We've just released a new patch for Deadnaut: Signal Lost. This update, version 1.2.1, is primarily focused on bug fixes and performance improvements. Below you'll find a detailed list of what's new and what's been changed. [hr][/hr]
Added
- Sigil Viewer: A new feature under New Game -> Custom Game -> View Sigils allows players to view all the sigils available in the game. Sigils that have been discovered will be highlighted
- Armoured Hull Location Bonus: Ships with this bonus have higher structural integrity, meaning they take less damage from stray shots or explosions
Balance
- Adjusted post-mission sigil rewards for middling performance to better balance the player's sigil library between positive and negative sigils. Other performance-related sigil drops are unaffected
Performance
- Anti-aliasing is now disabled by default for first-time players
- Added an option to disable terrain heightmap generation, located in Options -> Video & Audio under "Workarounds". This is an experimental, last-resort solution for players experiencing game crashes during settlement generation. if you do use this option, please email support@screwflystudios.com with feedback
- Implemented crash detection during settlement generation. A prompt will appear when the game is restarted after a crash, suggesting the use of workaround settings in the Video & Audio menu
Fixes:
- Resolved an issue with some sigils having duplicate icons
- Clarified in the manual and in the post-mission sigil tooltip that sigils are only active if equipped at the start of a custom game
- Fixed a bug where the Escape key wasn't backing out of some screens in Create Deadnaut
[ 2023-11-16 23:47:17 CET ] [ Original post ]
Oh, I didn't see you there Handler! I was busy trying to rub this hideous mutation off my forearm. No matter what cleaning agent I use -- soap, bleach, acid -- it continues to writhe up my arm like a piece of eldritch spaghetti. But never mind that, let's have a chat about "Derelict Duty," the latest update for Deadnaut: Signal Lost... [hr][/hr]Note: Like the "Wild Moons" update, "Derelict Duty" includes new bits and pieces that may require additional adjustments and fixes. As such, we consider 1.2.0 experimental. If you run into any game-breaking bugs, the Derelict Duty content can be disabled via the Gameplay menu. [hr][/hr]With Signal Lost's latest update, we've given ships a lot more personality. And by personality, we mean danger! Imagine finding yourself in a deck plunged into complete darkness, devoid of the Watchers' eerie glow, with your hack tool rendered useless. Elsewhere, you might contend with freezing conditions or be faced with overly aggressive Watchers that compromise the ship's airlocks. Fear not! Solutions lie within reach -- specific computer terminals can restore systems. But tread lightly, for the ships now harbour Chimerae, genetically-tailored entities birthed from the sinister depths of Rip Space, each possessing formidable abilities. As part of the Purge mission, the Wayfarers will call upon you to exterminate these marked chimerae. Should you succeed, they'll aid in your subsequent endeavours. Furthermore, in your battles against the Chimerae, loyal Wayfarer crew members, armed and prepared, will stand by your side. [hr][/hr]Alright, don't mind the horror crawling up my body. Let's dive into the patch notes! Argh!
Added
- System failures. Some ships will have special environmental conditions that you will have to deal with. For example, a deck may have a total power failure - pitch black, but there are no Watchers and your hack tool doesnt work. Another deck may be frozen. Another may have overzealous Watchers that blow the airlocks open and suck everything out. If a deck has a system failure, you can repair it by interacting with a marked computer terminal
- Chimerae - procedurally generated, genetic experiments found on ships. They have a range of exotic abilities
- Purge mission. The Wayfarers want you to hunt down and kill the marked chimerae. If you complete the mission, the Wayfarers will help you on the following mission
- Wayfarer crew members. When fighting chimerae, armed crew members will help you
- Gameplay option to alter the chances of getting ships with chimerae or system failures
- Five new Steam achievements: Killa Chimera, Decked To The Nines, Way Of The Drone, Living The Wild Life and the incredibly challenging Unmarketable.
