players, and what’s best, you and your friends can choose between a number of Serious Sam 4 characters including, but not limited to, Damjan Mravunac himself. How cool is that?!
That was also not an actual question.
Check out the mod on the Workshop, and make sure to download it ASAP. A little birdie told me Pan is planning for some cool events to take place in the weeks to come. Before you do that, check a look at another Basement Chat with Yasen where our community boi asks the difficult questions about inspiration, challenges, and goals. Check out the full interview below.
https://steamcommunity.com/sharedfiles/filedetails/?id=2432582356&searchtext=
___
Basement Chats with Yasen - 7SMoke Racing
⚪ Hey Pan, glad to have you with us! Can you share with us when you became part of the Serious Sam community, and when did you start creating mods for the Sam games?
Hey, glad to be here. Is this a new office? Wow. I don't quite remember when I became a member of the Serious Sam community, all I know is that I've been playing the games since TFE came out in 2001. I started creating mods when the editor came out for the HD Games, where Viper45 helped me learn the ins and outs of the tools. Then Finzy helped me improve further. I started out with shitty player models and then some VS levels!
⚪ What inspired you to go and say – "Hey, I want to make a kart mod for Serious Sam" – a game that is known for anything but that?
When it comes to modding, some people like to push the game’s mechanics as far as they can. Some want to perfect what's already there. I like to experiment with what alternative things you can do with a mod. I love total conversions in other games that give you a whole new experience in a game or try something completely new. Originally the karts in HD were made for a Halo map, but I repurposed them for racing after being inspired by the concept of having a new experience in HD. Why not bring my favorite game genre into my fav shooter, you know?
⚪ Since this is one of the first mods made with the new Editor, I think a majority of mod creators in the community are curious, how far do the improvements of the new editor go, and did those improvements make your life easier when working on this mod?
Well, it hasn't crashed on me once except for reasons of my own mistakes, so that's nice! The new terrain creation system has made it easier than ever to create nice-looking backgrounds or playable areas in the game, that's for sure. I think people will have a lot of fun with that. The in-depth tools available for the Vehicles themselves is insane. The amount of customization options and intricate details that you can adjust is amazing and intimidating. The removal of signatures on items is nice, allows working with items from game to game much easier. The tools aren't hugely different from Fusion’s editor, but the terrain and vehicle tools are really nice, I like those.
⚪ What tips would you give to someone that is just starting with the editor or thinking about starting?
There are great videos on youtube from 7Smoke and other creators as well as written guides on Steam. The biggest piece of advice I can offer is: don't be afraid to fiddle around and experiment with it. There's always people around to help you out in the CT Discord and other community servers but I find that feeling around the editor yourself first is greatly rewarding.
⚪ That’s about as much as I had to ask, but I would like to thank you for coming all the way to our office basement. I really appreciate you taking the time. As a closing word, can you share your future modding plans?
Thank you for having me! I think my next idea is to look at creating a sequel to Dogfight and see if I can't make flying vehicles in Sam plus a fun campaign for it!
⚪ Woah. Can’t wait to see where the tools take you next!
___
Are you making mods yourself? We'd love to take a look and share it for everyone else to see. Reach out to our community team directly via Discord, or holler at us via Twitter - @croteam, @serioussamiam, @danny_hr, and @yasenstavrev.
Much love from Croteam!
Danny
Hi, everyone!
As promised a few weeks ago, Serious Sam 4 Update 1.07 comes with a bang. If you haven’t guessed by the cover image, the update celebrates upcoming Holidays with a special time-limited in-game event and a new playable character. That’s right, Serious Sam 4 is taking you on a trip to an alien-infested Winter Wonderland.
To activate this special event, find a lonely Christmas tree and slap some decorations on that bad boy. Do it as Santa Sam for a complete experience.
Alongside the new Christmas event, Serious Sam 4 Update 1.07 delivers the long-awaited Survival mode. Jump in solo or with friends and see how long you can survive fighting ever-growing hordes of aliens across three very different locations.
