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Steam News28 April 20262mo ago

Development Update – Building Toward Beta

Hey everyone, Two Sides of Hell is heading into a major milestone this week: we are preparing for our first beta testing sessions, starting next week. Here's where the build is landing.

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 fixes0 additions6 changes0 removals
  • Compatibility
  • UI and audio
  • Gameplay
changedTwo Sides of Hell is heading into a major milestone this week: we are preparing for our first beta testing sessions , starting next week. Here's where the build is landing.
changedCo-op polishWe are taking a focused pass on co-op feel this week. Camera framing is being stabilized for boss encounters so the screen settles cleanly when targets shift. We are also revisiting how feedback effects like screen shake stack when two players are firing together, the goal is satisfying impact without sensory overload, with options to fine-tune to your monitor. A pause menu is on the way to expose those options properly.
changedThe Evolved Demon Player keeps growingThe Evolved Demon Player is getting another animation pass. The run is being reworked to feel heavier and more grounded. The full set of abilities, from bullet-hell projectile burst, to summons, laser, rock throws, continues to take shape and is almost done, with each ability tied to a specific encounter to give every boss its own visual identity.
changedAudio production is onWe have finalized our partnership with an Audio Design Studio for the game's audio direction, original music, enemy and player SFX, UI, and the score for the opening cinematic. The first wave of audio work will land progressively as the next demo build comes together.
changedA few player-facing fixesVolume settings now persist correctly between sessions, no more starting the game at full blast. Aiming feel got an internal pass too, with weapon spread tuned at the action level so each weapon has a clean, distinct feel.
changedWhat's nextBy the end of this week we will have an end-to-end demo build mirroring the full opening flow, start, single-player run, tutorial, progression, for our first round of beta testing. We will keep sharing progress as we go.

Two Sides of Hell is heading into a major milestone this week: we are preparing for our first beta testing sessions, starting next week. Here's where the build is landing.

Choosing how to play

The demo will give you a clear choice from the main menu: single-player or local co-op. If you and a friend are sharing a couch, plug in a second controller, hop in, and play together. For remote co-op, Steam Remote Play Together has your back. We are testing that flow end-to-end so it works smoothly out of the box.

Co-op polish

We are taking a focused pass on co-op feel this week. Camera framing is being stabilized for boss encounters so the screen settles cleanly when targets shift. We are also revisiting how feedback effects like screen shake stack when two players are firing together, the goal is satisfying impact without sensory overload, with options to fine-tune to your monitor. A pause menu is on the way to expose those options properly.

The Evolved Demon Player keeps growing

The Evolved Demon Player is getting another animation pass. The run is being reworked to feel heavier and more grounded. The full set of abilities, from bullet-hell projectile burst, to summons, laser, rock throws, continues to take shape and is almost done, with each ability tied to a specific encounter to give every boss its own visual identity.

Audio production is on

We have finalized our partnership with an Audio Design Studio for the game's audio direction, original music, enemy and player SFX, UI, and the score for the opening cinematic. The first wave of audio work will land progressively as the next demo build comes together.

A few player-facing fixes

Volume settings now persist correctly between sessions, no more starting the game at full blast. Aiming feel got an internal pass too, with weapon spread tuned at the action level so each weapon has a clean, distinct feel.

What's next

By the end of this week we will have an end-to-end demo build mirroring the full opening flow, start, single-player run, tutorial, progression, for our first round of beta testing. We will keep sharing progress as we go.

Thanks as always for following along.

Source

Steam News / 28 April 2026

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