- Ultra-widescreen options in resolution dropdown. Please note the game was designed for 16:9 and 16:10 resolutions - this option is provided for convenience
Enhancement
- The tier bars on tags above NPCs now reflect their hostility towards the deadnaut (red for enemy, cyan for friend/neutral)
Fixed
- Puppeting a deadnaut now resets trust at the end of a mission, rather than before
- High powered rifles no longer ignore the Cooling upgrade
- Sound and visual effects not triggering sometimes when an NPC teleports or phase steps
- Shields not being the same colour as the user
- Dropdown menu items having overlapping hit areas, making them difficult to click
- Click sound effects on dropdown menus
[ 2023-08-18 01:12:58 CET ] [ Original post ]
Whether you've been caught in a hallucination storm and lasered phantoms, or tussled with the chaos that the Rip rains can bring, we hope you're enjoying the new newness of the Wild Moons update. Today we're tightening up a few bits and pieces with a small patch. Notes? Oh, notes. Yep, got those right here:
Added
- (Hotfix) "Downsample settlements textures" option in the Video & Audio menu. This setting is unsupported, and should only be used on VRAM-constrained systems where settlements fail to load as it has a noticeable impact on the quality of settlement heightmaps.
Balance
- Fauna no longer break off so easily when Deadnaut moves out of range.
- Megafauna with special abilities are now more likely to appear on T3 missions.
- Black Market Codes appearing on final mission.
Enhancement
- Fields will no longer automatically target all fauna. The field will now only latch onto megafauna or fauna that are actively targeting the Deadnaut.
- Auto move is no longer marked as experimental.
Fixed
- Visual discrepancy related to health on some types of fauna.
- Some parameters related to settlement terrain and fauna changing between game loads.
- Merged some upstream fixes into the optimised Mono runtime.
- (Hotfix) An issue with carryovers that could cause settlements not to load.
- (Hotfix) Degraded performance on settlements related to Wayfarer drone pathfinding.
[ 2023-05-24 04:08:30 CET ] [ Original post ]
Welcome back Handler! The ever-shifting unreality of Rip Space awaits, unveiling secrets, threats, and companions in the most unexpected places. In our latest "Wild Moons" update, the cosmos unravels yet another layer of its mystery... [hr][/hr]Note: This update includes a fair chunk of new content, mechanics and systems for settlements -- especially the procedural nature of fauna -- which will almost certainly require ongoing tweaking. As such, we consider 1.1.0 experimental; we'll be quick to balance and update in the coming days. If for whatever reason you run into serious issues, the Wild Moons content can be disabled via the Gameplay menu. [hr][/hr]Settlements are the focus of 1.1.0, the core of which is a new, unique mission type offered by "Wayfarers". Your Deadnaut will be tasked with eliminating dangerous megafauna and in return for your assistance, the Wayfarers will shield you from the watchful eyes of the Benefactors. Wayfarers are a resilient faction of scavengers living off the land, who do not harbor ill will towards the Handler or your Deadnaut. Their aid can prove invaluable as they transform into guerilla warriors, aiding you in your next mission against the Benefactors. Their technology is also at your disposal -- powerful autonomous drones that pack a whole lot of ballistic firepower. Settlements are now teeming with fauna, new entities that coexist in groups, non-aggressive until provoked. Be wary, for their behavior escalates in intensity at higher tiers and once turned hostile, they'll spare neither your Deadnaut nor your enemies. Finally, prepare for the arrival of storms on settlements. While a planet with a storm system will be clear of a toxic atmosphere, the storms themselves may prove dangerous. Your atmospheric hazard meter will warn you of their approach. Brace yourself, for as the storms rage, anything can happen. [hr][/hr] Alright! With that out of the way, here are the patch notes for 1.1.0:
Added
- New mission type: Wild Moons. A friendly group of settlers have been overrun by dangerous megafauna. They promise to hide your location from the Benefactors on this mission - but you have to kill the megafauna. To help you, the settlers give you a few powerful drones.