This update also contains various fixes and tweaks, so make sure to read through the entire changelog below.
As always, we'll be looking out for your feedback and acting on it. Feel free to report any issues in the tech-support subforum, and we're always open to suggestions via forums. We'll love you even more if you join our official Discord server.
Got a funny moment to share? Maybe some fan-art or a crazy Serious Sam video you made? We'd love to take a look and share it for everyone else to see. Reach out to our community team directly via Discord, or holler at us via Twitter - @croteam, @serioussamiam, @danny_hr, and @yasenstavrev.
Much love from Croteam!
Danny
Serious Sam 4 1.07 (585652) Changelog
What's new:
- 2020 is coming to an end. Finally. For most of us, it felt like survival, so we thought - let's celebrate it accordingly. Serious Sam 4 now has a brand new Survival mode spanning three maps, playable in singleplayer and co-op. Go, survive, my little ones.
- It wouldn't be Christmas without a symbolic in-game event. Find a lonely tree in Death from Above, decorate it, and enjoy a trip to an alien-infested Winter Wonderland. Get your presents, but beware... some of them may contain something worse than a lump of coal.
- Santa Sam is coming to town. And he's bringing guns.
- Damjan has been a busy boy. Not only has he partnered up with the powerful Ivan Spelljack Jitz to create a new iconic Jingle Bells remix (download it here), he has remixed some of the war songs for your enjoyment.
Performance and stability:
- Improved stability and performance across graphics APIs.
- Improved support, performance, and stability for Nvidia's 3000-series GPUs.
- Fixed an issue that caused significant frame drops during the Drone side-quest on Breakfast in France.
Gameplay fixes:
- Fixed an issue where the player could be unfairly booted from the map in the Vatican.
- Small enemies can once more be gibbed with non-piercing weapons. Because we all absolutely love gibs.
Visual fixes:
- We've done work on most of the cutscenes, making them shinier and weirder. That's how we roll.
- Improved visibility on those pesky reptiloids. You should see them a bit better now and it should be easier to shoot one right between their eyes.
- We have added a pine branch tip to simple mesh. I have no idea what that means, but I still included it because it sounds kinda fancy.
- Improved formatting for subtitles across languages.
- Improved the appearance of weapon and gadget ammo lists on the HUD based on community feedback. See? We listen.
- Fixed an issue where the quick gadget prompt wouldn't go away. We scared it, so it will only pop up once now.
- Netricsa and skill point notifications will no longer overlap each other.
Well, this escalated quickly...
What was supposed to be a quick turnaround became super complicated, and here we are. A few weeks removed from the time I personally promised you all an update. But it is what it is, the world keeps on spinning, and the updates keep on giving.
The Serious Sam 4 update 1.06 is finally with us, and it lays the foundation for 1.07 due before Christmas. With that being said, it's not a huge update, but it's not a tiny one either, with some new cool gameplay features, more characters, and additions requested by the community.
The stars of the show this time around are a quartet of characters, including the notorious gunslinger Wild Wyat (you're welcome, Yasen), money-loving executive, and since recently, Croteam head-honcho, Fork Parker, as well as two metallic bros - Silicon Sam and Elohim's Son!
These folks are well-trained special forces veterans, so they forced us to make some changes in the way the gadgets work. There are three new commands when using gadgets. Quick use (Z), previous gadget (N), and next gadget (M). Instead of using the old command (gadget selection), which served as a shortcut to equip gadgets, quick use equips the current gadget, fires it, and returns to the current weapon. You can also cycle gadgets without having them equipped (N and M, respectively). In the weapon wheel, you can right-click a gadget to preselect it.
https://i.giphy.com/media/A1XkrjNFTHtHoHDQrx/source.gif
By default, in this patch, the keys for using gadgets quickly are not bound, so go to Options > Keyboard and Mouse and press the Default button to bind them automatically. You can also bind them manually to any key you wish.
