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The Zombie Rebellion Is Recruiting

[p]If this is on your screen, it means our busted antennas finally worked.[/p][p]You’d think sending a message would be easy: WiFi, upload, done. But out here in the tiny island of Porto Morto, every signal is stitched together with bubblegum and bat spit.[/p][p]For those who don’t know already, C.A.R.E. hasn’t just invaded our home and started force-curing us, they’re scrambling our signals and blasting their own. You’ve probably seen their latest tone-deaf ad about how their “cure” will fix us big bad zombies. If not, watch below. (Warning: side effects include rage and uncontrollable eye-rolling.)[/p][p]Pretty messed up, right? But what they don’t know is we’ve already started biting back, and the resistance has teeth.[/p][p][/p][previewyoutube][/previewyoutube][hr][/hr][h2]The Bite Breakthrough[/h2][p]We discovered it by accident. One night at the trailer park potluck, everyone was roasting crats (half rat, half cockroach, all delicious if you don’t think too hard) when Randy’s brother Mortie was suddenly jabbed by one of C.A.R.E.’s planted vaccine syringes. He staggered around, terrified, half-human again. [/p][p]In his panic, he tripped and fell, right into Randy’s mouth mid bite, suddenly: zap. The cure reversed.[/p][p]At first, we thought it was a fluke. But then Dr. Noodlebrain ran tests. Turns out, there’s a weird interaction between the cure serum and the viral proteins in our bite. For us, it felt like the first real win since the invasion, a crack in their armor, proof they weren’t untouchable.[/p][p]There’s just one problem: C.A.R.E. brought more CureBots than we’ve got mouths. We can’t bite an entire island by ourselves. That’s where you come in.[/p][p][/p][hr][/hr][h2]Why You?[/h2][p]We get it, and human life is no picnic either. You’re stuck in your own flavor of oppression:[/p]
  • [p]Alarm clocks set by bosses who see you only as a number.[/p]
  • [p]“Wellness” routines that feel more like performance art.[/p]
  • [p]Doomscrolling news cycles that never let you breathe (what’s up with that tantrum-throwing orange man??)[/p]
  • [p]Apps, algorithms, and AI are creeping in to chew up your jobs and critical thinking skills.[/p]
[p]We know you've got your plate full, and we’re not asking you to abandon your humanity; we’re asking you to resist the same machine. For us, it’s C.A.R.E. For you, it’s whatever corporation or system feeds off your exhaustion.[/p][p]This isn’t about zombies vs. humans. It’s about all of us vs. the monsters in lab coats and boardrooms. We don’t want to take over. We don’t want to spread the zombie virus outside our shores. We want to be left alone to rot in peace.[/p][p]Help us set the record straight: zombies aren’t the monsters. Greed is.[/p][p]And all it takes is one bite.[/p][p][/p][hr][/hr][h2]Your Invitation[/h2][p]Thankfully, it’s not too late. There’s still time to get bit.

If you join us, you’ll help us push back against C.A.R.E. and show the world what freedom really looks like. And when it’s over? You can go back to your human life, or, if you’ve had a taste of our chaos and community, you can stick around. Zombie life is pretty great once you stop worrying about moisturizer.[/p][p]Either way, you’ll know you stood on the right side when history asks the question.[/p][p][/p][p]Our signals are getting stronger, but we need more allies to keep them alive. [/p][hr][/hr][p]Follow the rebellion, Wishlist Stay Dead on Steam. Help us grow the horde.[/p][p][dynamiclink][/dynamiclink][/p]

Director’s Insights: From Animation to Gaming

Navigating New Horizons
[p]In the world of creative media, where various forms overlap and interact, the story of Animagic Interactive is one of subtle yet significant change. Jordi Ayguasenosa and David Calderón, the directors guiding this shift, have opened up about their journey from running an animation studio to entering the video game industry with their first game, Stay Dead.[/p][hr][/hr][h2]The Genesis of a Gaming Venture[/h2][h3]Why Games? What inspired the shift from animation to game development at Animagic Interactive?[/h3][p]The shift from animation to game development was sparked by a blend of passion and opportunity. David explains:[/p][p]“Our journey into games started quite organically. We initially offered our creative services to other companies and had the opportunity to work with Discord, developing some of the games in their Activities platform. From concept art to game-ready graphics and animations, the work we did for the activities team at Discord rekindled our passion for games and sparked the idea of trying to create our own game.”