
S.E.M.I. - Side Effects May Include… (Early Access) expands the demo’s frantic cooperative clinic chaos into a fuller, more confident Early Access build. It preserves the pill‑powered mayhem that made the demo memorable while layering in structure, polish, and a transparent roadmap for future content. The core remains a physics‑driven, voice‑first party roguelike: short, explosive runs that hinge on improvisation, split‑second timing, and wildly volatile drug effects that can turn a plan into pandemonium.
Early Access tightens the systems; clearer pill descriptions, improved HUD feedback, and more consistent physics, while addressing stability and control issues, and the team’s active, community‑led iteration means the game is evolving in direct response to player feedback. In short: it’s the same glorious chaos, but smarter, smoother, and better suited to groups who want to play loudly and help shape the game as it grows.
What’s new in Early Access
• Stability and polish: Significant bug fixes and performance improvements reduce hitching and rare soft‑locks reported in the demo. UI elements and HUD clarity have been improved so players can read pill effects and objectives faster during frantic moments.
• Controls and platform parity: Controller support and Steam Deck compatibility have been expanded; remapping options have been added for more inputs (though some bindings may still be limited).
• Quality‑of‑life: Shorter load times between rooms, clearer objective markers, and a revamped post‑run summary screen that shows pill usage, team stats, and unlock progress.
• Progression and meta: A lightweight meta progression layer introduces persistent unlocks; cosmetics, a small roster of starting pills, and a few permanent clinic upgrades that slightly alter run conditions.
• Balance and content: New pill variants and a handful of new room modules increase variety; trap behavior and enemy spawn patterns have been tuned to reduce frustrating deadlocks while preserving chaos.
• Accessibility improvements: Larger UI fonts, color‑blind friendly pill icons, and optional aim assist for controllers have been added, though more accessibility options are still planned.

Gameplay and systems
• Core loop preserved: Runs remain short and intense; enter a procedurally assembled wing, improvise with pills and props, and race to the exit while the clinic throws curveballs.
• Pill system refined: Pills still deliver high‑variance effects, but Early Access adds clearer on‑pickup descriptions, cooldown indicators, and a “last used” log so teams can coordinate better. Side effects remain dangerous by design, preserving the game’s signature tension.
• Physics and combat: Melee brawling, throwable props, and environmental interactions are more consistent; collision edge cases have been reduced and object clipping has been addressed in many common scenarios.
• Teamplay emphasis: Voice chat remains central. New in‑match pinging and quick‑call emotes help teams coordinate when voice isn’t available.
• Run modifiers and events: Randomized events (gravity shifts, lockdowns, hallucinations) are now signposted slightly earlier to give teams a chance to adapt, reducing some of the demo’s abrupt difficulty spikes.

Platforms, performance, and technical notes
• Platforms: Early Access is focused on PC (Steam). Controller and Steam Deck support have been prioritized; console ports are not yet announced.
• Performance: The build includes VFX optimizations and reduced memory spikes for longer sessions. A texture streaming toggle and lower VFX presets help players on 8GB systems or older GPUs.
• Known issues: Occasional edge‑case clipping (shrunk players behind props), rare input remapping limits for certain keys, and intermittent desyncs in very high‑latency peer‑to‑peer sessions remain on the devs’ fix list. The team posts frequent patch notes and encourages players to report repro steps on Discord.
• Recommended specs (guideline): Modern quad‑core CPU, 8–16GB RAM, and a mid‑range GPU (e.g., GTX 1060 / RX 580 or better) for stable 60fps at 1080p with medium settings; Steam Deck runs well on default settings.

Community, roadmap, and how to help
• Developer responsiveness: The Early Access cycle is explicitly community‑driven; bug reports, balance feedback, and feature requests are actively solicited on Steam forums and Discord. The team has already implemented several demo‑era suggestions.
• Roadmap highlights: Expect more pills, additional room modules, expanded meta progression, improved accessibility options, and eventual matchmaking or lobby improvements for easier pickup games. Console plans and a full release window will be announced once core systems stabilize.
• How to contribute: Play with a consistent group, record reproducible bugs, and share clips of emergent moments, these help the devs prioritize fixes and polish. Joining the official Discord is the fastest way to influence balance and see upcoming patch notes.

Practical tips and final verdict
• Play with a crew: The game is best experienced with voice chat and a regular group, coordination turns volatile pills into tactical tools.
• Treat pills as tactical choices: Use high‑risk pills for planned plays (breaking a choke, forcing a door) rather than as panic buttons. Communicate side effects before you swallow.
• Leverage the environment: Traps, props, and gravity shifts are tools, bait enemies into hazards and use throwable objects to create openings.
• Start with survivability: Early persistent unlocks that improve survivability or reduce side‑effect severity make the learning curve gentler.
Final Verdict
Early Access builds on the demo’s promise and sharpens it into something more confident: the same riotous, emergent co‑op chaos, but with clearer systems, fewer technical hiccups, and better tools for teamwork. Runs feel more readable; pill effects are explained, HUD feedback is crisper, and physics interactions behave more consistently, so the game’s signature laugh‑out‑loud moments land without being derailed by avoidable bugs.
New meta progression and QoL tweaks make the experience friendlier to newcomers, while the core thrill; improvisation, frantic coordination, and glorious failure, remains intact. If you play with a regular group and enjoy shaping a game as it grows, Early Access is the perfect time to dive in; if you prefer a fully polished, solo‑ready package, waiting for later updates will likely be more satisfying.
Watch and Wishlist
• Why wishlist: Get notified at launch and for major updates, support the devs early, and join the community shaping balance and new content.
• Platforms to track: PC (Steam) with Steam Deck support; watch for future console announcements as the Early Access roadmap unfolds.
• How to stay informed: Follow the Steam store page, join the official Discord, and monitor the developer’s social channels and patch notes for playtest calls and patch details.
• Price perspective: Current Early Access cost is $7.99, a low entry price that supports ongoing development; expect potential price increases or bundles after full release.
Key Takeaways
• Core identity: Fast, physics‑driven co‑op roguelike where experimental pills and emergent interactions create chaotic, laugh‑out‑loud runs.
• Best with friends: Designed for voice‑first teamwork; coordination turns volatile effects into tactical tools and multiplies the fun.
• Early Access gains: Stability, clearer HUD and pill descriptions, controller/Steam Deck improvements, and a light meta progression layer make the game more readable and forgiving.
• Still evolving: Balance, control remapping, and rare physics edge cases remain works in progress; expect frequent patches and tuning.
• Player impact: The devs are actively listening; bug reports, clips, and feedback in Discord and Steam influence priorities and content.
• Buy or wait: Early Access at $7.99 is a low‑risk way to join and shape the game if you have a regular group; solo players or those wanting a finished product may prefer to wait.
Game Information:
Developer & Publisher: Two Horn Unicorn
Platforms: PC (reviewed)
Release Date: November 20, 2025
Score: 9.0 / 10
S.E.M.I. - Side Effects May Include… delivers riotous, emergent co‑op that consistently produces hilarious, high‑stakes moments. Early Access sharpens the demo with meaningful stability, clearer systems, and meta progression while preserving the pill‑driven chaos and physics mayhem that make each run memorable. Minor issues remain; control remapping, occasional physics edge cases, and balance tuning, but they’re outweighed by the game’s social energy, replayability, and the developers’ rapid, community‑led improvements.
“9.0 / 10 - A loud, brilliant mess in the best possible way, S.E.M.I. turns every run into a story you’ll want to tell your friends.”