1. Dead In Bermuda
  2. News

Dead In Bermuda News

Captain's Log #07 - The Sounds of Dead in Antares

[p]Hello everyone and welcome to this last devblog before the holidays! We will all be taking a well deserved break as we’re entering the final lap of the development of Dead in Antares.[/p][p]Starting in January, our devlog will be released at a faster pace, as we still have some very cool things to show you before you can put your hands on this game 😊[/p][p]Today’s blogpost is very special. For those who already tried the demo of Dead in Antares (and if you haven’t, you definitely should!), you may have noticed that the music in the game is very special.[/p][p][dynamiclink][/dynamiclink]For this game, we’re working with our dear collaborator Antoine BOUCHERIKHA. Antoine has been working with us for more than 3 years, and he’s basically been our sound magician. He not only created amazing sound effects for several of our games, but he also composed the OST of Dead in Antares.[/p][p][/p][p]First of all, can you introduce yourself and tell players what’s your role on Dead in Antares?[/p][p]My name is Antoine Boucherikha, I’m a composer and sound designer, and I worked on the original music and sound design for Dead in Antares. My role was to create the sound identity of the game and make sure the soundtrack supports both the atmosphere of Antares Prime and the player’s moment-to-moment decisions.[/p][p][/p][p]What were your biggest inspirations for the music of Dead in Antares?[/p][p]I was inspired by a mix of science-fiction soundtracks (Outer Wilds, Subnautica), experimental electronic music (Oneohtrix Point Never, Autechre), and ambient composers (Brian Eno or Sigur Rós). I also took a lot of inspiration from nature sounds and ecological systems, even if Antares Prime is fictional. The idea was to blend something alien and unknown with something organic and emotionally grounded.[/p][p] [/p][p]What are the main instruments players will be able to hear while managing their characters in Dead in Antares?[/p][p]Players will mainly hear acoustic and electric guitars, synthesizers, modular textures, evolving pads, and processed organic sounds. There are also subtle percussive elements and drones, often created from heavily transformed acoustic sources rather than traditional instruments.[/p][p][/p][p]You did “modular music” on Dead in Antares, can you explain what this means exactly?[/p][p]Modular music means the soundtrack is built from multiple musical layers that can be combined, removed, or transformed in real time. Instead of playing a fixed track from start to finish, the music adapts dynamically to what’s happening in the game and to the player’s actions.[/p][p] [/p][p]Why choose modular music over traditional music?[/p][p]Because Dead in Antares is a game about survival, tension, and decision-making. Modular music allows the soundtrack to react instantly to changes in gameplay, creating a more immersive and less repetitive experience. It helps the music feel alive, just like the planet itself.[/p][p][/p][p]Antares Prime is a completely fictional planet, with creatures that are nothing like what we see on earth. Can you explain what happens between you being presented a concept art and the moment the final sound is included in the game?[/p][p]It usually starts with observing the concept art and discussing intentions with the team: mood, scale, danger, mystery. Then I experiment a lot, recording sounds, designing textures, and testing ideas in Fmod. The final step is iteration: adjusting the sound or music until it feels coherent with gameplay and visual feedback.[/p][p] [/p][p]How do you imagine what a creature is supposed to sound like?[/p][p]I try not to imagine it as a “monster sound” right away. Instead, I think in terms of behavior, size, environment, and function in the ecosystem. I often start from real animal or natural sounds and transform them until they feel unfamiliar but still believable.[/p][p] [/p][p]Dead in Antares is the first creation by Ishtar Games set in space. What were your biggest challenges when being asked to create a science fiction atmosphere?[/p][p]The biggest challenge was avoiding clichés. Space and science fiction come with strong musical stereotypes. The goal was to create something that feels sci-fi but still unique to Dead in Antares, something that belongs specifically to Antares Prime.[/p][p] [/p][p]Do you have a fun anecdote or moment from the development of the OST to share with the players?[/p][p]One fun moment came from working with our narrative designer, Christophe, who is also passionate about sound and music. While we were looking for intriguing sonic textures for the Atlantes, he suggested recording his handpan. It was extremely fun to record and integrate into the soundtrack, and the result works really well in the game. It also perfectly illustrates how enjoyable and creatively rich development can be when interdisciplinarity is allowed to truly express itself.[/p][p] [/p][p]If you could use a word to describe the original soundtrack of the game, what would it be?[/p][p]Soothing.[/p][p][/p]
One more thing
[p] Before we go, we have a nice present for you 😉 The holiday season is perfect for long evenings with some hot chocolate, reading your favourite book (and not on a faraway planet trying to survive with pieces of a broken spaceship).[/p][p]And to come with this hot chocolate and book, we’re very happy to unveil the very first song from the Original Soundtrack of Dead in Antares: Aster.[/p][p][/p][previewyoutube][/previewyoutube][p]Enjoy![/p]

Captain's Log #06 - Tribute System + ...factions?!

