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Steam News21 April 20262mo ago

Development Update – Building the Opening of Two Sides of Hell

Hey everyone, This week Two Sides of Hell took a big step forward on two fronts: production of audio and game assets (like the opening cinematic) and the completition of the game loop in co-op, so that now we can start

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

Hey everyone,

What changed

0 fixes2 additions5 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
changedThis week Two Sides of Hell took a big step forward on two fronts: production of audio and game assets (like the opening cinematic) and the completition of the game loop in co-op, so that now we can start expanding the game even more.
changedExpanded audio productionWe've brought an audio design studio to handle a full audio pass on Two Sides of Hell, original soundtrack additions, enemy and player sound effects, UI feedback, and the score and voiceover for the opening cinematic. This is a significant quality investment, and you'll be hearing the results progressively as the next demo lands.
changedGameplay and presentation polishOn the gameplay side, the Evolved Demon Player is getting the rest of its moveset: a ground slam, a mid-air falling attack, locomotion, and a set of execution animations on the game's key enemies. We want the power fantasy of turning into the demon to feel earned and visually brutal, so each execution is being hand-animated with impact in mind.
changedGameplay and presentation polishWe're also revising the tank to land more firmly on the "killer machine" side of the silhouette, expect a more aggressive profile, a visible driver in an open cockpit, and heavier wheel design in the next build.
changedCo-op progressCo-op is live in our internal builds, with a working HUD, the two-player save-and-revive flow, and the shared progression systems. We're still polishing it, and a more visible co-op pass will land alongside the upcoming demo.
addedWhat's nextWe're targeting a new demo build in the coming weeks, folding in the new Evolved Demon Player content, the improved death screen, Power Plates, new quest flow, and the ability to save key NPCs on the battlefield. We'll keep sharing progress here as we close in on it.

Two Sides of Hell changes

changedThis week Two Sides of Hell took a big step forward on two fronts: production of audio and game assets (like the opening cinematic) and the completition of the game loop in co-op, so that now we can start expanding the game even more.
changedWe've brought an audio design studio to handle a full audio pass on Two Sides of Hell, original soundtrack additions, enemy and player sound effects, UI feedback, and the score and voiceover for the opening cinematic. This is a significant quality investment, and you'll be hearing the results progressively as the next demo lands.
changedOn the gameplay side, the Evolved Demon Player is getting the rest of its moveset: a ground slam, a mid-air falling attack, locomotion, and a set of execution animations on the game's key enemies. We want the power fantasy of turning into the demon to feel earned and visually brutal, so each execution is being hand-animated with impact in mind.
changedWe're also revising the tank to land more firmly on the "killer machine" side of the silhouette, expect a more aggressive profile, a visible driver in an open cockpit, and heavier wheel design in the next build.
changedCo-op is live in our internal builds, with a working HUD, the two-player save-and-revive flow, and the shared progression systems. We're still polishing it, and a more visible co-op pass will land alongside the upcoming demo.

This week Two Sides of Hell took a big step forward on two fronts: production of audio and game assets (like the opening cinematic) and the completition of the game loop in co-op, so that now we can start expanding the game even more.

A proper opening cinematic

We've started production on the game's opening cutscene. The goal isn't to dump the story onto you, we want you to live it. You'll arrive in the middle of something already going wrong: a sergeant's transmission, glimpses of what happened at the Old Hangar, a descent onto the planet, and a first taste of what you're up against. We're targeting around 30 to 40 seconds of hand-drawn animation, composed with the same visual identity as the rest of the game, and it will double as the game's first real trailer.

Expanded audio production

We've brought an audio design studio to handle a full audio pass on Two Sides of Hell, original soundtrack additions, enemy and player sound effects, UI feedback, and the score and voiceover for the opening cinematic. This is a significant quality investment, and you'll be hearing the results progressively as the next demo lands.

Gameplay and presentation polish

On the gameplay side, the Evolved Demon Player is getting the rest of its moveset: a ground slam, a mid-air falling attack, locomotion, and a set of execution animations on the game's key enemies. We want the power fantasy of turning into the demon to feel earned and visually brutal, so each execution is being hand-animated with impact in mind.

We're also revising the tank to land more firmly on the "killer machine" side of the silhouette, expect a more aggressive profile, a visible driver in an open cockpit, and heavier wheel design in the next build.

Co-op progress

Co-op is live in our internal builds, with a working HUD, the two-player save-and-revive flow, and the shared progression systems. We're still polishing it, and a more visible co-op pass will land alongside the upcoming demo.

What's next

We're targeting a new demo build in the coming weeks, folding in the new Evolved Demon Player content, the improved death screen, Power Plates, new quest flow, and the ability to save key NPCs on the battlefield. We'll keep sharing progress here as we close in on it.

Thanks for following along, here's (literaly) a glimpse of what the NEW demon mode will look like:

Source

Steam News / 21 April 2026

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