INSTRUCTION BOOKLET
DON'T DIE
A BETIS
A type 1 beat 'em up
Please read first
Thank you for choosing Don't Die a Betis. Please read this booklet before you play, then keep it somewhere safe, next to the glucose tabs.
WARNING
This game is not a medical device. Its blood sugar, insulin and carb numbers are simplified and tuned for play. Never use them to decide a real dose. Ask your own diabetes team.
UNITS
Blood sugar shows in mmol/L, as Canadian meters show it. To switch to mg/dL, press Units on the main screen or in the kit. This booklet gives both.
Taking care of your game
Do not leave your game in a hot car, the same as your insulin. Do not let a magpie near it. If the game stops working, try turning it off and on again. If that fails, fill out a Special Authorization form and wait 6 to 8 weeks.
The story so far
You are Marty. It is 7:00 a.m. in Inglewood, Calgary, and it is an ordinary morning: check your blood sugar, eat breakfast, take the insulin for it. You have had type 1 for years. You could do it in your sleep.
Then you go to work downtown, like any other day. At 3:00 that night a diabetic asteroid flies past the Earth and wakes you. Watch the news before you go out.
Most people without diabetes do not survive it. The survivors are starting to develop it. Everyone who already had diabetes, you included, is now super-human. Your punches are powers, and SPIN still costs blood sugar.
Your goal
Pop star Rick Wings has a shard of the asteroid in his skull and wants the other four. Get them first. Keep your blood sugar in range, and find a washroom before it is too late.
First steps
You start at home, beside the bed. Read the note on the fridge, then sit at the table for breakfast and count its carbs. Drag the stick to walk, or tap anywhere and you walk there. On a computer, walk with the arrow keys or WASD.
Controls: in a fight
The game works with a keyboard and mouse, a touch screen, or a controller.
| Action | Keyboard | Touch | Pad |
| Move | WASD or arrows | Drag in the bottom left | Stick or d-pad |
| Hit | E or left click | HIT | South |
| Jump | Space | JUMP | West |
| Spin attack | Q or right click | SPIN | East |
| Open the kit | Tab | KIT | Select |
| Quick sugar | Hold Tab | Hold KIT | Hold Select |
| Finger check | F | Tap the reading | North |
| Pause | Esc or P | | Start |
| Hide key hints | H | | Click left stick |
South, West, East and North are the four face buttons: on an Xbox pad A, X, B and Y; on a PlayStation pad cross, square, circle and triangle.
HINTOn a phone, the buttons sit below the street, so your thumbs never cover an enemy.
Controls: on the map
Between fights you walk a map of Calgary, seen from above.
| Action | Keyboard | Pad |
| Walk | WASD or arrows | Stick or d-pad |
| Run | Hold Shift | Hold East |
| Talk, read, pick | Space or E | South |
| Whole line, faster text | Tap, hold Space | Tap, hold South |
| Back | Shift or Q | East |
| Start menu | Esc or Enter | Start |
| Kit | Tab | Select |
| Finger check | F | North |
On a phone or tablet, the stick and buttons are always on screen. Tap where you want to go and you walk there, or use the stick. Tap RUN to run and again to walk; running lowers blood sugar faster. KIT opens the kit. Tap the blood sugar reading for a finger check.
The start menu
PARTY shows your Diabuddies and who fights beside you. KIT opens your medical kit. STATS shows your level and stats. SAVE saves to one of three files. CLOSE closes it. Under the menu are your level and experience ("LV 3, XP 52/90"), your money and, after the asteroid, the shards you hold ("SHARDS 2/5").
Reading the screen
The strip across the top of the screen shows, from left to right:
| Blood sugar | The result of your last finger check. After an hour on the clock it turns grey and shows its age, such as "62m ago". While food or insulin is still working, it turns grey after half an hour, because your sugar may be moving fast. With a CGM it reads live, with a trend arrow. While you run on the map, an orange RUN and a down arrow beside it warn that running lowers your sugar more than three times as fast as walking. |
| Clock | The time of day. Two game minutes pass every real second. |
| Health | Drops when you are hit, while you are low, and after an hour over 15. |
| Bladder | Fills over time, and much faster when you are high. |
| Strips | Test strips left. Each finger check uses one. You start with a box of 50. |
| Insulin | Beside the strips: meal insulin given and not yet working. |
Under the strip, beside the KIT button, two boxes show your weapon and passive item. A bar along the bottom of each shows the uses left.