The full changelog is available below.
As always, we'll be looking out for your feedback and acting on it. Feel free to report any issues in the tech-support subforum, and we're always open to suggestions via forums. We'll love you even more if you join our official Discord server.
Got a funny moment to share? Maybe some fan-art or a crazy Serious Sam video you made? We'd love to take a look and share it for everyone else to see. Reach out to our community team directly via Discord, or holler at us via Twitter - @croteam, @serioussamiam, and @danny_hr.
Much love from Croteam!
Danny
Full changelog - 1.06 (585117):
What's new:
- The resistance welcomes another quartet of heroes to help win the fight against Mental's hordes. By popular demand, we're turning Serious Sam 4 into a spaghetti western, with Wild Wyat bringing the thunder. Joining him are the metal bros Elohim's Son and Silicone Sam, along with Devolver's money-loving CFO Fork Parker.
- You have forced our hand, so go to your Game Options and enable the weapon ammo list to decorate the bottom-right of your screen.
- We have added a shiny new grenade launcher to the final level. Create some chaos. You're welcome.
- This update introduces a quick use option for gadgets. By default, this option is not enabled, so please use the Options menu to set it up to your liking.
Performance and stability:
- The odd and sporadic crash which happened on Vive la Resistance when you shoot a Khnum with the Devastator will now be non-existent or so rare that you'll never experience it again. I hope.
- Fixed an issue where the game would not detect your shiny new 3000-series GPUs properly.
- Various fixes and performance improvements for all CPU configurations. Added more CPU Speed customizations.
- Various performance tweaks across gfx APIs.
Gameplay fixes:
- The enemies will no longer act up when you kill them using a melee attack on a slanted surface.
- The metal snake will now make some proper noise when you kill it as all things should.
- Ugh-Zan will no longer break his gaze when you use the heart gadget. He's become immune to your flirting.
- We caught them red-handed! Those pesky Pyros will no longer steal your health drops when you melee them with the Healing punch perk activated.
- Fixed an issue where the screen would turn black if the host opens Netricsa when the client activates a multiplayer cutscene.
- Controller auto-aiming now works with projectiles. WHAT? IT TOOK US ONLY SEVERAL YEARS; YOU DON'T HAVE TO BE RUDE ABOUT IT.
- The Reptiloid will no longer ignore the slowdown when you are killing one of his friends with your bare hands.
- The fight music will no longer play indefinitely after the Cocked Locked side-objective.
- First-person hands now work in moddable executables. We aren't supporting modding just yet, but at the same time, we are because we're complicated like that.
- The Kamikaze will no longer T-Pose when the player is in the water.
- The third-person knife animations will no longer bug out if you hold the left mouse button while switching from dual-wield to single mode. It will also not bug out when you hold F1, O, left arrow, and middle mouse button when you're flipping someone off in real life. It never did, but that's beyond the point.
- Dual-wielded Tommy Guns now have the proper screen shake effect.
- Increasing the enemy multiplier in co-op will now multiply ammo as well.
- Netricsa entries will now save in your co-op sessions.
- MP clients will now see the end credits roll, mainly to see my name.
- Improved how the weapon wheel handles changing two weapons at the same time.
Visual fixes:
- Various animation fixes and tweaks across cutscenes.
- Various visual fixes across all levels.
- The "Prebaked" mode now offers better visuals on low-end computers.
- Pistols now have proper shell casings. About time if you ask me.
- The Kamikaze now has a new idle animation, as if he's ever NOT running at you screaming.
Bonus part:
- All localizations have been improved and expanded upon, fixing issues reported by the community.
- We have hopefully fixed all instances of missing subtitles in all languages.
P.S. If you are having any issues with the current build and wish to roll-back to the previous one, follow this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=2254109109
Hey everyone!
This patch has been a long time coming, but because we made you wait so long, we have made sure that it's a special one. It expands Serious Sam 4 with some of the features you have been requesting for a long time, even before SS4 came to be.