- Wayfarer faction. It comprises of settlers and scavengers that are not hostile to the Deadnaut.
- New mission reward: Wayfarer guerillas. When you complete a Wild Moon mission, Wayfarer guerillas will spawn into your next mission to hunt down Benefactors.
- Wayfarer drone. A special drone given by settlers to the Deadnaut to help attack dangerous creatures.
- Settlements now have fauna. These are new entity types and are typically found in groups. They are usually not aggressive, but will attack if you get close. Fauna properties are randomly generated for each settlement and do not appear as scanned lifeforms. Fauna will attack all other enemies except for Sentinels and Rovers. They become more dangerous in higher tiers - for the Deadnaut and all other enemies.
- Storms on settlements. Storms can have different effects, sometimes positive. If a settlement has storms, the atmosphere will be non-toxic. The Deadnauts toxicity meter will start to countdown when a storm is approaching. While a storm is active, a range of effects may occur.
- More clarity on location scans related to environmental hazards. Hover over the atmosphere icon to check the effects of the toxic environment or storms on settlements.
- Gameplay option Wild Moon features. The features in this patch alter the gameplay in significant ways. Players can use this setting to adjust - or disable - all the Wild Moon features.
- Option in Gameplay settings to control how long scrolling text messages remain on screen before fading.
Balance
- The first T4 mission always has either a Foundry or Black Market codes on easy and normal difficulties.
Enhancement
- Rangers and Lancers can now coordinate when hunting the Deadnaut.
- Toxic atmospheres are now tinted based on the type of debuff: vigor (light red), acuity (green), wits (yellow), grit (purple).
- Reworked location and mission distribution to reduce repetition and increase likelihood of getting different missions throughout the campaign.
- The ADAD icon on location scans will flash with a cyan circle if security systems at the location are disabled or offline.
- Data file changes that should significantly reduce the download size of minor updates.
Fixed
- Additional checks for edge cases where starter sigils may not have been awarded to a new player.
- Degraded performance on settlements related to Wayfarer drone pathfinding.
- An issue with carryovers that could cause settlements not to load.
- "Downsample settlements textures" option in the Video & Audio menu. This setting is unsupported, and should only be used on VRAM-constrained systems where settlements fail to load as it has a noticeable impact on the quality of settlement heightmaps.
[ 2023-05-17 02:21:15 CET ] [ Original post ]
Greetings fellow space... adventurers? Dwellers? Monster fodder? However you classify yourself in the cosmic food chain, anyone can enjoy Deadnaut: Signal Lost's 1.0.6 update. Not sure how it tastes, but your gameplay experience sure loves it! We're trying a new format for patch notes today, because we felt we weren't making enough use of the Markdown options available. Thanks Steam!
Added
- The discovery level of a lifeform increases regular damage. Each pip increases damage by 5% up to a maximum of 20% for a fully discovered lifeform
- Five new Steam achievements focused on using specific suits and upgrades
Balance
- Reduced cost of T1 and T2 upgrades and slightly adjusted costs of all upgrades based on usage and feedback. Boosted discovery chance of upgrades relative to gear. Increased cost of T3 and T4 gear to better match campaign progression.
- Slight decrease in weapon damage to compensate for damage boost on lifeform discovery; increased toughness of T3 and T4 enemies, but with a reduction in their density
- Bribery cost increases linearly with tier
- Increase Foundry chance in all sectors
Enhancement
- Adjustments to the work done by the location scan thread which should significantly increase the speed at which scans complete, particularly for ships
- Loadout slots are now labelled Primary, Secondary, Injector and Armour Shard to reflect the blueprints they support
- Loadout slots and blueprints now have matching frames to make it easier to see which blueprints can be equipped to which slot
- Added filters to market screen for primary and secondary gear
Fixed
- Blueprint tooltip not appearing when mousing off the hide icon
- Removed unnecessary selection rectangle when clicking on blueprints
- Trust score on mission list now displays trust value at end of mission, not the degree of trust adjustment
- Issue where the starting sigils may not have been allocated to the players profile. All players that have less than the number of starting sigils will receive on their next new game, loaded game or custom game.
