Stay Dead news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3856830
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperAnimagic Studios
- PublisherAnimagic Studios
- Parent gameNot available
Genres: Action, Adventure, Indie
Company pages: Developer: Animagic StudiosPublisher: Animagic Studios
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Stay Dead Steam news
Stay Dead news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Devlog 9 – The Polish Pass - 6 October 2026
📣 About this DevlogWhen people hear “game polish,” it’s easy to imagine the fun stuff. Better art. Precise lighting. Juicy little particle effects. Maybe some screen shake if we’re feeling dangerous.And sure, sometimes it is about making things prettier.But a lot of game polish is much less glamorous. It’s figuring out why a player walked straight past the thing you were sure they’d interact with. Or why a perfectly functional laser doesn’t quite feel like something you should be afraid of yet.Our dev team likes to compare polishing a game to decorating a cake.First, you need the cake itself: the mechanics, systems, level design, and all the stuff underneath that makes the game actually work.Then come the layers. Animation. Sound. Lighting. VFX. Art. Feedback.Slowly, the greybox starts disappearing and something that actually looks – and feels — like Stay Dead begins to emerge.So this…
- Devlog 8 – Infecting a community - 31 August 2026
📣About this DevlogThis devlog is a little different.While the developers work on some very important, very unglamorous backend systems, Niko is taking us behind another part of building Stay Dead: our indie game community.From a chance encounter at GDC and a suspiciously effective prize wheel to detailed playtests and narrating these very devlogs, this is the story of how one player slowly became part of the rebellion.📺 What You’ll See in the VideoHow Niko first discovered Stay Dead at GDCThe extremely sophisticated recruitment strategy involving free pinsWhy seeing the messy side of game development kept him aroundHow playtesting turned into actively trying to break the gameWhat it’s like becoming part of an indie game community while the game is still being built
- Devlog July 2026 – Rebuilding the Boss Fight - 10 August 2026
📢 About this DevlogThe first boss fight is one of the biggest moments in our current demo, so naturally… we rebuilt a good chunk of it.One of the biggest lessons from playtesting was that this encounter shouldn’t be about button mashing. It’s about learning the room. Every attack teaches you something. Every mechanic builds on the last. Once the pieces click into place, what first looked like chaos starts to make sense.Every redesign came back to the same goal: make the encounter clearer, smarter, and ultimately, more fun to play.📺 What You’ll See in the VideoWhy the first boss fight was rebuilt from the ground up.How community playtests helped improve the camera and encounter readability.Why the team chose to handle much of the boss logic directly through code.How gameplay and narrative now work together to create a stronger payoff.A behind-the-scenes look at game development (includ…
- Devlog June 2026 – Building the Gameplay Loop - 29 June 2026
📣 About this DevlogWith our first playable demo behind us, we entered a new stage of development. Instead of adding more mechanics, we focused on refining the gameplay loop through better level design, smarter encounters, and systems that teach players naturally as they explore.📺What You’ll See in the VideoHow we’re designing encounters around a single mechanicWhy the “Mario Formula” changed the way we build levelsThe surprising amount of physics behind our Pinball BotHow story and characters are making the game feel alive againOur latest community playtest in action
- Devlog May 2026 – Building the Bite - 9 June 2026
📣 About this DevlogEver wondered what happens when you throw five passionate, (and slightly overworked) game developers into a game jam? Consider this month’s devlog our official case study.Earlier this year, we hit a point where progress started feeling slower even though everyone was working nonstop. We had combat ideas, prototypes, systems, experiments, and a whole pile of mechanics, but nothing fully clicking together yet. So we stripped things back and focused on one thing: the bite. What followed was a month of rebuilding systems, replayable rooms, accidental bugs, emergency fixes, late-night playtests, and the kind of chaotic energy that somehow reminds you why you love making games in the first place. Somewhere between emergency fixes and “okay just one more run,” the demo finally found its pulse, and that gave the whole team a massive second wind. 📺 What You’ll See in the Vid…