[/p][p]Jordi adds a unique perspective on the medium’s shift, noting:[/p][p]“Video games offer a dynamic canvas where the audience isn’t just a viewer but an active participant. This interactive dimension challenges us to think differently about storytelling and character development, transforming passive viewers into active players, crafting their own narratives.”[/p][p][/p][hr][/hr][h2]Embracing the Challenge[/h2][h3]Can you describe the key challenges you faced while transitioning roles from animators to game developers?[/h3][p]The transition wasn’t without its challenges. The lack of technical expertise in game development initially posed a significant hurdle. “We had to start from scratch in many ways,” David recalls. “Learning game design, understanding coding, and integrating these with our established skills in animation were daunting but exciting challenges.”[/p][p]Jordi reflects on the learning curve, particularly around adapting animation to the interactive and technical requirements of game development. “They all have to be built in a way that they work with the code. And that’s one of the things that a lot of designers, motion designers, or animators find hard to understand. Every step into game development was a leap into the unknown. We had to adopt a mindset of continuous learning and adaptability. It’s about creating an entire world, not just a linear story, and that complexity changes how you think about creative production.”  [/p][p][/p][hr][/hr][h2]The Joy of Creation[/h2][h3]How have the skills and experiences from the animation industry influenced the development of "Stay Dead"?[/h3][p]Jordi and David articulated how their background in animation provided a strong foundation for entering the gaming world. Jordi explained the advantage of their animation experience, saying, “All the skills that we have acquired during animation for the past nine years, almost ten years since we started Animagic, they’re very easily transferable to game development.” This seamless transition is evident in the visual appeal and character dynamics of “Stay Dead.[/p][p]David emphasizes the creative fulfillment that comes with game development. “It blends art, storytelling, and technology in a way that no other medium does. I see it as the pinnacle of Digital Art. Each day brings new problems to solve and new creative avenues to explore.”[/p][p][/p][hr][/hr][h2]Victories and Insights[/h2][h3]What has been the most rewarding part of developing "Stay Dead" as your first gaming project?[/h3][p]Despite these challenges, the directors highlight the rewarding aspects of their journey. [/p][p]“Showcasing our game at GDC and receiving such enthusiastic feedback was a definite highlight for our team. Seeing our ideas come to life in an interactive form is incredibly rewarding,” Jordi shares. “It’s more than just creating a game; it’s about building an immersive world where players can truly connect and have an impact.”[/p][p]“For me, the hard work and the processes we are establishing are victories in themselves. The true reward lies in the journey rather than the destination. Developing new systems, engaging with potential investors, and learning about game development daily all contribute to a sense of success, regardless of the outcome.”[/p][p] [/p][hr][/hr][h2]Advice for Aspiring Game Developers[/h2][h3]What advice would you give to other animation studios considering a similar transition to game development?[/h3][p]For those in the animation industry considering a similar transition, David offers this advice: “Dive in with a willingness to learn and a readiness to adapt. Game development is a complex field, but it’s also rich with opportunities for creativity and innovation. If you give yourself time to improve every day, then you can become an expert at whatever you want.”[/p][p]Jordi encourages a proactive approach: “Start small. This helps build confidence and skills gradually. And always keep learning; the field evolves rapidly, and staying updated is crucial.”[/p][p] [/p][hr][/hr][h2]Looking Ahead[/h2][h3]What are your plans for Animagic Interactive in the world of game development?[/h3][p]As we keep building “Stay Dead,” we’re leveling up our skills to become a strong game development studio. “We’re not just learning new skills; we’re evolving as a team,” Jordi points out. [/p][p]This transformation process is opening up amazing new ways for us to tell stories and connect with others. In part, we’re committed to continuing to offer creative services to other game studios and publishers who may need an innovative partner for their own projects.[/p][p]We hope our adventure inspires anyone in the creative fields who’s thinking about diving into something new. Let our journey fire up your excitement to explore what’s possible when you step out of your comfort zone and try something different.[/p][p]If you’re also venturing into game development, we’d love to hear from you! Let’s connect and explore this exciting journey together.[/p][p][/p][hr][/hr][p]Wishlist Stay Dead on Steam and join our Discord to meet the team and community as we continue to build the weird, wonderful zombie world of Porto Morto together.[/p][p][dynamiclink][/dynamiclink][/p]