[p]Hello Survivors![/p][p][/p][p]December is finally upon us, so let us rejoice![/p][p][/p][p]And before anything, ICYMI, just last week, we announced that Dead in Antares will be released on February 19th 2026! Just over 2 months to wait, we cannot wait![/p][p][/p][p]We're nearing the final stages of the development, everything is finally falling into place. A big majority of all the dialogues are written (you're not ready), we've added a thousand QoL features (for example, dialogue logs!), lots of UI/UX improvements...[/p][p][/p][p]We're very happy with how the game is turning out, we still have about a million things to do before we can reach the Gold version, but it's going to be okay. [/p][p][/p][p]Today, we have 2 main subjects we want to talk: the Return of the Tribute System and... life on Antares?[/p][p][/p]
Tribute System
[p]For Dead in Vinland players, you might remember the Tribute that Björn created, that led to some very... let's say unfortunate turn of events if you missed to give what he requested.[/p][p]We still think about you (not really)[/p][p][/p][p]The tribute system returns in Dead in Antares, although it doesn't work quite the same way as in Dead in Vinland.[/p][p][/p][p]The general idea remains the same: a group from outside your camp asks you to give them a set amount of items each couple of days. You then have a deadline to collect the items they want. If you don't meet the goal, you might get punished. This creates an additional challenge, forcing you to think about how to survive while taking care of it. However, there are several notable differences between Dead in Antares and Dead in Vinland.[/p][p][/p][p][/p][p]First of all, while in Vinland this system was introduced in the early days of the game and was therefore part of the main loop from the start, in Antares it becomes relevant much later. Our goal is to divide the game into more progressive gameplay arcs. Preparing your camp while unlocking characters is the first step, dealing with tributes is another.[/p][p][/p][p]Secondly, while in Vinland the items requested were always the same from one playthrough to the next, in Antares there is an element of randomness: the item chosen for a given tribute will not necessarily be the same from one player to another, which allows for more personalized and more unexpected challenges. Inevitably, given that tributes are less scripted and more systemic, the options for resolving them are no longer customized per tribute, but there are more choices overall.[/p][p][/p][p]Finally, there is no longer a dissatisfaction gauge system. Instead, the consequences of your choices are shorter term yet still impactful. Do you want to pay more this time to get a favor next time? Who in your group will suffer if you don't give the requested items? There is no need to anticipate dozens of days into the future; the result is visible quickly, and then you must adapt to it.[/p][p][/p][p]That's it for tributes! As you can see, it's a new version of the system, that will bring new challenge into the game.[/p][p][/p]
Who is living on Antares Prime?
[p]Ceres, where the original mission was supposed to take place, is a mostly dead rock covered in ice. While organic compounds and hints of atmosphere had been detected, nobody expected to find intelligent life forms on its cold and barren surface. And nobody did, since the Ixion crashed 550 light years away, somewhere in the Antares system…[/p][p][/p][p]But unlike Ceres, this unknown exoplanet is teeming with life. The dense alien forest where the crew has landed is home to countless fascinating species. Animal, vegetal, and even mineral beings thrive. Strange hybrids, advanced fungi and gaseous creatures compete and cooperate for survival.[/p][p][/p][p]It's hard to tell what hides beyond the massive biocristal walls that surround the region, but the Ixion survivors will soon discover that they have a couple of neighbors with a long history of conflict. On Antares Prime, two factions have been at each other's throats for countless generations.[/p][p]One are the children of this land, tied to the ebb and flow of its complex ecosystem, highly adapted to its many wonders and dangers, free as the wind that runs inside their graceful exoskeletons. [/p][p][/p][p]The others fell from the sky millennia ago, in an ancient spaceship. Clinging to their traditions, they proudly tried to subjugate what they saw as lesser species, through brute force and forgotten technologies… With moderate success.[/p][p]Amelia and her crew will disrupt this fragile balance. The only question is, to what extent?[/p][p][/p][p]So yeah, you're definitely not alone. As you can see, the stakes are really different from before. From the moment you make contact with them, your mission will radically change. It won't be about just survival anymore.[/p][p][/p][p]Do you have theories already? ;)[/p][p][/p][p]Take care