On the Horizon: "Settlement" Update 1.1
Unless we see signs that the world is about to implode, patch 1.0.6 marks the end of smaller updates for the "1.0.x" phase, as it were. We'll be moving our attention to a meatier patch in the form of 1.1.0. The main focus will be on settlements, and we have a few things we're working on:
- Fauna! Encounter more than just the various horrors that plague the galaxy. Fauna is procedurally generated for each planet, will start passive, but will attack if provoked. This goes for everyone, not just the player!
- Storms on settlements. If storms are present, the planet will have a non-toxic atmosphere, and the SPO2 meter on the Deadnaut module will instead reflect the storm's build-up, active period, and eventual dissipation. Storms can have various (positive) effects (to be revealed)
- Tweaks to the colours and visuals of toxic atmosphere to reflect the stat they debuff
- Updates to the location scan UI to reflect atmosphere, storm and fauna details
- And more...
[ 2023-04-21 02:52:51 CET ] [ Original post ]
Patch #5 has arrived for Deadnaut: Signal Lost and with it, a bunch of tweaks, fixes and improvements we're sure you'll love. Or at the very least, be keen to pat gently in front of a plasma fire. Warms the chambers, it does. Huh, what? Patch notes? Oh yeah, we got those!
- Added: One-time introduction dialog after the Quick start screen. This dialog can be reset via the Reset tutorials button in the Gameplay options menu
- Added: Option to disable the streamlined Quick start in the Gameplay options menu. If disabled, all holo screens will be available before the first mission
- Added: As long as they havent been destroyed, double-clicking on the lifeform inspector (while a creature is selected), minimap or the Deadnauts portrait in the Deadnaut module will open the Lifeforms, Mission and Deadnaut holo screens respectively
- Added: Axes have a first strike ability. If an engaged enemy moves into melee range, the Deadnaut can strike with an equipped axe. First strike chance is based on the Deadnauts acuity and will only activate once per turn
- Added: Labour suit has a built-in triage ability. If the Deadnaut saves against a fatal blow in the Labour suit, health is set to 10 instead of 1
- Balance: All shotguns have a chance to permanently cripple an enemy. A crippled enemy will have their movement speed dramatically reduced (other actions are performed at their usual speed)
- Balance: Increased damage-over-time from EMP injection to mechanicals
- Balance: Reduced cooldown on slug and grenade launchers. T1 launcher now has an inherent heat injection chance
- Balance: Slightly reduced chance of orb attacks doing kinetic injection
- Enhancement: Increased chance of dangerous enemies on low tier missions on Hard difficulty. Added glowing icon on location scan if dangerous enemies detected. Dangerous enemies will only appear on side track missions
- Enhancement: Reduced the average time taken to perform location scans
- Enhancement: Optimisations to how sounds are cached and fetched, which should provide a small reduction to startup times
- Fixed: Upgrades and blueprints sometimes having no image while being dragged
- Fixed: Bug that allowed inaccessible upgrades to be added to the toolbelt, which could result in a corrupted save
- Fixed: Reduce swarming behaviour of shades around portals
[ 2023-04-14 02:11:49 CET ] [ Original post ]
Once again, a big thanks to everyone who's made suggestions, reported bugs, and provided feedback. We want to make sure we're addressing the bits that matter, and the help of our dedicated players has been invaluable in this regard. Please note due to a rework of how keybinds are stored, rebinds will need to be redone. Apologies for the inconvenience. Quite a few notes to get through for this patch, so let's jump right in.
