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Steam News25 June 202611d ago

Good Kill! Dev Blog: Smarter Enemies, Bigger Battles Incoming

Hello Gunners, It's been quiet around here for a while, too quiet, and we know it. So let's clear the air first: Good Kill! has not been abandoned.

In this update3

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Full Good Kill! update

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Hello Gunners,

What changed

0 fixes2 additions9 changes1 removal
  • Maps
  • Gameplay
changedGood Kill! Dev Blog: Smarter Enemies, Bigger BattlesWith the latest stage of development, Good Kill! is moving into a much larger and more dynamic battlefield experience.
changedGood Kill! Dev Blog: Smarter Enemies, Bigger BattlesUntil now, the core fantasy of the game has been clear: you are inside a military helicopter, watching the battlefield from above, supporting your squad, suppressing enemy positions, and surviving intense combat situations.
changedGood Kill! Dev Blog: Smarter Enemies, Bigger BattlesBut a battlefield should not feel static.
changedGood Kill! Dev Blog: Smarter Enemies, Bigger BattlesThat is why this update focuses on two major improvements:
changedSmarter NPC BehaviorIn earlier versions, NPC behavior was more limited. Enemy units could move, attack, and react, but their actions did not always create the level of battlefield pressure we wanted.
addedSmarter NPC BehaviorWith the new AI behavior improvements, NPCs are being developed to react more naturally to combat situations.

Good Kill! changes

changedWith the latest stage of development, Good Kill! is moving into a much larger and more dynamic battlefield experience.
changedUntil now, the core fantasy of the game has been clear: you are inside a military helicopter, watching the battlefield from above, supporting your squad, suppressing enemy positions, and surviving intense combat situations.
changedBut a battlefield should not feel static.
changedThat is why this update focuses on two major improvements:
changedIn earlier versions, NPC behavior was more limited. Enemy units could move, attack, and react, but their actions did not always create the level of battlefield pressure we wanted.

It's been quiet around here for a while, too quiet, and we know it. So let's clear the air first: Good Kill! has not been abandoned. We've had our heads down in active development, and this post is the first of many. From here on, the dev blog is back, and we'll keep you in the loop regularly.

And we're not coming back empty-handed.

Good Kill! Dev Blog: Smarter Enemies, Bigger Battles

With the latest stage of development, Good Kill! is moving into a much larger and more dynamic battlefield experience.

Until now, the core fantasy of the game has been clear: you are inside a military helicopter, watching the battlefield from above, supporting your squad, suppressing enemy positions, and surviving intense combat situations.

But a battlefield should not feel static.

Enemies should not simply wait to be seen. Ground forces should not exist only as targets. Combat should feel alive, reactive, and unpredictable.

That is why this update focuses on two major improvements:

AI-improved NPC behavior models

and

the introduction of ground combat to Good Kill!

Smarter NPC Behavior

One of our main goals during Early Access is to make every combat encounter feel more believable and more intense.

In earlier versions, NPC behavior was more limited. Enemy units could move, attack, and react, but their actions did not always create the level of battlefield pressure we wanted.

With the new AI behavior improvements, NPCs are being developed to react more naturally to combat situations.

Enemy units can now be designed around clearer behavior patterns.

This does not mean the game is becoming slower or overly tactical. Good Kill! is still built around intense helicopter combat and direct battlefield action.

The difference is that enemies should now feel more connected to the world around them.

When you open fire, the battlefield should respond.

Ground Combat Comes to Good Kill!

The biggest change in this development phase is the addition of ground combat.

This is an important step for the future of Good Kill!, because it expands the game beyond a purely air-focused combat experience.

Ground combat allows us to create missions where the action is no longer only about what the helicopter sees from above. Now, the battle can develop on the ground as well.

For the player, this means the battlefield becomes more readable, more dangerous, and more alive.

You are not just shooting at targets.

You are supporting a fight.

As always, your feedback is extremely important to us.

Good Kill! is being shaped in Early Access together with the community, and this update is one of the most important steps toward a richer battlefield experience.

Thank you for your support.

See you in the skies, Gunners.

Source

Steam News / 25 June 2026

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