The enemy you hit last shows its name and health. Short tips appear on a paper strip under the top bar. Tap it to skip to the next tip.
HINTWatch the colours of the whole screen. Cold and pale means you are low. Warm and oversaturated means you are high. You can tell how you are doing without a finger check.
Blood sugar
Only hits, lows and long highs cost health. A low costs 10 health every 10 minutes. Over 15 for more than an hour, you lose 1 health a minute until you take insulin. A CGM alarm, or Toonie, warns you.
| Reading mmol/L, mg/dL | State | What happens |
under 3.0 under 54 | Severe low | Your controls flip for a moment. Under 1.7 (30), you pass out. |
3.0 to 3.8 54 to 69 | Low | SPIN hits twice as hard, but your moves come late and wobble. 10 health every 10 minutes. |
3.9 to 10.0 70 to 180 | In range | Normal play. No health lost. |
10.1 to 13.9 181 to 250 | High | You move and swing slowly. The bladder fills faster. |
over 13.9 over 250 | Very high | All of the above, worse. Over 15.0 (270) for an hour costs health. |
Fighting is exercise
Hits you land burn a little sugar; every third one, a grey number shows how much. Hits you take add adrenaline, which raises it. A long fight usually pulls you down. On the map, running costs more than walking.
While you sleep
Dawn rise: blood sugar climbs in the early morning hours, so you may wake a little high. Night lows: insulin taken just before bed keeps working while you sleep.
The kit and insulin
Press KIT to open your medical kit. Time slows while it is open, so you can use it in the middle of a fight.
- Finger check
- Uses a strip and shows your blood sugar.
- Food
- Eats it. The kit lists only the food you carry.
- − / + and Give
- Picks a dose of meal insulin and gives it.
- Long-acting shot
- Your one background shot of the day. A new one is due at 7:00 each morning.
- Pen
- Moves the pen between your jacket and your bag.
Meal insulin
When you eat from the kit, it fills in the dose that covers the food: 1 unit for every 10 g of carbs. On your own you count the carbs by eye, and a guess by eye can come out low but never high. Change the dose if you know better, then press Give. Meal insulin takes about half a minute to start working.
WARNINGDo not give a second dose before the first has landed. They add up, and you crash later.
More about insulin
Long-acting insulin
Take it once a day: a new shot is due at 7:00 each morning. Miss it and yesterday's wears off over about three hours on the clock, then you drift high all day, and all night too if you sleep without it. Toonie's trainer shows you how to take it on your first morning.
Late food
Pizza and ginger beef land after your insulin does. For them the kit fills in half the dose. Give it, then give the other half about 40 minutes later on the clock (20 seconds).
Quick sugar
Hold KIT to eat the fastest food you carry without opening the kit.
Eat fast sugar such as juice or tabs while low (your last check under 4.4 mmol/L (80 mg/dL), or Toonie just barked) and the kit fills in 0 units: treating a low needs no insulin.
You carry two meal insulin pens: one in use and a spare. Without a pen, the kit cannot give meal insulin.
Washrooms and saving
You really have to pee. The bladder fills slowly when you are in range and several times faster when you are high, so a filling bladder is a sign to check your sugar.
If it fills all the way, you wet yourself. You lose health and some dignity, and every shop charges $2 more for everything until you use a washroom. The prices show in orange.
The washroom is your save point
Look for the door marked WASHROOM. Walking up to it shows your blood sugar for free. Marty's own bathroom at home counts too: its door is in the back wall beside his bed, and you use the sink. Using a washroom:
- saves the game,
- empties your bladder,
- warms you up after the cold,
- heals your party,
- brings shop prices back down.
You can also save from the start menu on the map.
IF YOU DIEYou go back to the last washroom you used, with your body as it was when you saved there, but on a quarter of your health. Passing out while walking around does the same. Retry from washroom in a level does the same. Money you picked up in the fight you died in is lost.
More about saving
What a save keeps
A save keeps where you are, your body and kit, your level, stats, money and items, your Diabuddies, the shards you hold and how far the story has gone.
Saves from before the asteroid
A save from an older copy of the game, before the asteroid came, still loads. It keeps your level, stats, money, kit and items. The story starts again at home on the morning the asteroid comes, with nobody in your party.