- Enhancement: The warning LED on the insulation gauge will now glow green if the Deadnaut is in a room with both a Watcher and an active countermeasure (ships), or in range of an ADAD tower with an active countermeasure (settlements). While the countermeasure is active, rather than flash, the LED will become dimmer/brighter based on the Watchers distance to the rooms centre, or the Deadnauts distance from the tower
- Enhancement: Holo map now shows revealed objectives and unused cloners as icons
- Enhancement: Purchased blueprints can now be individually hidden via an eye icon in the bottom-right corner of the blueprint card. A larger button with the same icon to the right of the Blueprints label can be clicked to reveal all previously hidden items. This information is stored in your save game; it will be reset upon starting a new game
- Enhancement: Reduced the intensity of screen interference on settlements when the Deadnaut is inside the radius of an ADAD tower
- Balance: Sentinels that have not been alarmed will only attack enemies in melee range or retaliate against an attack. If the Sentinel is alarmed by a tower, it will attack anything it can see
- Balance: Settlement discoveries have a greater impact on mission performance, meaning fewer buildings need to be scouted to get a positive score
- Balance: Increased duration of Jammer and Knockout Jammer
- Balance: Decreased drop chance of common upgrades relative to suit or fragment upgrades
- Added: If black market codes are unavailable, a popup reminder will appear the first time the Foundry screen is opened after each mission. This reminder can be disabled via the Gameplay options menu
- Added: "--safemode" switch that deletes all video settings and starts the game in windowed mode at a resolution of 1366x768. Note the switch only takes effect after the splash screens
- Added: Tooltips to the back/forwards buttons in the manual explaining what they do, and that the mouse back/forwards buttons are shortcuts to them
- Fixed: Additional checks to prevent soft locks when the Deadnaut dies with a cloner active, but the cloner is on a different level
- Fixed: Some instances of excessive whitespace on tooltips
- Fixed: Reactive armour tooltip sometimes overwriting other tooltips
- Fixed: Floating tags on furniture, elevators, etc. no longer block interactions when other modes (such as hacking or sensor pinging) are active
- Fixed: Mission performance indicator animation getting stuck at a larger size
- Fixed: Reworked saving and loading of keybinds to address lingering issues with rebinds not persisting. Keybinds will be reset as a side-effect of this change
- Fixed: All entrances to rooms will prevent Watcher attacks inside that room. This includes active doorways, broken doors and openings
- Fixed: Firewalls that get hit by more than one Watcher on the same turn will block all Watchers instead of just the first one
- Fixed: Rare cases where dropzones were surrounded by inaccessible areas
- Fixed: Sentinels are no longer teleported
- Fixed: Issue where cloak status was inconsistently affecting enemy detection chance
- Fixed: Labour suit no longer erroneously displays starting rifle
- Fixed: Panic effects now clearly explained on tooltips and modifiers
[ 2023-04-10 06:23:46 CET ] [ Original post ]
Hot on the heels of 1.0.2 is another chunky update for Deadnaut: Signal Lost! We wanted to squeeze in another patch before the Easter break, so you'll have an even grander experience if you have some time to spare over the next few days. Righto, onto the patch notes!
- Added: Labour suit now has reactive armour. When hit, the suit will be temporarily hardened against subsequent damage of that type, reducing incoming damage to 1. A permanent indicator for reactive armour has been added to the top of the labour suits modifier panel (left of the Deadnaut's portrait).
- Added: Known fragment upgrades are added to toolbelt at game start.
- Added: All stims are now dual-purpose. In addition to buffing your Deadnauts VAWG stats they also wipe one or more injector effects (fire, acid, etc.) and boost resistance to further injections.
- Enhancement: Doors emit sounds when enemies try to unlock and/or open them.
- Enhancement: Auto-pause no longer stops the Deadnaut if they spot a friendly (for example, a deployed sentry).
- Enhancement: The mission performance indicator during missions (which shows if you will currently gain or lose trust after the mission) will now play a sound and animate when your performance drops below, or rises above, zero. The indicator can be found on the summary holo UI above the console, to the left of the knowledge counter.
- Balance: Stealth stat now reduces accuracy of incoming ranged attacks if the Deadnaut is in an unlit room. Does not apply if Deadnaut has an active shield.
