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Full Better Than Dead update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Server
Better Than Dead changes
A few weeks have passed since the release of the Level Select Update, and I have enjoyed seeing players return to previous missions, improve their times, and complete their first Black Star runs.
Mouse Consistency and Preview Build
One of the main areas I have been refining is how aiming feels across different mouse configurations.
Better Than Dead depends heavily on physical weapon movement. There is no crosshair, so even small differences in mouse response can have a significant effect on the overall experience.
The latest work makes the mouse behaviour more consistent across different DPI configurations and in-game sensitivity settings. This gives every player a more comparable experience and also provides a more stable foundation for future balancing and improvements to the weapon handling.
If the aiming previously felt different from what you expected on your setup, I would especially appreciate your feedback on the preview build.
The build is already available through the Better Than Dead Discord server. This time, I have also opened a dedicated discussion on the Steam forum, with instructions for accessing the preview branch and a place where you can leave feedback or report problems directly.
The preview build also includes some smaller visual improvements to the existing game.
One of them is the blood material. I had always considered it a relatively low-priority issue and kept leaving it for later, but its appearance could change too much depending on the surface and lighting. In some dark areas, it almost looked like glowing jelly.
I finally spent more time on it, and the result is much closer to what I wanted. The strange glow should now be gone, and the blood feels more connected to the environment around it.
I have also added more variety to the enemies’ clothing. The existing suits now use a wider range of textures inspired by 1980s and 1990s Hong Kong fashion. As the run approaches its final missions, this variety gradually gives way to the classic black suit, white shirt, and black tie. It is a small change, but I think it gives the enemies and the world more character.
Testing with different DPI and sensitivity settings is especially useful, but feedback on anything else you notice in the preview build is also welcome.
Further Ahead
At the same time, I am working on new missions for the main run.
I have read a lot of feedback about the existing levels, and I already have early drafts for several new missions based on what I have learned. They are still too early to show, but the work has started.
Thank you to everyone who continues to play, test the preview builds, report problems, share runs, and send feedback.
I especially want to thank the people who have sent me messages of encouragement. BTD was built around a very specific kind of experience. Seeing it find the players who connect with that experience means a lot to me.
MonteGallo
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