The main screen
Continue loads your newest save. New game starts at home in Inglewood. Load game picks a save file. Tutorial teaches each thing you need to survive, one at a time, and nothing can kill you until its last fight.
Winter in Calgary
Calgary winters are hard on everyone and harder on your gear.
Cold hands
A cold meter fills while you are outdoors. Past about halfway, your hands go numb. A finger check then holds you still for a moment, and some checks get no blood at all. A check that fails keeps its strip. A washroom warms you up.
Frozen insulin
Your pen starts in your jacket, where it stays warm. If you move it to your bag, it freezes after a while outdoors, and a warning shows first. When a pen freezes you switch to the spare. If the last pen freezes, doses from it do nothing.
Ice
Ice patches make everyone slide, enemies included.
The chinook
A chinook is the warm wind that crosses Calgary in winter. When one blows in, the snow turns to slush and meal insulin acts faster.
The C-Train
On 7 Avenue the train runs down the street. When the bells ring and the signals flash, get off the track. It knocks down anyone it hits, and you are anyone.
How to fight
The street runs left to right, and you can walk up and down it as well. A hit only lands on someone close to your own depth.
Move list
- HITHITHIT
- Jab, cross, kick. The kick knocks down.
- JUMP + HIT
- Jump kick.
- Walk into enemy
- Grab.
- Grab + HIT
- Knee twice, then throw.
- Grab + away + HIT
- Throw behind you. A thrown enemy knocks over anyone it hits.
- SPIN
- Hits everything around you. Costs 1.4 mmol/L (25 mg/dL) of blood sugar when it hits something. A SPIN that hits nothing costs nothing. When you are low, SPIN hits twice as hard. Good when high, deadly when low.
Locked fights
Yellow and black tape marks a fight. Walk past it and the screen locks until every wave is beaten. When GO > flashes, move on.
More about fighting
Leaving a fight
To run away, walk off the left edge before the screen locks.
To get out at any time, pause and pick Leave. It works in any fight or level you started from the map, except the tutorial, which has its own Leave tutorial button. You are back on the map where you stood, with the health, blood sugar and items you left with, and any money you picked up. You get no experience for a fight you left.
Dodging
Enemies take turns. Every attack starts with a red ! over the attacker's head. Once it starts, only a knockdown stops it, so step up or down the street to get out of the way.
Hit a trash can twice to spill the food inside.
Getting around Calgary
Your day starts at home in Inglewood. The neighbourhood has a general store, a pharmacy, a washroom and the endocrinologist's office, and 9 Avenue leads downtown, on foot or by C-Train. On 9 Avenue the Cinnamon Guy stops everyone. The first time, he runs the tutorial before his real fight. The tutorial is practice: your blood sugar, items and money stay as they were. Choose Leave tutorial to skip it.
Your body keeps running while you walk. Blood sugar, insulin, food, items and health carry over between the map and the street.
CAUTIONThe map is not a safe zone. Blood sugar keeps changing while you walk. Tap the reading at the top left or press F for a finger check. The kit has one too.
Enemies on the map
Enemies stand on the map, and some walk over when they see you. Touch one and a street fight begins. Ordinary enemies come back the next morning, and there are no random fights.
Who to talk to
A yellow ! bobbing over someone's head means they have something for you. Walk up and talk to them. The ! goes away once you've got it. Start with the man waiting outside your door. Since the asteroid, some people ask for your help. Answer right and they pay you. A red ! in a speech bubble is different. It means an enemy has spotted you.
More getting around Calgary
Money and shops
Beaten enemies drop dollars, shown as "+$5" over the street. Spend them in the shops.
| Pharmacy | Price |
| Test strips x25 | $15 |
| Insulin pen | $12 |
| Juice box | $2 |
| Glucose tabs | $2 |
| General store | Price |
| Fresh bread | $4 |
| Pancakes | $5 |
| Ginger beef | $6 |
| Juice box | $2 |
CGM sensors and pump sites are on the shelf, but you can't buy them until you have the hardware. The endocrinologist gives you a CGM on your first visit. With it, your blood sugar shows live, with a trend arrow, and you no longer need a strip to see it.
The doctor and your bed
The doctor
The endocrinologist's office is in Inglewood, beside the pharmacy. After your first visit, Dr. Kowalchuk offers a checkup once a day. Say yes and your health goes back to full and your blood sugar is set to 6.9 mmol/L (125 mg/dL). It stays there for two hours on the clock. Eating, taking insulin or starting a fight ends that early. The checkup is back the next morning.