- El Luchador Enters the Ring! - 29 April 2026
The Story — Where He Came FromThe Luchador actually started with a pretty practical problem.Early on, while the team was building out Porto Morto, we realized we needed a space where players could experiment: test combos, learn mechanics, and figure out how to not immediately get wrecked by CureBots. A classic “tutorial room”… but in our world, nothing gets to stay classic for long.A new environment opened the door for a new NPC. Someone who wouldn’t just teach you how to fight, but make it feel like fun. During a team brainstorm, someone said the magic words: “What if he’s a luchador?” Half the team being from Mexico probably had something to do with how fast that idea stuck.If you’ve ever been to a lucha match in Mexico City, you know—it’s not just wrestling. It’s performance. It’s chaos. It’s theatre! It’s grown men in masks throwing themselves off ropes like they’re immune to knee a…
- Devlog February 2026 – One Room. Four Theories. - 6 March 2026
Remember last month when we said we were going all-in on fixing the Bite mechanic?Instead, we deleted half the scaffolding and went back to prototyping in a blank room. 😅It wasn’t a big dramatic decision, we just realized we were still building on top of ideas we hadn’t fully validated. So we went back to basic shapes and movements.And then we did something new for us, we split up! Instead of trying to agree on what game should focus on, each game dev built their own version of what they thought might actually be fun. This month’s devlog is basically what happened when we stopped trying to be aligned… and just started testing our assumptions properly.What You’ll See in This Month’s VideoEmilio rebuilding movement from the ground up.Victor experimenting with formations and group identity.Dave rethinking enemies.Pedro stress-testing combat timing How we reviewed everything at the end of…
- Devlog January 2026: Biting Back to the Core - 11 February 2026
📣 Real Talk from the Dev TeamWe spent months rebuilding Stay Dead, and now we’re digging into the mechanic that might carry the whole game: the Bite.This devlog is not about finished features. It’s a peek into our design process: the systems we scrapped, the sandbox we built, and the weird experiments we’re running to make the Bite feel like more than just a zombie trope.What You’ll See in the Video:Why we scrapped our first Bite designsThe “aha” moment that changed everythingWhat we learned by biting everything in the gameA raw look at our prototyping process💚 Thanks for WatchingWe’re deep in R&D right now, but this is the most excited we’ve felt in months. If you’ve got thoughts on the Bite, join us on Discord and help shape what happens next.
- Devlog 6: Ready for 2026 - 14 January 2026
📣 Real Talk from the Dev TeamThis isn’t a polished marketing recap. It’s the real story of a small indie team learning, pivoting, and starting over…more than once. If you’re into game dev, roguelikes, or just like watching things blow up (creatively), give it a watch. What you’ll see:Why our GDC and PAX demos didn’t quite hitHow Pedro & Victor reshaped the whole gameWhat we rebuilt from scratchWhat “the spark” means to us, and how we’re chasing itA behind-the-scenes look at the real, messy, and honest process of building Stay Dead💛 Thanks for Sticking With UsIf you’ve made it this far, thank you. Stay Dead is growing, shifting, breaking, and rebuilding in real time, and we’re grateful you’re here for the messy middle of it all. We promise there’s much more coming; more behind‑the‑scenes looks, more real progress, more chances to shape this game with us, and more opportunities to be pa…
- Playtest Giveaway! - 11 November 2025
Coded message from the Rebellion!The Stay Dead Playtest is almost here, and the Resistance needs recruits. C.A.R.E. Thinks they can control us, but they’re wrong. It’s time to rise, spread the word, and prove you’re not one of them.We’re giving a few brave zombies early access to the upcoming Stay Dead Closed Playtest, plus some exclusive rewards for those who help spread the cause.🎮 5 Winners: Playtest Access + $20 Steam Gift Card💀 1 Lucky Rebel: A custom zombie avatar created just for youJoin the giveaway, complete the tasks, and claim your place among the undead: 👉 https://gleam.io/EJ1Bt/stay-dead-playtest-giveawayThe rebellion begins on November 11, 1 PM CST and runs until November 27, 1 PM CST.Don’t wait. C.A.R.E. is watching.
