In this update5
Full notes
Full Two Sides of Hell update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone,
What changed
- Gameplay
- UI and audio
- Events
Two Sides of Hell changes
It’s been some time since our last update, and we’d like to start by saying thank you for your patience. Development has been steadily progressing, and from this point forward we will be sharing weekly updates to keep you informed on how Two Sides of Hell is evolving.
This update focuses on a major shift in development priorities, as well as one of the most important additions since our last post.
Co-op Gameplay
Since the previous update, co-op functionality has been introduced into the game.
Our goal is to allow two players to explore the planet keller together and progress during the whole campaign. Either in local or multiplayer mode.
This system is still work in progres, but it represents a key step toward making co-op a core part of the experience rather than an optional addition.
Gameplay Feedback & Visual Clarity
Another major focus has been improving how the game communicates its mechanics to the player.
While many systems, such as weapon effects and abilities, are already in place, they currently lack sufficient visual feedback. This can make it difficult for players to immediately understand when and how they are becoming stronger.
To address this, we are working on:
Improved visual effects tied to active buffs and modifiers
Contextual feedback based on the currently equipped weapon
Clear indicators for ability activation and player state changes
The objective is to ensure that gameplay systems are not only functional, but also intuitive and readable.
Enemy Presentation Improvements
We are also revisiting the way enemies are introduced and presented during gameplay.
Some encounters, particularly enemy spawns, lacked the level of impact we are aiming for. These are being reworked to improve:
Timing and animation clarity
Visual intensity and presence
Overall readability during combat
The intention is for each encounter to feel more deliberate and engaging, reinforcing both challenge and atmosphere.
Visual Effects & System Scalability
As we expand the number of modifiers and abilities available to the player, we are also addressing the technical side of visual effects.
Players will be able to combine multiple modifiers at once, which introduces the risk of visual clutter. To prevent this, we are designing the system to:
Support multiple simultaneous effects without overlap issues
Maintain clarity even in high-intensity situations
Scale efficiently with future content additions
This is an important step to ensure that the game remains readable and responsive as it grows in complexity.
Going Forward
With this update, we are resuming regular communication. You can expect:
Weekly development updates
Ongoing insights into design decisions
Previews of upcoming features and improvements
If you want to give us feedback on the game or just talk to the developers, come join our discord!
Thank you again for your continued support.
We look forward to sharing more with you next week.
Source
Changelog.gg summarizes and formats this update. How we read updates.
