A few months ago, a group of early playtesters took the first tentative steps into the world of Beneath. You were our pioneers, and your feedback gave us the clarity we needed to push the demo deeper. Today, we want to show you what’s changed and what’s coming as we head into Steam Next Fest on October 13.
What the Playtests Taught Us
The first playtest was stripped down, raw, and experimental - exactly what we needed. From that session, we learned:
Combat needed weight. Weapons worked, but they lacked impact.
The AI wasn’t quite balanced. Enemies needed to stalk smarter, push harder, and punish recklessness. The Omnium soldiers also seemed to have acquired X-ray spex, which gave them the ability to see through walls.
The world needed mood. Early areas hinted at dread, but didn’t yet crush you with the pressure of the depths.
Before and After
Here’s what’s changed since then:

Playtest Build (Before):
Basic combat loop
Early-level lighting pass
Prototype Weapons

Updated Demo (Now):
Weapon Feel Revamped - Guns pack recoil, sound sharper, and demand precision. ADS has been reintroduced to the game, as, we admit it – it just feels better.
Enemy AI Rebuilt - Expect more unpredictable stalking and ambush patterns, along with more realistic behaviour from the soldiers.
Lighting and Atmosphere - Environments now choke with tension, shadows feel alive. The sound design now wraps you in a cloak
Check out the Steam Next Fest Demo here:
A Thank You to the Pioneers
If you were part of our first playtests: thank you. You gave us direction. If you’re joining us for the first time at Next Fest: welcome in. The waters nice, take a dive in if you’re brave enough.
Don’t forget to wishlist Beneath and be there to support us when the Steam Next Fest abyss opens on October 13!