Dead in Antares lands on Steam on February 19th 2026

[p]Hello Heroes![/p][p][/p][p]We hope you're doing alright! We will be back very soon with a brand-new blogpost (with more infos about a returning feature we haven't discussed yet!), but in the meantime we have AMAZING NEWS![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]That's right, the new episode in the "Dead in" series will finally release on February 19th 2026! Less than 3 months to wait ;)[/p][p][/p][p]We cannot wait for you to finally play this brand-new adventure about a group of people stuck on a planet filled with mystery. They will have no choice but to beat the odds and do their best to survive and cling to their only luxury: hope.[/p][p][/p][p]With Dead in Antares, we're aiming to offer the best version of our survival/management genre since its first appearance with Dead in Bermuda[/p][p][/p][p]You don't need to have played the previous games to understand this one, but if you have, you might get answers to questions we scattered across the first 2 games. (who mentioned weird blue people?)[/p][p][/p][p]See you in February![/p]

Captain's Log #05 - Relationships!

[p]Hello Survivors![/p][p]We hope you're okay! We're a biiiiit late for this month's blogpost, BUT we are still on time![/p][p][dynamiclink][/dynamiclink]During this month, we got to do some balancing on the demo, thanks to your feedback, so thank you! And if you haven't checked the demo yet, we strongly advise you to do it (and survive up to the end of it!).[/p][p]We're very happy with the progress of the game. We're now getting closer to the last stretch of the development, and even though we're very much on time, we still have a million things left to do. [/p][p][/p][p]Today, we want to talk about a returning (but improved!) feature from Dead in Vinland: relationships![/p][p][/p][p]As you know, characters are part of the core of the experience of the "Dead in" series. For Dead in Antares, one thing that we find really exciting, narratively speaking, is the fact that all characters share the same goal at the beginning of the game: saving Earth. But at the same time, they all come from very different backgrounds, and the way they work and live together is what's very exciting for us![/p][p][/p][p]So today, I will let Robin, Game Designer on Dead in Antares, talk about the relationships and the way they work in the game![/p]
Relationships
[p]In Dead in Vinland, the relationship system was highly volatile, which was fitting with the overall feel of Vinland's gameplay ; it even led to special events between characters which could create unexpected situations, which were hit or miss depending on the player.[/p][p][/p][p]Something that sets Dead in Antares apart from Vinland is our general intention to further limit this kind of volatility, so we aim for something more structured and predictable.[/p][p]Each relationship is represented by a gauge. Every time two characters work together, whether on an expedition, in combat, or at the camp, their relationship grows. Each time it reaches a threshold, it provides a gameplay bonus to both characters.[/p][p][/p][p]When certain thresholds are reached, you even gain access to exclusive dialogues between characters, which depict a moment in the daily lives of the two characters on the planet, and further develop the dynamic between the two. [/p][p]In Dead in Vinland these interpersonal moments happened automatically during the night, without any player input, now you can choose to experience them whenever you want via the character sheet.[/p][p]Important to note that all the characters in the camp have a relationship with each other, and there are three dialogues available per relationship, which represents a huge amount of content![/p][p][/p][p]We really wanted to give all the characters a chance to shine and justify having a fixed group of survivors. The relationship system allows each pairing to exist, and from the player's perspective, we didn't want to force some of them more than others, so no matter which character you want to pair with a particular other character, there's a reward waiting for you.[/p][p]Now it's up to you to discover in the game when it releases how each relationship will turn out: romance, friendship, rivalry? Wait and see.[/p][p][/p][p]Take care!

