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Better than Dead News

DEV LOG #6 | Current State of Development

[h2]Development Update[/h2][p]Hi everyone,[/p][p]I wanted to share a short update on where Better Than Dead is right now, and how its core experience is taking shape.[/p][hr][/hr][h2]Playtesting Status[/h2][p]The first rounds of playtesting have concluded.
Over the past weeks, I’ve been reviewing feedback and applying adjustments to the core gameplay.
A new round of playtests is currently being prepared.[/p][p]One clear pattern emerged across nearly every level.[/p][p]Encounters tend to begin under heavy pressure, then gradually settle into a more controlled rhythm as movement, space, and timing start to align. The experience is built around this shift… from instability to a deliberate, physical flow of violence.[/p][hr][/hr][h2]Core Experience[/h2][p]Better Than Dead follows an untrained woman driven by raw revenge.[/p][p]The experience starts in chaos.
You’re not prepared.
You react badly.
You survive by instinct.[/p][p]But if you push through, something shifts.[/p][p]Panic gradually gives way to momentum. As encounters unfold, movement and positioning become more deliberate, and control starts to emerge.[/p][hr][/hr][h2]
Current Focus[/h2][p]Development is currently focused on:[/p]
  • [p]Expanding and refining existing levels[/p]
  • [p]Building new locations[/p]
  • [p]Improving environmental detail and realism[/p]
  • [p]Adding new gameplay mechanics[/p]
[p]A significant amount of work is going into the construction of each level.[/p][p]Each environment is unique and purpose-built, with a strong focus on recreating 90s Hong Kong spaces as faithfully as possible.[/p][hr][/hr][h2]About the Playtest[/h2][p]A new update is planned soon., and the playtest will reopen to a new group of players.[/p][p]The playtest is intentionally kept small and closed. This allows feedback and bug reports to be reviewed carefully, and changes to be implemented quickly without unnecessary noise.[/p][p]Starting with upcoming updates, access will rotate more consistently. Each new build will open to a fresh group of players, keeping the test focused while allowing more people to take part over time.[/p][hr][/hr][h2]Thank You[/h2][p]Thank you to everyone following the project…
the Discord community, the playtesters, and everyone who has taken the time to share feedback.
All of it directly helps improve the game.[/p][p]If you haven’t already, adding Better Than Dead to your Steam wishlist really helps and keeps the project moving forward.[/p][p]
-Montegallo[/p]

DEV. LOG # 5 | The First Playtest

[p]Dev Update October: The First Playtest[/p][p]The last couple of months have been all about development, fixing a ton of bugs, improving performance and optimization, enemy AI, and starting to add polish around the edges: intro sequence, main menu, atmosphere touches, and other details that tie everything together. [/p][p]I also ended up creating a completely new level that wasn’t planned at first, a Hong Kong massage parlor, tense and full of close-quarter fights.

But the biggest step forward has been starting the first closed playtest of Better Than Dead on Discord. Working solo means I usually test everything myself, so getting real feedback from players has been a huge help. [/p][p]I’m happy with how things are going... the game runs smoothly, even on Steam Deck. Guess working on a seven-year-old PC does have its benefits.


[/p][hr][/hr][h3]What’s next[/h3][p]I’ll keep running new playtest rounds over the next month, tightening the gunfights, and pushing balance and pacing based on player feedback.[/p][p]Join the Discord if you want to help shape the game and take part in the playtest and don’t forget to wishlist Better Than Dead on Steam if you haven’t yet. [/p][hr][/hr][p]

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[/p][p]Better Than Dead is developed solo and published by MicroProse.[/p]

Devlog #4... MicroProse

[p]Hello everyone, [/p][p]big update today.[/p][p][/p][p]Better Than Dead now has a publisher... MicroProse.[/p][p][/p][p]As a long-time PC player, that name takes me back to my first serious games... my first sleepless nights... and my first dogfights. Working with them is an honor.[/p][p][/p][p]Nothing changes on my side — I keep building, same pace, same direction. But their experience and support will surely help the game’s development.[/p][p][/p][p]If you want to follow closer or say hi, here are the community spots:[/p][p]Discord: \[Link][/p][p]X/Twitter: \[Link][/p][p][/p][p]Thanks to everyone following the project. Your support keeps this moving.[/p][p][/p][p]...And remember to Wishlist Better Than Dead here on Steam![/p][p][/p][p]-MonteGallo[/p]

DEV. LOG # 3 | Update 0.4 Alpha

Hi everyone! 🎉

I've made a significant change to the main character—upgrading to a full-body MetaHuman!

I believe this greatly enhances the character's presence and overall immersion in the game.
Previously, the character was just the classic floating arms, which always felt a bit off to me (even if it wasn't super noticeable).

Now, with the new full-body model, I've also added:

Improved IK animations for a more dynamic feel.
A new move:
the Slide, complete with a touch of bullet time

This is just a quick update to share these changes.
I've also been working on the AI, adding some new animations, but I'll save the details for the next update.

Thanks for your support

[previewyoutube][/previewyoutube]

...And remember to Wishlist Better Than Dead here on Steam!

-MonteGallo

DEV. LOG # 2 | Update 0.20 Pre-Alpha

Hello everyone,

Excited to share some major updates I've made with "Better Than Dead"...

I've been diving deep into a new AI, leveraging UE5's Environmental Query System (EQS) for enemies. This means our adversaries are now more cunning, utilizing the environment for cover and executing smarter maneuvers, fundamentally elevating the tactical depth of combat.

In addition to refining enemy AI, I've introduced a new animation and logic for when enemies reload their pistols. This detail adds another layer of realism and strategy, as you can now anticipate moments when enemies are vulnerable, providing tactical opportunities for attack.
For those curious about the technical side or wanting to see these improvements in action, I'm including a demonstration video.

[previewyoutube][/previewyoutube]

The protagonist's pistol has undergone a ballistic overhaul. It's a complete rework to ensure shooting feels more realistic and satisfying.
Movement and aiming have been refined to better capture our protagonist's narrative: a girl driven by vengeance, yet devoid of formal combat training. These adjustments bring her movements and aim closer to someone learning as they go, not a seasoned warrior.
This change is subtle but crucial in making every encounter feel more genuine and connected to her story.

I'm also thrilled to introduce our advanced particle and destruction system, a significant enhancement that brings our environment and combat interactions to life. This new system, demonstrated in the video, allows for more dynamic destruction and particle effects.

[previewyoutube][/previewyoutube]

A new level is in the works - the warehouse.
It's designed to challenge your adaptability, with intricate layouts and environments that play into the hands of our smarter enemies.






Thanks for following along. Please, spread the word about my project.
Working solo without a publisher, I rely on player support!

Feedback, Advice, and Suggestions: are always welcome and greatly appreciated.

Let me know what you think, either here or on BTD Discord channel.

...And remember to Wishlist BTD Here on Steam!

-MonteGallo