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Steam News4 June 20262mo ago

DEV LOG #7 | Current State of Development

The Road Ahead for Better Than Dead Hi everyone, I want to give a quick recap of where Better Than Dead is right now, what has changed since the Early Access release, and what comes next.

In this update2

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Full Better Than Dead update

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What changed

0 fixes3 additions5 changes0 removals
  • Gameplay
  • Maps
changedThe Road Ahead for Better Than DeadI want to give a quick recap of where Better Than Dead is right now, what has changed since the Early Access release, and what comes next.
changedThe Road Ahead for Better Than DeadSince launch, I have released several updates focused on bug fixes, collision fixes, balancing, aiming improvements, gamepad input, options, map adjustments, and general polish.
changedThe Road Ahead for Better Than DeadEvery update is shaped by player feedback, and that will continue during Early Access.
addedComing in Update 0.20The next public update adds a new Training Range level.
addedComing in Update 0.20This is an optional space where new players can learn and test the core mechanics before jumping into the main missions.
changedComing in Update 0.20Improved aiming behavior under pressure Bullet penetration Steam post image Training Range level Steam post image

Better Than Dead changes

changedI want to give a quick recap of where Better Than Dead is right now, what has changed since the Early Access release, and what comes next.
changedSince launch, I have released several updates focused on bug fixes, collision fixes, balancing, aiming improvements, gamepad input, options, map adjustments, and general polish.
changedEvery update is shaped by player feedback, and that will continue during Early Access.
addedThe next public update adds a new Training Range level.
addedThis is an optional space where new players can learn and test the core mechanics before jumping into the main missions.

The Road Ahead for Better Than Dead

Hi everyone,

I want to give a quick recap of where Better Than Dead is right now, what has changed since the Early Access release, and what comes next.

First of all, thank you to everyone who played the game, reported bugs, shared feedback, posted clips, or helped me see BTD more clearly from the player side.

Since launch, I have released several updates focused on bug fixes, collision fixes, balancing, aiming improvements, gamepad input, options, map adjustments, and general polish.

The goal has always been the same:

make Better Than Dead sharper, fairer, and closer to the game I want it to become.

Every update is shaped by player feedback, and that will continue during Early Access.

Coming in Update 0.20

The next public update adds a new Training Range level.

This is an optional space where new players can learn and test the core mechanics before jumping into the main missions.

Update 0.20 also includes:

  • Bullet penetration for selected materials

  • Improved aiming behavior under pressure Bullet penetration Steam post image Training Range level Steam post image

The aiming system is being tuned to make combat feel more readable and consistent, while keeping the pressure and intensity that define BTD. Update 0.20 is currently being tested privately on Discord before the public release. Anyone who wants to help test the build and give feedback is welcome to join the Discord and take part.

What Comes After

The next major step is reworking the Warehouse section into two separate missions.

This will not be a simple split of the current level.

One mission will focus on the inside of the Warehouse, keeping the office section but making the previous part more dynamic, tighter, and more focused.

The other mission will be a new section built around its own pacing, structure, and identity.

The goal is to make this part of the game much more in line with the core of BTD: fast violence, close-range pressure, clear objectives, and no wasted space. After that, I plan to work on one of the most requested features:

Level Select.

This makes a lot of sense for BTD, because the game is built around short, intense missions that players may want to replay, test, and improve.

I think this will make the game easier to revisit, easier to test, and stronger during Early Access.

There are more things planned after that, but I will talk about the next bigger steps when the time is right.

For now, the priority is simple:

make the existing game stronger first, then expand it.

Thank you again to everyone playing, testing, reporting issues, and helping me shape the game.

MonteGallo

Source

Steam News / 4 June 2026

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