The 1.05 update features a Halloween special event. Find a special Jack-o'-Lantern on Death from Above, but beware. Many scary things await those who pick it up. This special event will be active through November 3, but if you miss it - shame on you - you'll be able to check it out next year, as it's not going away.
{STEAM_CLAN_IMAGE}/32617970/414730df1d4f13858809ae48360cb6fb0f1efbda.jpg
One of the highlights of this update is extra multiplayer skins. The ol' Pirate Pete is back, and so is his friend Boxer Barry. The two of them are joined by the dancing bros themselves, Groovy Gregory and Dancing Denzel, but that's not all. A brand new face has got a bone to pick with those pesky aliens, the one and only Meatless Mike.
{STEAM_CLAN_IMAGE}/32617970/11fc1a9db1d649526d4666f64a04ef3f42d6c8b5.jpg
As if dressing up in Multiplayer is not enough, you can now use all those characters in your Singleplayer adventures. And finally, all of them have their own hands in the first-person view. It's been 84 years, I know.
Find the full changelog below.
Much love from Croteam!
Danny
Serious Sam 4 - 1.05 Changelog:
What's new?
- Halloween! Halloween! Halloween! Halloween! Pick up a special Jack 'o Lantern in Death from Below, and behold as everything goes dark and new forces prey upon you. Too scared? Turn off seasonal content in the Game Options menu.
- You can now use 5 new multiplayer characters (Dancing Denzel, Groovy Gregory, Pirate Pete, Boxer Barry, and Meatless Mike) in your co-op adventures. AND THEY ALL HAVE THEIR OWN HANDS IN FIRST PERSON VIEW. Unexpected, right?
- It's Halloween, after all, so go dress up as your favorite Multiplayer character IN SINGLEPLAYER!
- You can now customize your games even further thanks to a new custom difficulty setting which balances the multiplier for higher health enemies.
- The Enemy Multiplayer option can now be set "per-player" for those of you who find joy in being absolutely destroyed in-game.
- We have updated the SS4 Soundtrack. Owners now get MP3, AAC, and FLAC versions.
Performance and stability:
- Further optimizations on SSAO quality and performance.
- Fixed a rare crash caused by an empty gadget slot in the weapon wheel.
- Fixed a crash occurring when the player has the weapon bar active during level change.
Gameplay fixes:
- Per request, ammo amounts are now multiplied for all game modes, not just Single Player.
- Witch brides are no longer multiplied. Ever.
- Lava elementals now have a name in damage dealt recap when they hurt the player.
- Netricsa entries should now get removed when skipping Man vs Beast in co-op, as intended.
- The "death screen" will now show the amount of damage Lord Achriman dealt to your now deceased body.
- You will no longer be able to use weapons while parachuting during the Ugh-Zan battle by using your filthy quick save / quick load glitch. Naughty, naughty.
- Enemy multiplier now works even after you complete the level. Go nuts!
- The weapon wheel now shows the number of available uses for every available gadget.
- Fixed a bug where the player would keep weapons taken away on chapter if the client joined after the chapter that took away weapons was started. You got to earn your stuff; nothing is free.
- You can no longer mount combat drones. You've had your fun. It's time we put a stop to it. We hate fun.
- Fixed a bug where the client wouldn't open Netricsa if picking up a gadget that host already had or opening Netricsa multiple times when picking the same gadget if the host didn't pick it before.
- Fixed an issue where real-time clock would not show up when enabled (via cvar).
- Fixed issue in TP where players projectiles would go in strange directions when enemies and NPCs are just in front of the player.
- Fixed an issue with the unlockable door in Vive La Resistance. The door will now unlock even if you finish all side missions and find all secrets. On the positive side, we know what to put on our vault now. That door is impenetrable.
Visual fixes:
- Clients should now see the Time Warp effect when playing co-op.
- Muzzle flashes will now be visible when Deagles are dual-wielded.
- Gadget targeting trajectory and highlighted area are no longer visible during a cutscene.
