
A brutal bodycam revenge FPS set in Hong Kong. Slide into bullet time, fight up close, learn each environment's rhythm, and turn every run into a faster, bloodier revenge scene.
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About
A brutal FPS. One girl. One gun. One recording.
They broke into her life.
They filmed her. They destroyed her.
Now she's back - and she's filming them.
Better Than Dead is a brutal first-person shooter set in the depths of photorealistic Hong Kong.
You play as a survivor who’s done running. She’s got a pistol, a bodycam, and a kill list.
Every level is a raid. And every raid has a rhythm.
You'll die. You'll learn. You'll come back faster - until every run feels like the revenge scene it was meant to be.
Bodycam revenge shooter – Film every step. Every shot. Every death. No mercy.
Learn, adapt, dominate - Each room has a rhythm. Die, read the layout, and come back harder. Every run is faster than the last.
Photorealistic Hong Kong – Fight your way through iconic action-movie settings: neon-lit restaurants, seedy nightclubs, back alleys, rooftop dens.
Raw, aggressive gunplay - Slide into bullet time. Move fast. Hit harder.
Cinematic action style – Inspired by classic Hong Kong action films from the ’80s and ’90s.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Korean, Traditional Chinese
Engagement
Reviews
Themes across 343 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love killing sex trafficers
Brutal revenge raw realistic game ! I'm in love.
kinda butt at the moment, blood decals are bad, npcs get flung when you shoot them, you literally have ONE gun, also innocents dont die they just lay on the floor and start twitching again after like 10 seconds even after a headshot. i like the story though. maybe could be another cyberpunk 2077 situation
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Hours played at review time, across 345 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wow. This game blends Hot Line Miami with NeckBreak (which also has some Hotline Miami tones). It's important to read and comprehend the directions. It is not a typical shooter. Surprise foe when possible and - most importantly - close distance with the bullet time slide and gun fire. Tactful gun handling is hard but fair.
4-Promille-Simulator
Great concept, controls and precision aren't good enough to enjoy. engagements feel like RNG, you just have to keep trying until shots land.
Like an FPS Hotline Miami but with more justified violence.
too (Early Access Game), very good game! its very realistic and a fantastic tactical shooter. i like the freedom to shoot anyone i want, need more guns or optic. Still a little rough around the edges and definitely in need of more polish, but it's a genuinely enjoyable experience. With a few more improvements, it could be something truly special. A rough diamond. 9/10
[b]Short version[/b] + Visuals + Menu/options + Idea + Vibe - Lack of tight controls to support the intended gameplay - Weird design decisions It delivers what it promises, but it is highly frustrating for most of the time. [b]Long version[/b] The visuals are great, the bodycam feel and the Hong Kong aesthetics are spot on. The character models are a bit goofy at times, but for the most part it's all great. There was one single instance where a character I was supposed to save was so far in the dark shadows that I looped around the level three times before finding them, but otherwise most of the levels feel fairly organic to navigate. One specific level is so dark that you pretty much just have to follow the muzzle flashes. Thankfully it's not very long. There are a lot of options to tweak so that's nice as well. The default FOV made me barf, but they generously allow you to push it way up. The idea of a vulnerable character that needs the violence of action in order to take down their enemies is totally fine. There is clearly a wrong and a right way to play this game. Slow and careful gets you killed. Fast and violent brings success. Now here's where the problems come in for me. Even if playing very aggressively, there are seemingly random elements that kill your runs. I'll try and list them in order of severity and explain. For context whenever the character runs and slides, they enter a bullet time, during which your aim improves drastically and you are near invulnerable, this is the key they want you to use to succeed. [list] [*]Aim without bullet time is awful, this is okay for the most part, but can end in magdumping someone next to you and ending up with that Pulp Fiction scene. [*]Aim while sliding is greatly improved, but still not reliable, so there may be instances where you are suddenly sliding into two or three enemies and end up with two of them shrugging everything off and killing you. This can mostly be avoided by "picking your battles" and using the slide from enemy or a pair of them to the next. [*]Getting stuck behind level geometry. This kills your sprint, which kills your slide, which kills you. This should absolutely not be a thing. [*]The inconsistent enemy health. In addition to the unreliable aim, some enemies drop from one shot, some drop from five and then get back up and tank five more. Now don't get me wrong I am not opposed to some variety in the damage model, but if I magdump some dude twice and he gets up behind me and pops me in the head, I am slightly frustrated. This is not a very common issue, but there are usually one or two terminators per level. [*]Being "heavily wounded" brings you to a wounded state where you are unable to slide and your aim is even worse. While this can be mended by killing an enemy or waiting for like 5 seconds, a lot of the time it's just a "well it's over" status. Now I kind of see what they were trying to do with this as being a "second chance", but not letting you slide or shoot straight is the absolute antithesis to the intended flow of the game. The cycle should be (Kill) -> (Get hurt) -> (Kill) but ends up being (Kill) -> (Get hurt) -> (Die). [*]A lot of the time either the sprint and slide or even reload buttons don't respond. This is an awful thing to happen in a game where it's all about quick actions. I'm not sure if the sprinting ties back to the level geometry thing or some stance state stuff, but it's bad. Not triggering the reload also leaves you super vulnerable. [/list] While the aim and wounded stuff can be chalked up to "skill issue" (though it's not, exactly the same route for successful runs gave me the best score once I finally got it), the geometry and input registration things should 100% be polished for the game to go from frustrating to amazing. To top it all off there are also a few levels that love spawning enemies right behind you which is always "fun". I get that the developers are going for that "Hotline Miami" or "Superhot" style trial and error gameplay with short levels, but usually it just gets frustrating when you manage to fight through the unreliable controls and then get shot from a place you cleared not two seconds earlier. New Game+ could give you a machine pistol or a sub-machinegun to mess around with. Otherwise currently going back to some of the levels doesn't feel that fun. Got enough out of it currently in the two hours of gameplay that I'll probably give it another go when it's actually released. A very slight thumbs up. The idea and most of the execution is great. Just needs some rethinking and polishing.
this game made me violently ill dizziness fatigue vomiting
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