
Every playable character now has a defined set of light and heavy attacks:
For example:
Speed, range, and area-of-effect values are now tuned across the board, giving players more tactical freedom.
Combat is more than button-mashing. We’ve expanded our stat system to include not just damage, but the mechanics that shape how enemies react to attacks and how characters differentiate their playstyles. These include:
Stats are now deeply woven into how you play, and how you survive.
We’ve been building a modular enemy system, allowing us to mix and match skills, behaviors, and AI logic to create new foes quickly.
This month we prototyped 10 enemy types, each designed to challenge player strategies in different ways. Combined with smarter AI and varied attack patterns, combat is starting to feel unpredictable in the best possible way.
To keep things balanced, we created a custom Wave Testing System, a sandbox where we simulate different combat scenarios. It lets us:
It’s already helping us refine difficulty curves, pacing, and synergies between family members.
🧠 Smarter Navigation with A* Pathfinding
Good enemy behavior needs good navigation. We implemented A-Star (A) Pathfinding*, which improves how enemies and teammates move through levels.
It allows for:
This is a subtle but important change that makes everything feel smoother during chaotic fights.
While the dev team was elbows-deep in combat systems, the art team took a step back to look at something just as vital: What should Stay Dead look like, really?
October gave us the chance to slow down a bit on animation and design output, not because we were slacking, but because we needed time to rethink our pipeline, align our art direction, and define the rules of this world we’re building.
Using Hades’ plan as a pilot, the team started crafting environmental styleframes for different times of day: Daytime, Sunset, and Night. Each one pushed our lighting language, palette, and texture rules a little further.
This is quickly becoming our first internal 2D Art Guidelines doc—a resource we’ve badly needed. While it’s still in progress, we’re close to locking down a visual bible for Stay Dead’s world.
We’re in the zone. With new AI tools, smoother navigation, better dialogue support, and a punchy combat feel, our game combat system is stepping into its next phase.
Comming up: more testing, more visual effects, and more chaos. And as always, we’ll be tuning things based on what feels right.
Until next
— The Stay Dead Dev Team
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