- Balance: Reduce Shade swarming behaviour.
- Fixed: Cloner and foundry ambient sounds now stop playing once interacted with. Boosted the volume of these effects.
- Fixed: UI not working when certain combinations of input devices were connected all at once, such as joysticks and throttles.
- Fixed: Summary holo UI above the console now flashes to draw attention to the fact it can be clicked. This only ever happens once.
- Fixed: Rebinds not persisting for movement keys.
- Fixed: Various layout issues on the Lifeforms screen.
- Fixed: Sensor suit now correctly displays its stealth bonus.
- Fixed: Fields no longer wake hibernating Sentinels.
- Fixed: Field tooltips now explicitly state that they must be activated.
[ 2023-04-06 09:18:16 CET ] [ Original post ]
Another satisfying update for Deadnaut: Signal Lost to brighten your day! We might not be as bright as the sun, but version 1.0.2 is pretty darn luminescent as far as patches go. OK, enough with the light chit-chat. Here are the changes:
- Added: You can now select your starting fragment during custom Deadnaut creation.
- Balance: Challenge rating for the Energy suit reduced from 2 to 1. Suits on the Quickstart screen are now ordered from least to most challenging (Energy, Security, Tech, Sensor, Labour).
- Balance: Increased longevity of drones. Deadnaut takes reduced damage from drone explosions.
- Balance: Increased impact of grit when calculating saving throw on 1 health.
- Balance: Increased duration of all injector upgrades.
- Balance: Increased drop rate of sigils when mission completed.
- Balance: Increased duration of hacks on sentinels and rovers.
- Balance: Shockwave launcher now has very high chance of kinetic injection. Tooltip specifies AOE damage. Fixed issue where projectile would be lobbed.
- Enhancement: Auto-pause is now on by default. Please note this will not overwrite the current setting for existing players.
- Enhancement: Unused cloners and foundries now have ambient sounds.
- Fixed: Missing text on the main menu for systems running on certain locales.
- Fixed: A visual issue where some statistics were incorrectly rounded in the UI.
- Fixed: Several issues with rebound controls not sticking between sessions or appearing incorrectly.
- Fixed: A soft lock when traversing decks if the player had a sentry deployed and the Sensor Feed upgrade active.
- Fixed: Various spelling errors and inconsistencies in tooltips.
- Fixed: Issue related to [strike]REDACTED[/strike] in the final level.
- Fixed: Deadnaut editor not showing imported images correctly.
- Fixed: An issue that prevented some achievements from progressing.
[ 2023-04-04 05:14:47 CET ] [ Original post ]
Hello all! A big thanks to everyone who's grabbed the game so far and fallen in love with the utterly terrifying abominations that hide in wait in the depths of the Rip. We've been listening to your feedback, concerns and suggestions, and while we have more plans for features and content, we wanted to turn around a smaller patch to tackle some of the more critical and timely issues. To this end, we've pushed out version 1.0.1, which is live on Steam now (you may need to restart your client in order for it to register the update). Here are the notable changes:
- Added: Experimental auto-pause feature (available under Options->Controls). This is currently opt-in while we make sure it functions as intended. If you have a movement key held down, auto-pause will stop your Deadnaut from moving if they spot an enemy.
- Added: More detailed tutorials for ADAD systems -- Watchers on ships and towers on settlements. The tutorials will trigger when appropriate, and appear as red message boxes in the bottom-left that must be viewed. As with other tutorials, they will not appear again unless reset via the Gameplay menu.
- Balance: Reduced Benefactor spawn rates on Easier and Normal difficulty, decreased damage and armour of Rangers.
- Balance: Significantly reduced chance of console units being disabled from an EMP blast to a non-puppeted Deadnaut. If Deadnaut is in a doorway, it will not receive a Watcher attack.
- Enhancement: Levels that have been revealed by a sigil or by discovering a map will no longer show the locations as fully visited.
- Added: Modifier that indicates if a clone is registered.