- The notorious T-Pose Knight is a goner. All hail the new and sexy not t-posing Knight.
- Fixed issues with the terrain disappearing on the Citadel level. It was a trap, but you didn't fall for it, so we had to fix it.
- Various visual improvements on prebaked lighting. No levels will be pink from now on.
- The Mummy will now die a more dramatic death when you kill it. Almost as if it went to acting school.
- Fixed a bunch of visibility and visual issues reported by my man Harry Poster. Thanks, brother! You're a superstar.
- Various improvements of animations across several cutscenes.
P.S. If you are having any issues with the current build, and wish to roll-back to the previous one, simply follow this guide:
https://steamcommunity.com/sharedfiles/filedetails/?id=2254109109
- "Hold up! A patch is incoming."
Hi everyone!
Just in time for your weekend Serious Sam 4 sessions, in comes a brand new exciting update. With this one, we're adding some cool new features like more battles on the vast countryside of France, as well as support for saving your coop progress. Finally, you may say. And you're right.
Other than that, we have a ton of fixes and tweaks. We're listing the most important ones below.
What's new?
- By popular demand, and totally not because we messed up, the game will now save your inventory in your profile upon finishing a level in co-op. This means you can now continue your playthrough without losing all your stuff. Keep in mind that using cheats will prevent the inventory from saving.
- The "show weapon wheel" and "select last weapon" functions can now be bound to the same button, with the weapon wheel being shown upon holding the button.
- The vast emptiness of the France level has been filled up. Find the filling, and kill it. Let us know how you did.
- You can now press the weapon wheel button shortly to switch to your last weapon. Holding it will still show the weapon wheel.
- You can now customize your game difficulty by adjusting the enemy multiplier.
Stability and performance:
- Fixed an issue where the game would sometimes crash during longer Netricsa browsing sessions.
- Fixed a rare issue where some supported GPUs would be marked as unsupported by mistake.
- Various smaller performance and stability tweaks and fixes across GPU APIs.
Gameplay fixes and changes:
- Fixed an issue where specific Netricsa messages would not show up when intended.
- Pyro now has fire coming out of his flamethrower. He sent his original one for replacing. It was obviously broken.
- Piercing weapons will now actually pierce enemies when you shoot them from close range, and not fly out randomly.
- We have bought a new Grenade launcher for Sam. This new model can shoot continuously if you keep the LMB pressed.
- Enemies will no longer start to moonwalk after you shoot them from close range. They will die as all things should.
- Do you remember how big enemies outside of the black hole don't explode when killed? Well, they do now.
- You can now use your finishing moves on Harpies as well.
Visual fixes and changes:
- The default color settings have been tweaked to liven things up. If you wish to adjust them further, please use the Color Options menu.
- Sam's sprinting animation will no longer be activated randomly with the Born to Run skill unlocked.
- The Volcano on Gates of Hell finally erupted. It has particles and all.
- The ol' Tractor now has a moving wheel. It's crazy, I know.
- Various tweaks of the third person melee attacks.
- The laser now has a slightly improved secondary fire animation.
- Fixed issues with some Processed, Gnaar, and Beheaded melee finishing animations.
- Pyro will no longer do the Vogue T-Pose in the air when damaged. We don't like dancers.
Other changes:
- Asian languages now have proper word wrapping.
- Various localization fixes for all languages. This is still work in progress, so you are more than welcome to report remaining issues with subtitles and/or menu strings.
As always, We are doing our best to stay involved within the community, and even if we're not actively engaging at all times, we are looking out for your feedback. Please continue providing it, as every feature request you make is always up for consideration. For general feedback, please use Steam forums or Reddit, and if you want to hang out with the rest of the community in a more casual manner, we are always available on our Discord.
Much love from Croteam,
Danny
Hey everyone!