Your bed
The bed at home is the one place to rest. Between 7:00 a.m. and noon it lets you nap until evening. At any other time it lets you sleep until 7:00 the next morning, and ordinary enemies are back when you wake.
CAUTIONYour body keeps running while you sleep. A dangerous low wakes you early; a CGM's alarm wakes you at the first low. The bed warns you if insulin is still working, or if you haven't taken today's long-acting shot. Sleeping does not save the game; only a washroom does.
Riding the C-Train
The transit station is on 9 Avenue, just west of Inglewood, under the red TRANSIT sign. The C-Train platform is across the street from it.
To ride downtown, walk onto the platform and talk to the bench. Say YES to wait for the train. It takes you to the edge of downtown, where the line is closed, and you walk the rest along 7 Avenue: the morning commute. Make it through and you ride home to the platform.
You can still walk downtown instead. Keep going west along 9 Avenue.
CAUTIONStand behind the yellow line. You can't walk on the tracks, and neither can anyone else.
The bus pass
The ticket agent inside the station sells it. It never runs out, so once you have one the shop shows SOLD OUT.
The world map
Five famous diabetics lead the factions now. Each holds a region and a shard of the asteroid. To go after them, walk to the door under the AIRPORT sign at the east end of 9 Avenue in Inglewood. It opens the world map.
Every region has a marker in its faction's colour. The panel under the map shows the boss's portrait and name, the region, and whether you can go there.
- Left, right
- Move between markers. On a touch screen, tap one.
- E, South, FLY
- Fly there. You're asked first, with how long the trip takes.
- Q, East, CLOSE
- Close the map.
| Marker | Means |
| Bright colour | Open. You can fly there. |
| Dim, with a lock | Locked. The panel says what opens it. |
| Grey, with a pink shard | Beaten. The shard is yours. |
| White dot | You are here. |
More about the world map
Which regions are open
Regions open in order. Calgary is open from the start: Johannes Wintergreen's people hold the hockey arena, on foot past the airport at the east end of 9 Avenue. To win a region, beat its boss.
| Win | And these open |
| Calgary (Johannes Wintergreen) | Colorado Springs (Larry Wall Sr.), Minneapolis (Mellissa Jesse Less), Hollywood (Maria Drupes) |
| All three of those | New York (Rick Wings) |
An open region can still say that no flights go there yet.
The news
When a boss falls, the bosses still standing have something to say about it the next time you open the map. The radio on the side table at home reads the news too.
CAUTIONA trip takes game time: about an hour to get through the airport, then the flight. Your body keeps running in your seat. Eat, check and dose before you board.
Levels and stats
Every fight you win gives experience. Enough experience takes you up a level, and each level gives you 3 points to spend on your stats.
| Stat | What it does | Each point |
| Strength | How hard you hit. | Attack +0.15 |
| Tenacity | How much health you have. | +15 maximum health |
| Agility | How fast you move and swing in a street fight. | About 3% faster |
| Resilience | How well your body holds up when you're high or low. Highs and lows drain less health, and a hit raises your blood sugar less. | About 3.5% less |
You start at level 1 with 1 of each stat and 100 health. A point raises its stat by 1, up to 10. At Agility 10 you move and swing about a quarter faster. High blood sugar still slows you down, just from a quicker start.
CAUTIONResilience buys you time. It never moves your blood sugar, so a high stays just as high and a low just as low. Even at Resilience 10, a high or low still costs about two thirds of the health it did at first. Eat, or take insulin, and fix it.
More levels and stats
Going up a level
When a win takes you up a level, a card opens on the map with your points and your four stats. Move to a stat and press OK, or tap its +, to spend a point there. A spent point can't be taken back. When all are spent, choose DONE. To keep points for later, choose LATER or press Back.
The STATS screen
Choose STATS in the start menu to see your level, your experience and each stat with what it gives you now, such as "Attack x1.30" or "Max health 130". Press Back to close it.
While you have points left, STATS in the start menu shows an orange !, and the STATS screen puts a + by each stat. Spend them there just as on the card.
Your Diabuddies
Four friends who know about type 1 join you along the way. Everyone who has joined follows you on the map, and two of them fight beside you in the street.
Toonie
Diabetic alert dog. Came through the asteroid untouched, and now smells a low from across the street.