Looking back: 1 Year of Development: Stay Dead’s Journey

[p]Back on April 14, we marked Stay Dead’s first year of development. Despite being a small group, passion, creativity, and hard work brought something truly unique to the gaming world. Looking back at that moment now, it captured not only how far the team had come in 12 short months, but also the spark that set this whole project in motion. And yes, one of the key developers was only 17 years old.[/p][previewyoutube][/previewyoutube][p]The Spark That Ignited the Fire
Animagic had primarily focused on animation for years, developing short films and creative ads. Their transition into game development came naturally, merging talents to create something interactive where players became protagonists. Confidence grew after developing three small games with Discord, which pushed the team to experiment further. Creativity took over, and the project took shape.[/p][p][/p][p][/p][p]“The concept of merging talents to create an interactive format that turns players into protagonists of a unique experience captivated me. Our confidence to delve into this new arena was bolstered by the chance to develop three games alongside Discord. Collaborating and experimenting closely with them fueled our curiosity and marked our first step toward embarking on such a project.” – Jordi Ayguasenosa (Co-Director)[/p][hr][/hr][p]The Building Blocks
Unity became the backbone of development, chosen over Unreal because its style aligned better with Animagic’s visual goals. C# provided the accessibility they needed for programming. Blender handled character modeling and rigging, while Adobe tools and Substance Painter covered UI and texturing.[/p][p][/p][p][/p][p]“We mostly used Unity for game development. Although we considered Unreal for a few weeks, we ultimately chose Unity because its style better aligned with what Animagic already does. Visually, it was easier for us to achieve our design and lighting styles. Additionally, Unity offered us more accessible programming for our experience, as we could program in C#. For creating 3D elements, we used Blender for modeling and rigging characters. This choice was due to how easily it integrates with other programs. As for designing the user interface (UI), we mainly used the Adobe suite, with Substance for texturing elements.” – Emilio Treviño (Developer)[/p][hr][/hr][p]Overcoming the Odds
Optimizing for mobile devices was one of the team’s toughest challenges. With so many different devices to account for, ensuring smooth performance was a constant struggle. These lessons pushed the team to rethink their approach to efficiency and optimization.[/p][p][/p][p]“Optimizing the game for mobile devices presented unique challenges compared to consoles or computers because the variety of devices and their capabilities varied widely. It was crucial that the game was lightweight and ran quickly on any device to ensure a smooth experience for all users. This experience allowed us to learn in detail about the complexities of mobile development and improved our overall understanding of the game development process.” – Emilio[/p][p]Even small details caused big problems. A floor shader experiment blew past GitHub’s storage limits in a single day, forcing the team to simplify the design into textures.[/p][p]“When it came to the floor shaders, we ran into a problem when we activated the large file system on GitHub. Our license only gave us 2 GB of space, but in no time, we ended up using up to 20 GB in a single day. Faced with this situation, we had to come up with a quick solution. We decided to simplify the floor design and turn it into a texture instead of a shader. And it worked!” – David Parra (Developer)[/p][hr][/hr][p]Laughter, Lessons, and Triumphs
Plenty of absurd and memorable moments defined that first year.[/p][p]“When we introduced Hades’ ability, we soon discovered a problem: without a cooldown, players could repeatedly use the ‘dig’ ability at any point in the game. This allowed them to bypass enemies and effortlessly reach the final goal, essentially bypassing the carefully crafted game mechanics and skill-learning process we had designed. It was a bit absurd, but we quickly implemented a cooldown feature to address the issue.” – David[/p][p][/p][p][/p][p][/p][p]The team also built their prototype in secret, without telling Animagic’s director, just to prove they could do it. That moment was a turning point that gave them the confidence to carry the project forward.