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 focused on bug fixes, collision fixes, balancing, aiming improvements, gamepad input, options, map adjustments, and general polish.
The goal has always been the same:
make Better Than Dead sharper, fairer, and closer to the game I want it to become.
Every update is shaped by player feedback, and that will continue during Early Access.
The next public update adds a new Training Range level.
This is an optional space where new players can learn and test the core mechanics before jumping into the main missions.
Update 0.20 also includes:
Bullet penetration for selected materials
Improved aiming behavior under pressure Bullet penetration
Training Range level
The aiming system is being tuned to make combat feel more readable and consistent, while keeping the pressure and intensity that define BTD. Update 0.20 is currently being tested privately on Discord before the public release.
Anyone who wants to help test the build and give feedback is welcome to join the Discord and take part.
The next major step is reworking the Warehouse section into two separate missions.
This will not be a simple split of the current level.
One mission will focus on the inside of the Warehouse, keeping the office section but making the previous part more dynamic, tighter, and more focused.
The other mission will be a new section built around its own pacing, structure, and identity.
The goal is to make this part of the game much more in line with the core of BTD:
fast violence, close-range pressure, clear objectives, and no wasted space.
After that, I plan to work on one of the most requested features:
Level Select.
This makes a lot of sense for BTD, because the game is built around short, intense missions that players may want to replay, test, and improve.
I think this will make the game easier to revisit, easier to test, and stronger during Early Access.
There are more things planned after that, but I will talk about the next bigger steps when the time is right.
For now, the priority is simple:
make the existing game stronger first, then expand it.
Thank you again to everyone playing, testing, reporting issues, and helping me shape the game.
MonteGallo