- Our favorite Indie Games of 2025! - 3 November 2025
2025 has been packed with creepy, clever, and totally unhinged indie games, and we’ve been paying close attention. We’re constantly researching what’s out there, what creeps, clicks, and claws its way into players’ brains. Lately, a few of our marketing collaborators (the ones with Steam wishlists longer than their lifespans) have been diving into the weirder corners of horror gaming.So here it is: their personal favorites from 2025. Just a few genuinely great games that deserve more bites.Crow CountryWe loved the atmospheric throwback to the classics in Crow Country, taking us all the way back to the PlayStation 1 era and hard jewel cases that cut your fingers when cracked from overuse.Crow Country surprised us in almost every way possible, and we definitely recommend it. It gave us a bright idea for a cool, creepy theme park in Stay Dead... maybe.No, I'm not a humanDuring the horrors…
- Stagger & Strategy, Sharpening Our Action Combat Game - 16 October 2025
🧠 New Systems, New SmartsWe’ve been rebuilding core gameplay with a focus on clarity and depth.That means not just adding new features but sharpening the ones that are already in place.⚖️ Character Stat BalancingWe defined and tuned base stats for each playable family member's health, stamina, and damage to reflect their personality & playstyle. This gives each character a clearer role in your strategy.💥 Stagger & Stun MechanicsWe added two new core combat stats:Stagger: Briefly interrupts an enemy’s action.Stun: Freezes them longer, giving you a clean window to react or punish.These mechanics help differentiate attacks and give players more tactical control mid-fight.⏸ Freeze Frame (Hit Stop) SystemImpact now feels really impactful. Freeze frames, small pauses on hit, give attacks more weight and help players feel the rhythm of combat. We’re fine-tuning duration per character, per mo…
- The Zombie Rebellion Is Recruiting - 8 October 2025
If this is on your screen, it means our busted antennas finally worked.You’d think sending a message would be easy: WiFi, upload, done. But out here in the tiny island of Porto Morto, every signal is stitched together with bubblegum and bat spit.For those who don’t know already, C.A.R.E. hasn’t just invaded our home and started force-curing us, they’re scrambling our signals and blasting their own. You’ve probably seen their latest tone-deaf ad about how their “cure” will fix us big bad zombies. If not, watch below. (Warning: side effects include rage and uncontrollable eye-rolling.)Pretty messed up, right? But what they don’t know is we’ve already started biting back, and the resistance has teeth.The Bite BreakthroughWe discovered it by accident. One night at the trailer park potluck, everyone was roasting crats (half rat, half cockroach, all delicious if you don’t think too hard) when…
- Director’s Insights: From Animation to Gaming - 24 September 2025
Navigating New HorizonsIn the world of creative media, where various forms overlap and interact, the story of Animagic Interactive is one of subtle yet significant change. Jordi Ayguasenosa and David Calderón, the directors guiding this shift, have opened up about their journey from running an animation studio to entering the video game industry with their first game, Stay Dead.The Genesis of a Gaming VentureWhy Games? What inspired the shift from animation to game development at Animagic Interactive?The shift from animation to game development was sparked by a blend of passion and opportunity. David explains:“Our journey into games started quite organically. We initially offered our creative services to other companies and had the opportunity to work with Discord, developing some of the games in their Activities platform. From concept art to game-ready graphics and animations, the work…
- Looking back: 1 Year of Development: Stay Dead’s Journey - 19 September 2025
Back on April 14, we marked Stay Dead’s first year of development. Despite being a small group, passion, creativity, and hard work brought something truly unique to the gaming world. Looking back at that moment now, it captured not only how far the team had come in 12 short months, but also the spark that set this whole project in motion. And yes, one of the key developers was only 17 years old.The Spark That Ignited the Fire Animagic had primarily focused on animation for years, developing short films and creative ads. Their transition into game development came naturally, merging talents to create something interactive where players became protagonists. Confidence grew after developing three small games with Discord, which pushed the team to experiment further. Creativity took over, and the project took shape.“The concept of merging talents to create an interactive format that turns p…
- Combat, Chaos & Camera Work - 15 September 2025