Quick and low. Nips at whoever is attacking you.
SUPPORT Barks before you go low, on the map and in fights, even when she is not one of the two fighting. Each bark sounds, flashes your blood sugar reading, and tells you to eat. Still heading low ten minutes later? She barks again. She notices a SPIN that will drop you low the moment it lands.
JOINS Outside your front door. Talk to her trainer. Then she asks for your first finger check: press F, or open KIT and choose Finger check. If you haven't taken your long-acting shot yet, the trainer waits while you take it from the KIT.
Mr. Dhillon
Pharmacist. Has kept his Inglewood pharmacy open since the asteroid, though he has started to develop diabetes himself.
Slow, with a long wind-up and a hit that sends enemies flying.
SUPPORT Hands over a spare test strip each fight.
JOINS In the Inglewood pharmacy, once you beat the Special Authorization in his back room. Talk to him first to hear why he can't leave.
More Diabuddies
All four can join in Calgary, before your first flight. Mr. Dhillon waits on an optional fight.
Riley
Type 1 since age nine. The asteroid made Riley super-human, and Riley turned down every faction.
A steady brawler with quick combos.
SUPPORT Shares juice once per fight when you are low.
JOINS At the hockey arena, once you beat Johannes Wintergreen.
Joy
Carb-counting parent. Has started to develop diabetes since the asteroid. Her son Miguel, type 1, became super-human and went off with a faction.
Keeps her distance and throws lunch kits.
SUPPORT Tells you the exact dose for your food, and counts the carbs at meals for you.
JOINS At the airport, once you beat Johannes Wintergreen. Use the airport's door and she flies with you.
Enemies
Sugar goblin
Claws up close and throws candy from range. Some only throw, and back away when you come close. On day one, before the asteroid, they are still preschoolers. They have the same moves.
TIP Catch the candy when you are low. Dodge it or punch it out of the air when you are high.
The Cinnamon Guy
Grabs you and gives you advice. The advice drains your health until you mash your way free.
TIP Walk off mid-sentence and he falls over.
Canada goose
Honks, then charges straight along the street and knocks you down.
TIP It cannot turn mid-charge. Step up or down the street during the honk.
Magpie
Circles overhead, then swoops and steals your insulin pen or five test strips. A red ring marks where it will land.
TIP Step out of the ring. If it gets something, hit it before it leaves the screen and it drops it.
More enemies
Pancake flipper
A cook in a white cowboy hat. Throws pancakes from range and swings a spatula up close.
TIP Jump as a pancake reaches you to catch it for your kit. Seventy grams of carbs, though.
Karen
Reads her phone and ignores you, until she sees you take insulin. Then she decides you are shooting up, films you, and chases you down the street.
TIP Take your shot where she can't see it. Hitting her first also sets her off.
Summer Fair goblin
A sugar goblin in a cowboy hat. Found at the Summer Fair, where the food is free and everywhere.
TIP It would be rude to say no to free pancakes. Count them anyway.
Hockey fan
One of Wintergreen's people, found at the hockey arena. Throws his drink from range. Up close he raises his foam finger, then swings it, and it reaches further than your punch.
TIP A drink can't be caught. Punch it, jump it, or step aside. When the foam finger goes up, step up or down the street.
Boss: Special Authorization
In Alberta, some diabetes coverage needs a Special Authorization, granted for a year at a time. This one guards the pump supplies in the Inglewood pharmacy's back room. The fight is optional.
- Health bar
- Its name and health run across the top of the screen. The notch at halfway is where phase 2 starts. The end of the bar blinks green while its health comes back.
- Rejection letters
- It fires them with the reason written on. Step aside, jump, or punch them.
- Stamp
- Stand in front of it and you get stamped.
- Regeneration
- Its health comes back whenever you stop hitting it.
- Phase 2
- Below half health it comes after you and fires letters in fans and bursts.
HINTKeep the pressure on. Every pause is time for it to process your file again.
Boss: Johannes Wintergreen
Johannes Wintergreen
Hockey forward. Wrote King of the DIABADASSES, about playing pro with type 1. His DIABADASSES took the arena.
He waits on his own rink, through the doors at the end of the arena concourse. The whole rink is ice, so you slide whenever you let go.
- Slapshot
- He raises his stick and a red line appears on the ice. A line of pucks follows it. Step off the line, or jump the pucks.
