Devlog January 2026: Biting Back to the Core

This devlog is not about finished features. It’s a peek into our design process: the systems we scrapped, the sandbox we built, and the weird experiments we’re running to make the Bite feel like more than just a zombie trope.
A Brief, Incomplete, and Slightly Biased History of the Zombie Bite

Humans treated it like a curse. A countdown. A messy way to go. And while it’s admittedly scary to be bitten by anything with a rotting jaw, the bite wasn’t always a death sentence.
Let’s rewind.
Devlog 6: Ready for 2026

We spent 2025 building our demo. Then we threw most of it out.
This is the story of how Stay Dead changed direction, found new brains, and went back to the drawing board, not out of failure, but to finally chase the spark that could make this undead game feel truly alive.
Bram’s Best Zombie Life

I have finally been authorized to speak publicly and deliver my first official missive. Consider this my formal “sliding into your DMs,” as the human kids say, from the youngest and arguably most intellectually advanced member of the Rottington family.
Giving Thanks for the Glow-Up

Para entender cómo pasamos de un “post estacional rápido y funcional” a un “banquete undead totalmente ilustrado y lleno de personalidad”, nos sentamos con Freddie para desmenuzar la evolución: el por qué, el cómo y todo lo que hay en medio.
Devlog 5: Siente la Mordida — Más Sobre cómo Afinamos el Combate

This month, we zoomed in on what matters most: combat. The team entered a full combat system sprint to focus on the interconnected mechanics that drive the moment-to-moment experience.
Why the emphasis? Because the game combat system is the core loop. If it doesn’t feel great, nothing else does. So we built new tools, added polish, and ran a lot of internal tests to push the system further.
Devlog 4: Stagger & Strategy — Afinando nuestro combate de acción

Este mes se trató de profundidad. Ajustamos los cerebros detrás de nuestros enemigos, el flujo de nuestras peleas y el marco para la próxima fase de producción. Desde sistemas de estadísticas de combate hasta herramientas de diseño de IA, aquí está cómo Stay Dead está evolucionando hacia un juego de combate de acción más inteligente y con más estilo.
Devlog 3: Combat, Chaos & Camera Work

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.
La Historia de Origen de un Paraíso Zombie

No estamos solo sobreviviendo a un apocalipsis, estamos prosperando en uno.
Por qué ser un Zombie es mejor que ser un Humano

¿Alguna vez te has preguntado por qué estamos tan entusiasmados con el estilo de vida zombi? Es simple. En la isla de Porto Morto, hemos perfeccionado el arte de vivir el sueño, ¡menos la parte de vivir, claro!