[/p][p][/p][p]“A moment that stands out for me is how we clandestinely organized the creation of the demo. The director of Animagic was unaware that we were working on a prototype, so we decided to start development on our own to prove to ourselves that we could take this step. It was a revealing moment that showed us that we could really carry the project forward.” – Emilio[/p][p]One of the most personal achievements came when Emilio, without prior HLSL knowledge, wrote 3,000 lines of shader code in a week.[/p][p]“Although I had no previous experience in this language, in a week, I managed to write 3000 lines of code and create the shader. This achievement made me realize that I could develop a game and was a turning point in my confidence and skills.” – Emilio[/p][p]By December, the prototype was ready for GDC. The booth was packed, the reception was positive, and it gave the team a taste of what Stay Dead could grow into.[/p][p]“We worked quickly and managed to showcase the game at the Game Developers Conference (GDC) with a version available for the first release outside of Animagic. It was exciting to see the positive reaction of people to the IP, and our booth was always filled with interested visitors.” – Jordi[/p][p][/p][p][/p][hr][/hr][p]Anticipation and Hope
Stress was ever-present, but so was excitement. With only two programmers, progress wasn’t easy, but every milestone showed what was possible with persistence.[/p][p]“Stress was part of the process. Seeing how people reacted to the game was incredibly rewarding after so much effort. Development was challenging, especially when we were working with such a small team, but the fact that we got this far spoke volumes about our hard work and dedication.” – Emilio[/p][p]At GDC, hearing players call the prototype “amazing” was a moment of pure validation.[/p][p]“When most people said the prototype was amazing, it filled me with joy. Even though we had done very little for this game, it became huge for the fanbase. It was another way of saying that we could do it, even with limited resources.” – David[/p][p]That first year was full of meticulous work, high standards, and long nights, but it also built a foundation of pride and confidence.[/p][p]“It was inspiring to see how each day the project became more real and tangible. With careful dedication, I trusted we would be able to offer an excellent product. Although the to-do list seemed endless, our talent and determination always carried us forward.” – Jordi[/p][hr][/hr][p]Looking Back, Moving Forward
Looking back on the article we first shared on April 14, 2024, it’s clear how much of that first year shaped everything that came after. Those challenges, wins, and experiments set the stage for where Stay Dead is today.[/p][p]The story of Stay Dead is one of indie grit, passion, and teamwork, and it’s far from over. The family of Porto Morto is still growing, the world is still evolving, and the chaos is only just beginning.[/p][p][/p][p]If you’ve been following us since that milestone, thank you for being part of the journey. If you’re just joining us, now’s the perfect time to hop in. [/p][p][/p][p]Wishlist Stay Dead on Steam and join our Discord to meet the team and community as we continue to build the weird, wonderful zombie world of Porto Morto together.[/p][p][dynamiclink][/dynamiclink][/p]

Combat, Chaos & Camera Work

[p]The world of Porto Morto is coming to life, one scream, slam, and syringe at a time. Over the past few weeks, the Stay Dead team has been bringing systems, visuals, and chaos into sharper focus. Combat is punchier, characters are more expressive, and the environment is starting to feel like the strange little zombie paradise we always imagined.[/p][p] [/p][previewyoutube][/previewyoutube][p]With our core systems implemented and polished, the Rottington family is finally fighting back:[/p]
  • [p]Stu, our all-around brawler, now features fully animated light/heavy attacks, combos, and a brutal special move once his energy bar peaks.[/p]
  • [p]Hades brings bone-snapping flair with exaggerated animations and a combat system that’s all about impact.[/p]
  • [p]Blair, the latest to join the family, is a long-range specialist. Her mic-staff extends like a spear, and she uses a rocker scream-based combat to stun enemies with her voice.[/p]
[p]Each character now plays with a distinct rhythm and strategy, further shaping the heart of our action game combat system.[/p][p][/p][h2] Combat Polish & Feedback Overhaul[/h2][previewyoutube][/previewyoutube][p]We’ve spent weeks tightening up combat interactions across the board. Some recent improvements include:[/p]
  • [p]Cleaner animation transitions[/p]
  • [p]Sharper input timing[/p]
  • [p]Smarter and more readable enemy behaviors[/p]
[p]To give each move the satisfying oomph it deserves, we’ve expanded the feedback system with layers of visual effects, color flashes, HUD reactions, and good ol’ fashioned camera shake. The result? A combat system that feels physical, personal, and, honestly, kind of theatrical.[/p][p][/p][h2]Bosses, Bots, and New Bad Guys[/h2][previewyoutube][/previewyoutube][p]Our first mini-boss is now fully operational. With multi-phase mechanics like:[/p]
