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Outcore: Desktop Adventure · Community Announcements · May 19, 2026

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An introduction subtitle that warmly welcomes the reader

Hello everyone! It's time for your quarterly proctological inspection Outcore/Dead Watch update! YAY

A subtitle about how I took Outcore's final boss behind a barn and beat it to death with the nerf bat. And then I spit on it too

One common complaint I often read about Outcore is that its final boss is too difficult. This is due to the final boss sequence being the only one that can't be skipped; it has multiple phases that are vastly different from each other, each having its own custom controls, and requires a relatively quick response time.

Getting the difficulty of a boss to feel right requires a delicate balance. I want the final boss battle to be an epic spectacle that will feel like a rewarding conclusion, but I don't want players to drop the game right at the end because they can't defeat it.

Challenge was never the main appeal of Outcore, which is why I'm ok with leaning toward making the final boss a bit easier. These minor nerfs should hopefully help players finish the game without taking away from the fun for the more experienced gamers.

Changes:

Firewall phase

Core of your computer phase

A subtitle with patch notes about Korean being added to Dead Watch's demo

A subtitle about the progress of Dead Watch's chapter 2

A significant amount of time was poured into writing Chapter 2's story details and mystery. It took a while, but I'm happy to say that it's done and I'm already working on implementing chapter 2

Some cutscenes have been implemented, such as this one, which you get before you start exploring the new area

I've also been working on the area where most of Chapter 2 takes place. Please note that right now the level design is still in an early phase and has a lot of placeholder geometry.

Chapter 2 will be loops long and will likely be larger than Chapter 1 (the demo). It will be similar but also quite different from what you've played in the castle. Some players complained the demo didn't have enough puzzles, so I made sure to add proper logic puzzles to chapter 2.

Can't wait for everyone to try it out!

A subtitle about what's coming next

I expect to finish the chapter's content by the end of June. After that, internal playtesting will begin. Hopefully I'll finish polishing, bug fixing and addressing playtesters' feedback by the end of July. After that I'll start working on Chapter 3, which will be the last large chapter.

After chapter 3 I'll have 3 smaller chapters to work on, and then the game will be complete. I'm currently aiming to release the game in early 2027

Hopefully I'll be able to stick to the deadlines and show you some more cool stuff on the next public update.

A subtitle you see before I try to brainwash you to financially support Dead Watch's development via Patreon

Did you know the main source of funding for this game is my bank account's savings? And let me tell you, making a game full-time ain't cheap.

That's why there's a Patreon page for Dead Watch, which lets you support the game's development while getting rewards for it (and also pictures of my cats). Check it out ːsteamhappyː

A subtitle where I give credit to the active Patrons who are financially supporting Dead Watch

Hazy S, RGU, Mafoo343, Jatoh Kira, Sobol14, Khangaskhan, MiningNatureYT, Kate Kiesel, Zerukin, John M, DaVince, Crabeleton, FatCat, Aki, Ramifrix, Lucianne Weekend, Monsieur Miro, Infinity868, MartinX, Yaron L., Kiett, Ryan Smith, KomaDemon, Doktor Peace, BariPhonic, Axel Solis, goon life, Wayfaring Shantyman, Richard Young, Markos, Jbabeb, Allen McCumber, Y4NITE, St4nD

A subtitle where I tell you about more ways to follow Dead Watch

[dynamiclink href="https://store.steampowered.com/app/3464670/Dead_Watch/"]

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