El Luchador Enters the Ring!

Loud. Proud. Slightly falling apart at the seams. The kind of guy who treats every fight like it’s his last… even if you’re just learning how to throw your first punch.

Devlog March 2026 – Back to the Lore

This month’s devlog is a bit different.
Instead of showing new gameplay, we’re stepping back to talk about something we’ve never fully shared before: where the world of Stay Dead actually comes from.
Not the full story of course (we’re still working on it)… just enough to make you want to #GetBit.

Devlog February 2026 – One Room. Four Theories.

Instead of trying to agree on what game should focus on, each game dev built their own version of what they thought might actually be fun. This month’s devlog is basically what happened when we stopped trying to be aligned… and just started testing our assumptions properly.

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.

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.

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