First of all, a big thank you to every single one of you who supported us over the course of last week. We have seen you get involved in the community, help others out, and chat passionately about the game, and that makes us very happy and proud. We have been working around the clock to deliver a second hotfix to you, and in the process, we have managed to create a full-blown patch from it. This one includes new features requested by the community, tweaks to existing features, as well as numerous improvements in all areas.
One other thing, don't be confused by the patch numbering. We're effectively skipping 1.02 in order to keep the GOG and Steam versions in sync in terms of naming. :)
Changelog
Stability and performance
- Various stability and performance improvements across GFX APIs.
- Fixed an issue where the game would hang on a black screen and cause the system to reboot in rare cases.
- Killing the Metal Snake boss should no longer cause the framerate to drop unexpectedly.
What's new?
- The benchmark will no longer create auto-saves, so your progress is safe once again.
- The benchmark will no longer leave the cheats turned on at the end of the run.
- You can now disable all hints, as well as the headshot indicators in the game options menu.
- Netricsa indicators can now be controlled through the game options menu.
- Weapon slots are now bindable! Thanks for your feedback on this.
- Toggle last weapon will now ignore gadgets.
- Objective markers visibility can now be controlled through game options (auto, always, never).
Gameplay fixes and changes
- Fixed an issue that would prevent the player from finishing the side mission on "Gates of Hell" in certain situations.
- The Cluster Grenade attachment will now be awarded when the player starts the "Vive la Resistance" level from the menu.
- The Zealot will no longer be catapulted into oblivion when killed by a double-barreled shotgun or a rocket launcher. It was fun while it lasted.
- The Chainsaw Launcher alt-fire will now gib enemies as intended.
- The player will now spawn in the Popemobile after loading an autosave during the Megalopolyp boss fight.
- Fixed an issue where the players would sometimes get stuck near the first gated area in Viva La Resistance.
- Fixed an issue where the players would be unable to remove a weapon from their hands while riding a Khnum.
- Fixed an issue where some secrets would not be marked as such when the player discovered them.
- Vehicles will no longer be able to kill enemies without any momentum
- L.I.F.E gadget will no longer reset armor to 100 to players who have more than 100 armor at the time of activation.
- Fixed an issue with the cutscene starting abruptly upon finishing the Viva la Resistance square fight
- The mech "low battery" warning will no longer show for all players on the server, even if they are not in a mech.
- Players will now select the last used weapon after using a gadget, instead of always autoselecting rifle.
Visual fixes and changes
- Fixed an issue where Blue Biomech wouldn't gib on any blood setting but the default one.
- Fixed an issue where the Time Warp effect would be visible during cutscenes.
- Vehicle steering wheels and speedometers will now behave correctly in all situations.
- Additional tweaks on the Processed melee kill.
The list above is a breakdown of the most important changes. As ever, it's joined by various smaller visual and gameplay tweaks and fixes.
We are very involved within the community, and even if we're not actively engaging at all times, we are looking out for your feedback. Please continue providing it, as every feature request you make is always up for consideration. For general feedback please use Steam forums or Reddit, and if you want to hang out with the rest of the community in a more casual manner, we are always available on our Discord.
Much love from Croteam,
Danny
We have just pushed a Serious Sam 4 hotfix live. It's a relatively small update that takes care of some of the burning issues you have reported since yesterday's launch.
The update takes care of some nagging crashes related to older drivers and hardware, as well as various stability issues we have encountered. Overall, this update will make the game much more stable. It even helps out those on older Windows versions, which are still not supported but should be a bit more stable now.
Due to this being a hotfix, not a lot of other changes have been implemented, but I do have a short changelog for you.
The changelog is available on our forums, so feel free to type your feedback there as well: https://steamcommunity.com/app/257420/discussions/0/2840039920173473984/
Thanks for your support and patience. We'll start working on the next patch immediately.
Much love from Croteam!
Danny
It was a long journey, but we're there. We hope you enjoy the game, everyone.
Much love from Croteam!
Danny
Current Release
v1.09
Uploaded Jan 05, 2026
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How to Install
Sam4.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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v1.09
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