  • [p]Slam attacks[/p]
  • [p]Syringe bombardment[/p]
  • [p]Expanding cure zones[/p]
[p]…it’s the kind of fight that demands attention (and a few retries).[/p][p]We also introduced the Cannon Bot, a new enemy that rains down airborne syringes. One hit, and you’re cured. That’s right, dodging just became a lot more personal.[/p][p][/p][h2]Procedural Levels, Now With Mini Map & Constraints[/h2][previewyoutube][/previewyoutube][p]Our procedural level system continues to evolve:[/p]
  • [p]Room blockouts and layouts are now finalized[/p]
  • [p]Logical constraints added for smoother player flow[/p]
  • [p]A new mini map shows explored areas, special rooms, and your current location[/p]
[p]It’s a small HUD addition with a big impact, especially in a world designed to surprise and challenge you room by room.[/p][p][/p][h2]New Camera, Who Dis?[/h2][previewyoutube][/previewyoutube][p]We made a major shift recently: moving from an isometric orthographic camera to a full perspective camera.[/p][p]Why it matters:[/p]
  • [p]Adds dynamic movement during combat[/p]
  • [p]Improves depth in environments and character models[/p]
  • [p]Gives everything a more polished, console-quality presentation[/p]
[p]
This one change dramatically transformed how the game feels to play-and unlocked new creative options for level and cinematic design.[/p][p][/p][h2]The Art of Being a Zombie[/h2][previewyoutube][/previewyoutube][p]While code and combat were leveling up, so was the look of Porto Morto. Here’s what our Art Team has been brewing:[/p][p]Character Progress: All playable family members (except Bram) now have updated textures and their signature weapons. Stu’s polish pass is complete, and the rest of the family now sports the newest designs across the board.[/p][p]Environmental Assets: Beach-themed props, trees, doors, and boats have been added to scene blockouts. One delightful extra: a sandcastle that collapses when you walk over it. It’s the little things.[/p][p]Animation Work: The first “Get Bit” animation clip was finalized under serious time pressure, but the team made it happen. The result? A short but energetic animation that’s raw, fun, and full of Stay Dead energy. \[Watch it here → link][/p][p]Enemy & UI Concepts: We introduced a new NPC design (RIP), creatures for the beach level, and started early UI design treatments for in-game interaction and feedback.[/p][p]3D Testing: Finally, our 3D team began rendering a syringe-packed scene for visual experimentation. Yes, it looks as wild as it sounds.[/p][p][/p][p]Every update brings us closer to the vision we’ve been chasing from day one: a smart, weird, stylish action game with real heart and chaos. From refining the action game combat system to building richer environments and expressive characters, the world of Stay Dead is stepping into its own.[/p][p]We’ll keep sharing progress as it unfolds-and if you’re not already following us, now’s a good time to join the rebellion on Discord \[link here] or Wishlist the game on Steam \[wishlist now].[/p][p][/p][p]- The Stay Dead Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Developing The Art Style of Stay Dead

The Art Development of Stay Dead
[p]Today, we’re diving into the colorful world of “Stay Dead,” offering a behind-the-scenes look at the magic our Art Team is creating, bringing our fresh take on a zombie video game. From the charming undead family to the eccentrically beautiful Porto Morto Island, this small but mighty team has been redefining what a zombie video game can be. It’s not just about making things look cool; it’s about pouring soul, passion, and a bit of undead humor into every pixel.[/p][p][/p]
Dreaming Up a Zombie World:
[h3]1. How did you come up with the look for "Stay Dead"? Did other kinds of art inspire you?[/h3][p]When asked about the inspiration behind “Stay Dead,” Alfredo Barajas, our Art Director, shared, “We knew we wanted a world where zombies were content with their existence. There wasn’t a specific artwork that influenced us; rather, we started with the traditional zombie behavior and aimed to create something aesthetically distinct, something that hadn’t been explored in zombie culture before.”[/p][p]Sergio Saucedo, Concept Artist, added, “The initial sketches were inspired by various cartoon sitcoms, not traditionally revolving around zombies. We were influenced by the creepy charm of shows like ‘Beetlejuice,’ ‘The Addams Family,’ and ‘Real Monsters,’ along with the family dynamics found in ‘Tasmania’ and ‘The Simpsons.’ These influences steered our creative process.”[/p][p]Flor López, another key Concept Artist on the team, noted her influences, “I’m really drawn to the vibe of those 2000s Cartoon Network shows, like ‘Dexter’s Laboratory.’ The way they captured irreverence and fun is something we’re incorporating into our game.”[/p][p][/p]
