
With our core systems implemented and polished, the Rottington family is finally fighting back:
Each character now plays with distinct rhythm and strategy—further shaping the heart of our action game combat system.
We’ve spent weeks tightening up combat interactions across the board. Some recent improvements include:
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—kinda theatrical.
Our first mini boss is now fully operational. With multi-phase mechanics like:
…it’s the kind of fight that demands attention (and a few retries).
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.
Our procedural level system continues to evolve:
It’s a small HUD addition with a big impact—especially in a world designed to surprise and challenge you room by room.
We made a major shift recently: moving from an isometric orthographic camera to a full perspective camera.
Why it matters:
This one change dramatically transformed how the game feels to play—and unlocked new creative options for level and cinematic design.
While code and combat were leveling up, so was the look of Porto Morto. Here’s what our Art Team has been brewing:
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.
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] .
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— The Stay Dead Dev Team
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