- Crosscheck
- Up close he pulls his stick back across his chest, then shoves you down. Step up or down the street.
- Pummel
- His next close attack: he shakes off his gloves and throws three quick punches. Three in a row knock you down. Step up or down the street.
- Skating off
- Hit him a few times in a row and he skates away, then shoots from the far end.
- Phase 2
- At half health his dad, Papa Wintergreen, comes down from the press box and drops his gloves. He shoots two lines at once.
CAUTIONAdrenaline raises your blood sugar the whole time you fight him, not only when you get hit. Check before you go in.
Beat him for his shard of the asteroid and his puck bag. Lose, and you wake up in the washroom by the rink doors.
Mini games
Between the walking and the fighting you play mini games. Each one opens with a screen that tells you how to play. Press START to begin. Press QUIT (BACK) at any time to leave: quitting costs you nothing but the time.
Your blood sugar keeps running while you play. When you are low your hands shake, and the numbers sway. When you are high, every press lands a moment late.
Carb counting
At a sit-down meal, such as breakfast at home, you see the plate and guess its carbs.
- UP / DOWN, − +
- Changes your guess by 5 g.
- EAT (OK)
- Eats the plate and gives 1 unit of meal insulin for every 10 g you guessed.
A guess within 10 g wins. The exact carbs score 100, and every gram off costs 4 points. Your best score is kept in your save.
WARNINGGuess low and the dose is too small: you go high later. Guess high and you go low.
HINTLow at the table? Wait until the shaking number comes back to your guess, then press EAT. With Joy in the party, she counts the plate to the gram and you skip the guess.
The shootout
In the hockey arena's lobby, the shootout host runs an intermission shootout: five shots on Johannes Wintergreen's backup goalie.
A red mark sweeps back and forth across the net, and the goalie slides from post to post.
- SHOOT (OK), or tap the rink
- Fires the puck at the red mark.
- QUIT (BACK)
- Leaves the shootout. You lose nothing but the time.
As soon as you shoot, the goalie dives for the puck. Aim far enough from him that he cannot get there first. A shot past the posts goes wide.
Three goals out of five wins. Each goal scores 20 points. The first win pays $40. After that the host lets you play again for a better score, with no prize. Your best score is kept in your save.
WARNINGLow, your aim shakes, and the puck goes where the shaking mark points. High, your shot is slow, and the goalie has longer to reach it.
HINTThe goalie gets quicker with every shot. Watch which way he is moving, and shoot for the side he is leaving.
Ending a day
Make it to the end of a street level and a card reports your arrival time, the share of the day you spent in range, and an estimated A1C, a measure of your average blood sugar.
If you do not make it, the hospital fills out a chart.
PATIENT CHARTCALGARY
Cause
Ate the free pancake. And the next eleven.
Notes
Patient was offered pancakes. Patient said yes.
DECEASED
Other causes seen on charts include insulin that froze at the bus stop, and a Special Authorization that is still pending.
Hints and tips
- Take your long-acting shot first thing every morning. The note on the fridge says so.
- Check before a big fight. A fight usually brings you down, and SPIN brings you down faster.
- Glucose tabs fix a low fastest, and juice is close behind. Bread will not. Do not dose for sugar you ate to fix a low.
- If your bladder is filling fast, you are probably high.
- Do not dose twice for the same food. Wait for the first dose to land.
- In winter, keep your pen in your jacket.
- Check on the map too. Your blood sugar does not wait for a fight.
- Walking up to a washroom door tells you your blood sugar for nothing.
- A goose that is honking is about to charge. Move up or down the street.
- Fight the enemies on the map. The money keeps you stocked with strips, and pancakes and ginger beef heal the most. Dose for their carbs.
- If Toonie barks, eat something.
- Severely low, nobody on the map will talk to you. The pharmacist will. She hands you a juice.
- While text prints, tap OK to show the whole line, or hold it to speed the text up.
Limited warranty
This game is covered for twelve months from the date of approval, subject to Special Authorization.
Coverage: under review.
Replacement: 6 to 8 weeks.
Claim status: please resubmit with eight months of claims history.
Don't Die a Betis is made in Calgary, Alberta. It is in development, and a test build is playable in the browser at diabetis.ca/play.
The game is not a medical device, and its numbers are tuned for play. The Summer Fair is not affiliated with any real summer fair in Calgary.