The world of Porto Morto is coming to life, one scream, slam, and syringe at a time. Over the past few weeks, the Stay Dead team has been bringing systems, visuals, and chaos into sharper focus. Combat is punchier, characters are more expressive, and the environment is starting to feel like the strange little zombie paradise we always imagined. With our core systems implemented and polished, the Rottington family is finally fighting back:Stu, our all-around brawler, now features fully animated light/heavy attacks, combos, and a brutal special move once his energy bar peaks.Hades brings bone-snapping flair with exaggerated animations and a combat system that’s all about impact.Blair, the latest to join the family, is a long-range specialist. Her mic-staff extends like a spear, and she uses a rocker scream-based combat to stun enemies with her voice.Each character now plays with a distinc…
- Developing The Art Style of Stay Dead - 10 September 2025
The Art Development of Stay DeadToday, we’re diving into the colorful world of “Stay Dead,” offering a behind-the-scenes look at the magic our Art Team is creating, bringing our fresh take on a zombie video game. From the charming undead family to the eccentrically beautiful Porto Morto Island, this small but mighty team has been redefining what a zombie video game can be. It’s not just about making things look cool; it’s about pouring soul, passion, and a bit of undead humor into every pixel.Dreaming Up a Zombie World:1. How did you come up with the look for "Stay Dead"? Did other kinds of art inspire you?When asked about the inspiration behind “Stay Dead,” Alfredo Barajas, our Art Director, shared, “We knew we wanted a world where zombies were content with their existence. There wasn’t a specific artwork that influenced us; rather, we started with the traditional zombie behavior and a…
- Because We C.A.R.E.: A Clarifying Statement About Our Recent Educational Video - 2 September 2025
At C.A.R.E., we believe in transparency, transformation, and-above all else-you. That’s why we wanted to take a moment to address a few common misinterpretations surrounding our recent infomercial-style educational outreach asset featuring the NZ-1 vaccine.This one, right here, in case you didn't see it. You should! It's really cool, promise. Dearest citizens of humanity, and… those with pre-existing undead conditions.We understand that our recent educational media asset may have rubbed some viewers the wrong way. Some even called it “a war crime in pastel.” And while we appreciate the passion behind these responses, we see this as a beautiful opportunity to set the record straight.Let us be clear: this video was never intended to “brainwash,” “mock,” or “aggressively rebrand” the undead population.It was simply meant to uplift, inform, and convert-er, comfort-our diverse community of p…
- Meet the Heartwarming Characters of “Stay Dead” - 28 August 2025
Meet the Zombie Family of "Stay Dead"Today, we’re giving you a sneak peek into the lives of the lovable zombie family that’s redefining family goals in the afterlife. The stars of Animagic Interactive’s “Stay Dead” live in Porto Morto, a zombie paradise where the grass is greener on the undead side. Want to learn more about their hilarious personalities? Keep reading!Stu: The Inventive DadThe epitome of dad goals – if your goals include a mix of dad jokes and eccentric experiments. Stu is the heart and soul of the family, always ready with a tool on his belt and a project in his mind. His inventive spirit and clueless yet lovable demeanor make every day an adventure. Stu’s knack for creating and fixing (or at least attempting to) is infectious, guaranteeing laughter and inspiration for all around him.Gory-Ann: The Creative SoulHer mission in life (and the afterlife) is to infuse the wor…
- Devlog - Building the Combat System in Unity - 20 August 2025
Punchlines and Protocols: Building the Combat System in UnityIt’s been a monster of a month, figuratively and literally.We’ve reached that beautiful, terrifying moment in development where every system connects. Suddenly, your game starts talking back to you. Like, talking. With punches, combo chains, camera shakes, and a boss AI that now throws syringes at your head.The Combat System in Unity Just Got RealOur team has been sketching, testing, and refining the combat system in Unity for weeks. At last, it’s starting to bite back.Each playable character is now equipped with light and heavy attacks, combo chains, and special abilities that trigger once their energy bar fills. Stu, our favorite undead underdog, was the first to receive animated moves. These are already implemented and feel satisfyingly crunchy in motion.Better yet, we’ve introduced family recovery mechanics. If a family me…
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