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No Dodging, Just Brawling! 'Fools Who Don't Die' Demo to Improve Attack Hit Detection

Hiroyuki Kobayashi, producer of "Fool's Immortal," and director Eiichiro Sasaki recently introduced the game's combat design and confirmed that an update patch for the demo will be released soon. The development team will not include a traditional lock-on system; instead, they are improving the control experience for melee attacks and aerial combat by adjusting attack guidance and hit detection.

不闪不躲正面互殴!《愚者不灭》体验版将改善攻击命中

This new single-player action RPG is published by SEGA and developed by GPTRACK50, scheduled for release on PS5 and Steam on October 22, 2026. It is also GPTRACK50's debut title. Hiroyuki Kobayashi, who previously worked on series such as "Resident Evil," "Devil May Cry," and "Sengoku BASARA," now serves as the representative of the studio.

The story follows David, a weak zombie who falls in love with Julia, a human woman who froze to death, after monsters rebelled and caused the world to collapse. To revive her, David must delve into the dungeon and defeat the "KOM (King of Monsters)" lurking at its deepest level. "Style Devouring" allows players to eat enemies and steal their abilities, "Body Hack" enables modification of the character's body, and "EXP Boost" facilitates rapid growth during exploration.

Eiichiro Sasaki stated that the combat aims for a feeling similar to Denji from "Chainsaw Man," charging in to brawl without assuming a defensive stance. Although players can perform a "Fool's Parry," each parry still costs health, so the basic loop involves continuously attacking, parrying enemies, and then devouring them to recover health when it runs low.

Addressing player feedback about the lack of a lock-on feature in the demo, the developers explained that deep within the dungeons, enemies swarm from multiple directions, and locking onto a single target could actually slow down target switching. While a lock-on function might seem more advantageous given the fewer enemies in the demo, the team decided to stick with the original design, resolving hit issues by enhancing the guidance and detection of normal attacks. The "Harpy," a flying enemy that was difficult to handle in the early stages, will also be easier to knock into the air.

不闪不躲正面互殴!《愚者不灭》体验版将改善攻击命中

The game also offers various equipment to lower the skill barrier. Homing missiles automatically pursue aerial enemies, shields can repel incoming targets while maintaining stance, and some automatic skills deploy caltrops or drop ice spikes to freeze surrounding enemies after the character falls. Players can also use the "Snow Elf" Style to freeze targets before dealing damage with heavy weapons that have longer attack intervals.

The "Go Nuts" mode in the options menu can be toggled on or off at any time, significantly reducing action difficulty when enabled. Enemy configurations in the dungeon change with each run, and stolen Styles expire after three floors; a single exploration takes about 20 to 30 minutes to reach the boss, with an estimated main story completion time of 20 to 30 hours.

Hiroyuki Kobayashi confirmed that the main game is currently complete. Cosmetic DLCs and minor bug-fix updates are tentatively scheduled for launch day, with no plans for major DLCs at this stage; the demo's control patch will be released in the near future.