Captain's Log #04

[p]Hello Survivors![/p][p]A new blogpost has arrived! We hope you enjoyed Dead in Bermuda, and we're very happy to bring you some news from the latest game in the series: Dead in Antares![/p][p]The August demo was an important milestone for us, as we were able to get some amazing feedback from players. We may not respond to them all, but know that we’re definitely reading and analyzing them.[/p][p][/p][p]Now that the demo is out, our focus is obviously: keep working on the game! We also did some bugfixing on the demo.[/p][p][/p]
What's new?
[p]We also made some huge progress on the global narration of the game, with its many branches, choices, quests… We’re happy with how it’s shaping up to be right now, and we’re excited that we’re dealing with the story in a different way than Dead in Vinland.[/p][p][/p][p]Without spoiling too much, there is much more content and scenes linked to the relationships and the trust between the characters (but not only…), that can end up having a lot of consequences on the overall story of the game.[/p][p]The fact that you need to keep all 10 characters alive throughout the game allows us to take the story pretty much wherever we want. It’s a different take from Vinland but an exciting one ;)[/p][p][/p]
Release Date
[p]We also have some news about the release date of Dead in Antares. We were originally aiming towards a release around the end of this year. We’ve realized that we’re going to need just a bit more time to polish up the game so it can be up to our and your expectations![/p][h3]We can now confidently announce that Dead in Antares will be released in EARLY 2026.[/h3][p]We’re planning to give you even more updates about the game as we come closer to the release date, and we hope you’ll like the game when it’s out! :) [/p][p][/p]
Meet The Crew! Pt 2
[p][/p][p]Now that’s done, we can talk about what you came here for: a new blogpost! And today, we have new faces to introduce you to![/p][p]Last time, we introduced Amelia, Liu, William and Polina. And for the players who managed to finish the demo, you know a little bit about Noemi and Maria![/p][p][/p][p]So, without further ado, let’s dive into the other playable characters of Dead in Antares![/p][p][/p][h2]Noemi Lombardi | Xenobiologist[/h2][p]This young biology and geology expert is very enthusiastic about the unexpected turn the mission has taken. Perhaps a little too enthusiastic, as her idealism and thirst for discovery often put her in dangerous situations…[/p][p][/p][p][/p][p]Radiating optimism, Noemi is a staunch environmentalist whose values are not always in line with those of her crewmates. Her tendency to bring cute alien critters back to the camp does not please everyone, but her skills are undeniable.[/p][p]  [/p][h2]Maria Fernanda Cortez | Scout[/h2][p]Maria is a hothead who can't sit still. A reconnaissance specialist, she has great adaptability, making her a major asset for exploring the area where the Ixion-1 crashed.[/p][p][/p][p][/p][p]Her hyperactivity sometimes makes her unpredictable, even to herself. Although military life has taught her a certain discipline that channels her energy, she remains on a perpetual quest for meaning. Maybe this mysterious planet will allow her to develop the spirituality she was forbidden to express on Earth.
[/p][h2]Park So Young | Sniper[/h2][p]Highly talented in the world of esports, So Young could have become a champion, but life had other plans for her. Following in the footsteps of her father, a high-ranking officer, she opted for a military career, with formidable results.[/p][p] [/p][p][/p][p]As a sharpshooter, she is an invaluable asset on the battlefield, but her distant manner and cold demeanor sometimes set her apart from the Ixion crewmates, to whom she does not easily open up. Will fighting for survival on an alien planet bring her out of her shell?[/p][p] [/p][h2]Gabriel Payet | Jack of all Trades[/h2][p]Everyone likes Gabriel. Helpful and good-natured, he doesn't excel at anything in particular, but this radio communications specialist is also a good fighter, an efficient handyman, a passable doctor, and a popular cook.[/p][p] [/p][p][/p][p]His kindness is perhaps his main flaw. In his youth, before enlisting in the army, he allowed himself to be influenced in various ways that did not always lead him to make the best choices, and for which he may still be suffering the consequences...[/p][p] [/p][h2]Omar Al Safadi | Diplomat[/h2][p]Born into a prestigious Qatari dynasty, Omar received an outstanding education and has numerous connections in the most exclusive political circles. He has always been fascinated by diplomacy and international relations, and also has military skills.[/p][p] [/p][p][/p][p]A skilled tactician, he is nevertheless uncomfortable in the field. However, his charisma and negotiating skills make him a great choice to balance the needs of the mission with the cohesion of the crew, effectively assisting Amelia.[/p][p] [/p][h2]Dwayne Woods | Mercenary[/h2][p]As a mercenary, Dwayne has an impeccable reputation. As long as he gets paid, the job will get done, no matter what it is. Hired by an influential multinational corporation, his role is to ensure that the mission runs smoothly, whatever the cost.[/p][p] [/p][p][/p][p]He knows how to blend into the background, but his nihilism and lack of emotion make his crewmates wary. However, his integrity and efficiency are appreciated, even if they will be put to the test by a forced landing, hundreds of light-years from the solar system.[/p][p][/p][hr][/hr][p]And now you know all 10 characters that you will be playing (and struggling to keep alive). One thing that we really like about the “Dead in” (and in games!) is how a group of people from many different horizons can work together and find out what they have in common (and what they don’t have!).[/p][p][/p][p][/p][p]So yeah, there you have them! All 10 characters, all they need to do is find shelter, food, and survive. It’s not like there’s SOMETHING else going on on this planet that’s going to add another layer of danger and twists and dramas and would require them to make choices with consequences much bigger than them, RIGHT? ;) [/p][p]
[/p][p]That’s all for today, take care, survivors!