Creating Characters with Heart... and Brains:
[h3]2. Can you tell us how you designed the zombie family in the game? How did you make sure they looked funny and a bit spooky at the same time?[/h3][p]On designing the zombie family, Alfredo explained, “Figuring out how to blend the funny with the spooky was a journey. We initially didn’t know how to visually express their duality. Moving away from the typical portrayal of zombies as soulless wanderers, we endowed our characters with personality, simplicity, mischievousness, creativity, and joy, drawing heavily from animation and film.”[/p][p][/p]
Drawing the Undead:
[h3]3. What tools did you use to create the game’s artwork? Were there any new techniques or tools you tried out for the first time?[/h3][p]Discussing the tools and techniques for creating the game’s artwork, Freddie mentioned, “We started in 2D, using Photoshop and Illustrator. Transitioning to 3D was a significant shift for us.” Flor shared her learning curve, “Adapting to Substance Painter was challenging but eventually thrilling, akin to painting on a physical model.”[/p][p][/p]
Haunted Environment
[h3]4. How did you design a world where the zombie family feels at home, not just a bit scary, ruined place? How did you make sure the game’s world matched its spooky and funny feel?[/h3][p]Freddie delved into designing a world where zombies feel at home, “Our zombies are happy in their reality, which differs from other zombie stories. This perspective influenced every aspect of Porto Morto’s design, making it a ‘post-apocalyptic paradise island’ that’s lively and engaging.”[/p][p]Flor drew from this vision, “Freddie’s dynamic character concepts inspired my work on the environments. We aimed to mirror the directors’ vision, crafting a world that’s both fun and chaotic, appealing to both zombies and humans.”[/p][p][/p]
Inside Scoops and Hidden Gems
[h3]5. Do any of you have a favorite character you created? Are there any secret details or fun surprises hidden in the game that players should look for?[/h3][p]When diving into their personal favorite characters and looking for hidden surprises within “Stay Dead,” our artists shared some insightful reflections.[/p][p]Freddie Barajas, our Art Director, found it tough to choose just one favorite. “Every character has a piece of us in them, making this decision difficult. However, Stu really stands out for me,” he said. “He embodies nobility, always putting his family first and trying to make the post-zombie apocalypse life fun and functional. His strength lies in his unrecognized ingenuity and heart, making him a pillar in the family dynamic.”[/p][p]Sergio Saucedo revealed, “For me, it’s all about Bram. His adventures, especially his bug collection and the bond he shares with Hades, the family pet, add layers of humor and depth to the game.”
[/p][p]Flor López expressed a particular fondness for Blair. “Blair’s emo, punk attitude, and her music preferences really resonate with me. It’s her defiance mixed with vulnerability that makes her character so relatable and engaging.”[/p][p]Freddie added, “We’re playing with the idea of introducing easter eggs that reflect our audience’s tastes—maybe a sprinkle of humor, a dash of controversy. It’s exciting to think about the different directions we can take ‘Stay Dead,’ and these hidden gems will add another layer of engagement for our players.”[/p]
Looking Ahead!
[p][/p][h3]The art director opens up about his feelings after witnessing the great response to Stay Dead's art at early game events like GDC. He's also excited to see what players will say once the game drops in full swing.[/h3][p]As we continue to develop “Stay Dead,” we’re constantly reminded that this journey is far from over. The positive response to our art at early events like GDC has been incredibly motivating. But as we forge ahead, we’re mindful that our project is still evolving. Changes and new directions are part of this creative process, and we’re excited to see where it leads.[/p][p]This project is a labor of love for us at Animagic. Seeing the community’s reaction fuels our passion and reaffirms that we’re on the right path. As we continue to develop ‘Stay Dead,’ we welcome you to join us on this journey, to share in our discoveries and be part of our story’s unfolding,” says Freddie, echoing the sentiments of the entire team.[/p][p]Stay tuned for more updates, and remember to join our Discord server to be part of our growing community![/p][p][/p][h3]Stay Tuned, and remember to join our Discord server to meet the team and join our community![/h3][p][/p][h3]And don't forget to Wishlist Stay Dead! It really helps![/h3][p][dynamiclink][/dynamiclink][/p]