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Steam News8 April 20262mo ago

Development Update – Demon Transformation, Combat Readability & Co-op Interface

Hello everyone, Thank you again for following the development of Two Sides of Hell.

Full notes

Full Two Sides of Hell update

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Repeated intro

Hello everyone,

What changed

0 fixes5 additions17 changes0 removals
  • Gameplay
  • UI and audio
  • Server
addedDemon Transformation PresentationTo support this, we are currently working on new visual material that highlights this transformation more clearly. The goal is to present the moment with stronger framing, better pacing, and a more impactful transition so that the mechanic is easier to read and more memorable both in gameplay and in promotional content.
changedGameplay Feedback & Combat ClarityAnother important focus this week has been improving how the game communicates changes in combat intensity.
changedGameplay Feedback & Combat ClaritySome gameplay systems are already working as intended mechanically, but they still need stronger visual feedback to make their effects immediately understandable during play. This is especially important in situations where the arena changes state or enemies become more dangerous.
changedGameplay Feedback & Combat ClarityTo address this, we are improving:
changedGameplay Feedback & Combat ClarityEnvironmental effects that signal when combat pressure increases
changedGameplay Feedback & Combat ClarityThe visual intensity of arena hazards and active modifiers

Thank you again for following the development of Two Sides of Hell. As promised, we want to keep sharing regular updates to give you a clearer view of how the game is progressing and which areas we are focusing on each week.

This week’s work has been centered around three main priorities: improving the presentation of the demon transformation, strengthening combat readability, and continuing preparations for co-op usability.

Demon Transformation Presentation

One of the main areas of focus this week has been the presentation of the player’s transformation into demon form.

This mechanic is one of the core ideas behind Two Sides of Hell, so we want it to communicate the right feeling immediately: defeating powerful enemies, absorbing their power, and entering a state that feels dangerous, aggressive, and distinctly different from normal combat.

To support this, we are currently working on new visual material that highlights this transformation more clearly. The goal is to present the moment with stronger framing, better pacing, and a more impactful transition so that the mechanic is easier to read and more memorable both in gameplay and in promotional content.

More broadly, this is part of an ongoing effort to make sure the game’s key features are not only functional, but also presented in a way that properly reflects their importance.

Gameplay Feedback & Combat Clarity

Another important focus this week has been improving how the game communicates changes in combat intensity.

Some gameplay systems are already working as intended mechanically, but they still need stronger visual feedback to make their effects immediately understandable during play. This is especially important in situations where the arena changes state or enemies become more dangerous.

To address this, we are improving:

  • Environmental effects that signal when combat pressure increases

  • The visual intensity of arena hazards and active modifiers

  • General readability during high-action moments

The purpose of these changes is to ensure that players can quickly recognize when a situation has changed, why it has changed, and how they are expected to respond.

Enemy and Encounter Presentation

We also continued refining the presentation of combat encounters and boss-related content.

This includes improvements to certain animations, stronger visual emphasis for key effects, and more attention to how enemies and major moments are introduced on screen. We want these sequences to feel more deliberate and impactful, while remaining readable during gameplay.

As the game continues to expand, presentation quality becomes increasingly important. Better timing, clearer silhouettes, and stronger transitions all contribute to making encounters feel more polished and satisfying.

Co-op Interface Progress

Co-op remains one of the most important features currently in development, and this week we made further progress in defining how players will access it in a more intuitive way.

The current direction is built around making co-op interaction clearer inside the game itself, with dedicated interface elements for joining sessions and interacting with multiplayer features more naturally.

This includes work related to:

  • Session joining flow

  • Multiplayer interaction points in the hub area

  • Local co-op prompts and onboarding

  • General UI support for multiplayer access

The feature is still in active development, but the objective is clear: co-op should feel like a natural part of the overall experience, both in local play and in multiplayer.

Art Pipeline and Production Progress

On the production side, asset creation has continued at a strong pace, with a large amount of artwork and animation work being prepared for implementation.

This is useful for the project overall, but it also means part of the current development effort is going into catching up on integration and polish so that completed visual work can be brought into the playable game properly.

In practice, this means the team is not only producing new content, but also making sure that existing work is being connected, tested, and presented at the right level of quality.

Going Forward

In the coming updates, we will continue focusing on:

  • Co-op usability and interface implementation

  • Combat readability improvements

  • Stronger presentation for transformation and boss-related moments

  • Additional gameplay polish and content iteration

We will also keep sharing weekly updates so you can follow the game’s progress more closely and see how these systems evolve over time.

If you would like to give feedback on the game or talk directly with the developers, feel free to join our Discord.

Thank you again for your continued support.

We look forward to sharing more with you next week.

Source

Steam News / 8 April 2026

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