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Retrospelsmässan 2026
We showcased DieAgain:TZA at Retrospelsmässan in Gothenburg on May 31st! It was a great event gathering retro videogame fans, the turn up was great and boy were we busy at the DieAgain booth! Thanks to Alexia and Johannes for helping out! We basically had players trying the game non stop from 10am when the doors opened till way past the 17:00 closing time! No one gave up playing before they either died or won (and quite a few managed to, someone even won on hard!) and we got
Jean-Marc Fueri
Jun 81 min read


Jean-Marc Fueri
Mar 211 min read


DIE AGAIN: Behind the Scenes
The part of Die Again we are most excited about is something the player should not notice directly, but should feel in the quality of the experience. We are planning a data-driven balancing and testing layer using: • quantitative modeling • simulation • Reinforcement Learning • Imitation Learning • UE5 Learning Agents In practical terms, this layer would help us with: 1. Difficulty and pacing tuning Use quantitative / stochastic methods to understand how: • spawn rates • enem
Jean-Marc Fueri
Mar 101 min read


Unleashing the Chaos: DIE AGAIN Gameplay Insights
DIE AGAIN is not just another game; it’s an experience that challenges players to navigate a world filled with chaos and unpredictability. With its unique mechanics and immersive storytelling, it has captured the attention of gamers everywhere. In this blog post, we will explore the gameplay insights that make DIE AGAIN a standout title, providing you with practical tips and strategies to enhance your gaming experience. The base zombies are in numbers but the taller "Tank" zo
Jean-Marc Fueri
Mar 104 min read


RoadMap
A deserted urban street filled with zombies, showcasing the chaos of a zombie apocalypse. 12-Month Roadmap to Early Access Phase 1 — Core Combat and Feel (Months 1–3) • improve pacing and escalation • strengthen combat payoff and feedback • refine targeting / control feel • improve readability and onboarding • tighten the pressure-to-power loop Phase 2 — Content Expansion (Months 2–6) • design and build 3–5 additional levels with distinct environments, enemy mixes, and layout
Jean-Marc Fueri
Mar 101 min read
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