Better than Dead
Playing now
4−4 vs. yesterday
1.4%of peak
All-time peak
296Playing now
4−4 vs. yesterday
All-time peak
296May 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Update 0.20 is live: Training Range, improved aiming, and bullet penetration Better Than Dead Update 0.20 is live This update adds the first version of the new Training Range . After completing the first level, the Training Range will be unlocked and can be accessed from the main menu. Training Range For now, the Training Range is mainly designed for new players who want to try the aiming system, practice with the pistol, and understand the basic rhythm of Better Than D… | 23663142 | |
| Community | DEV LOG #7 | Current State of Development The Road Ahead for Better Than Dead Hi everyone, I want to give a quick recap of where Better Than Dead is right now, what has changed since the Early Access release, and what comes next. First of all, thank you to everyone who played the game, reported bugs, shared feedback, posted clips, or helped me see BTD more clearly from the player side. Since launch, I have released several updates focu… | — | |
| Game update | Update 0.196: prop collision fixes and technical improvements Update 0.196 is now live. This is a small technical update focused on cleaner prop collision, clearer input recommendations, and general fixes. -Fixed an issue where some physical props could continue blocking player bullets after being shot. -Added clearer in-game messages recommending mouse and keyboard. -Fixed controller stick drift and adjusted experimental controller input for better basic… | — | |
| Game update | Update 0.195: Warehouse level layout improvements, enemy hit feedback and more Improved the warehouse (BLOOD FUNDS THIS) level layout, fixing some areas where players could leave the playable area and correcting some mesh collision issues. Improved enemy hit feedback for certain hit reactions. Updated some old tips and subtitles to better reflect the current state of the game. General bug fixes and collision improvements. Thanks as always for the feedback. Additional note… | — | |
| Game update | Update 0.194: fix for civilians blocking the player, end-of-level bug and more Update 0.194 is now live -Fixed an issue where civilians could block the player in tight spaces. -Fixed an issue where the player could still be damaged or killed after reaching the end-of-level screen. -Added clearer in-game labels for upcoming Early Access features. -Updated a few textures. Thanks as always for the feedback. | — | |
| Game update | Update 0.193: music volume fix, restart option and more This update adds a few requested fixes and options: -Fixed the music volume settings. -Added a Restart Level option to the pause menu. -Added the completed level name to the end-of-level screen. -Added Traditional Chinese localization. Thanks as always for the feedback. | — | |
| Game update | Update 0.192: weapon sight alignment improved Update 0.192 is now live. This update focuses on the weapon sight alignment. I adjusted the weapon position and sight alignment to make aiming and shooting feel more consistent. This was one of the most common points of feedback after release, so I wanted to address it as soon as possible. BTD is still meant to feel physical, raw, and aggressive, but the weapon should now feel clearer and more… | — | |
| Game update | Update 0.191 Update 0.191 is now live. This is a small update focused on a few fixes and improvements: -Added a Discord button to the main menu. -Updated a few textures. -Fixed some issues in the rooftop area of Built on Nothing where players could get stuck. Hopefully that section should now feel smoother to play. Thank you as always for the feedback. | — | |
| Game update | Update 0.19: Faster Restarts and Cleaner Corner Hits Update 0.19 is a small gameplay clarity and flow update. I improved shot collision around corners, edges, and walls. Hits should now feel more precise when shooting near tight geometry. I also reduced the death screen duration by half. Since Better Than Dead is a fast and lethal game where death can happen often, this should help keep the rhythm of the action moving better. Thank you for the fe… | — | |
| Game update | Small Launch Update: How to Survive This update changes the opening screen text to make the basic combat flow clearer for new players.Better Than Dead is not a cover shooter. Sliding triggers bullet time. Use it to rush in, get close, and shoot aggressively at close range.Killing enemies helps you stay alive. Killing civilians makes every mistake more dangerous. Thank you for the day one feedback. I’m reading it carefully and wil… | — | |
| Community | Better Than Dead is out now The Idea I made this game alone around one idea: an FPS that feels different from the usual formula. I wanted to take the speed, violence and close-range fighting of 80s and 90s Hong Kong heroic bloodshed cinema and put it inside something rawer, more physical and more direct. Not a clean military shooter. Not a safe tactical fantasy. Just the camera, the gun, the slide into bullet time, and th… | — | |
| Community | Better Than Dead enters Early Access on May 12 Hello everyone, Better Than Dead enters Early Access on May 12. It feels strange to write that. This game has been in my head, and then on my screen, for a long time. I have worked on it alone, trying to give shape to something very specific. Better Than Dead is not a big game made by a big team. It is a violent, handcrafted game about pressure, revenge, fear, and movement. The first run is alr… | — | |
| Community | DEV LOG #6 | Current State of Development Development Update Hi everyone, I wanted to share a short update on where Better Than Dead is right now, and how its core experience is taking shape. Playtesting Status The first rounds of playtesting have concluded. Over the past weeks, I’ve been reviewing feedback and applying adjustments to the core gameplay. A new round of playtests is currently being prepared. One clear pattern emerged acr… | — | |
| Community | DEV. LOG # 5 | The First Playtest Dev Update October: The First Playtest The last couple of months have been all about development, fixing a ton of bugs, improving performance and optimization, enemy AI, and starting to add polish around the edges: intro sequence, main menu, atmosphere touches, and other details that tie everything together. I also ended up creating a completely new level that wasn’t planned at first, a Hong Ko… | — | |
| Community | Devlog #4... MicroProse Hello everyone, big update today. Better Than Dead now has a publisher... MicroProse. As a long-time PC player, that name takes me back to my first serious games... my first sleepless nights... and my first dogfights. Working with them is an honor. Nothing changes on my side — I keep building, same pace, same direction. But their experience and support will surely help the game’s development. I… | — | |
| Community | DEV. LOG # 3 | Update 0.4 Alpha Hi everyone! 🎉 I've made a significant change to the main character—upgrading to a full-body MetaHuman! I believe this greatly enhances the character's presence and overall immersion in the game. Previously, the character was just the classic floating arms, which always felt a bit off to me (even if it wasn't super noticeable). Now, with the new full-body model, I've also added: Improved IK an… | — | |
| Community | DEV. LOG # 2 | Update 0.20 Pre-Alpha Hello everyone, Excited to share some major updates I've made with "Better Than Dead" ... I've been diving deep into a new AI , leveraging UE5's Environmental Query System (EQS) for enemies. This means our adversaries are now more cunning, utilizing the environment for cover and executing smarter maneuvers, fundamentally elevating the tactical depth of combat. In addition to refining enemy AI,… | — | |
| Community | DEV. LOG # 1 | Update 0.18 Pre-Alpha Welcome to the inaugural development update for Better Than Dead (BTD). Why no HUD? For realism. Every fight is raw without a HUD. It's tough, but that's the point. Why bodycam? It's my second game with a bodycam effect, I love it when a game makes you feel inside, and a virtual camera that simulates a real one has always had that effect on me. Plus, I came up with a cool and plausible story th… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.