- Fixed: An issue where sigils assigned to custom Deadnauts would not appear in their correct slots.
- Fixed: Issue that sometimes prevented reached tier X achievements from firing.
- Fixed: Locking a door with a hack tool now sets its lock strength to maximum.
- Added: Option to disable the noise effect of the holographic UI in the Video & Audio settings menu.
- Added: Ability to exit the game during a mission without losing your campaign progress.
[ 2023-03-31 09:18:15 CET ] [ Original post ]
Screwfly Studios' sci-fi horror roguelike set in the world of Deadnaut is finally here! Prepare for an unnerving and tense journey to the edges of the galaxy in search of the source of Rip space.
As the Handler, you'll control a single Deadnaut, a treasure hunter navigating hazardous settlements, drifting derelicts, and confronting mysterious creatures, haywire security systems, and dangerous fanatics.
Here's what awaits you...
FAST ROGUELIKE GAMEPLAY
Guide your Deadnaut through procedurally generated missions, from floating cryoships and freighters to abandoned settlements, equipping them with a wide array of weapons, upgrades and gear. Fight when you can, run when you must.
TRUST ISSUES
Keep your Deadnaut loyal or force compliance. Pay them off or turn them into a mindless space golem if necessary, but remember: everything comes at a price.
FIVE DISTINCT SUITS AND PLAYSTYLES
Select from five suits, each with dozens of unique skills and abilities. Customise your Deadnaut with weapons, sensors, shields, cloaks and hack tools. Choose from the heavy-duty Labour suit, the ghostly Sensor suit, or the gravity-bending Energy suit, or other playstyles to match your preferences.
TACTICS, UPGRADES, AND CUSTOMISATION
Develop your Deadnaut and maximise their potential by discovering powerful combinations and synergies among 180+ upgrades. Tailor your armour and damage to face the challenges that await you in the twisted depths of the Rip.
THE HUNT IS ON
Stay one step ahead of the Benefactors, an enigmatic enemy in relentless pursuit, determined to stop you from reaching the Rip's source. Armed with advanced tech, weapons and cunning, you'll need to keep your wits about you to evade their grasp.
CREATE YOUR OWN DEADNAUT
Get started with a premade Deadnaut or create your own unique character. Adjust their stats and even import your own photo to truly make your Deadnaut your own.
Will you reveal the source of Rip space, or keep the knowledge for yourself? The choice is yours in Deadnaut: Signal Lost.
Try the free demo
If you're new to Deadnaut, Screwfly Studios' games, or just want to try it out first, then we highly recommend grabbing the free demo from our Discord. [previewyoutube=TvEfBNjClW0;full][/previewyoutube]
What's next?
Our first priority is to catch any bugs and make sure it's stable and running well. We'll also be tweaking balance, difficulty options and making quality of life changes. We have a lot of additional content we want to add to the game too. These will likely be free updates, so stay tuned for more information.
How can I get help with the game?
There's an in-game manual, descriptive tooltips and helpful pop-ups. You can also head over to our Discord server and ask for advice.
[ 2023-03-28 22:33:08 CET ] [ Original post ]
Thanks to everyone who tried out the tech demo and gave us feedback. We've now upgraded it to a playable demo, with two suits, more enemies, and additional gear and upgrades. We will make it available here when Steam approves it, but if you want to try it out now, you can get it from our Discord server: https://discord.gg/BpFG5M3mep [previewyoutube=b0pswW5arCQ;full][/previewyoutube]
What can we expect in the full release?
There are five core suits, dozens of enemies, over 180 upgrades, loads of gear and equipment, and powerful 'sigils' that let you modify various aspects of the game. You can also create a custom Deadnaut, import a photo and alter their stats.
When will the demo arrive on Steam?
We'll put it up as soon as it gets approved by Steam, which could be up to a week.
Can I play the demo now without joining the Discord server?
You sure can. Just email us at support@screwflystudios.com.
[ 2023-03-22 06:14:14 CET ] [ Original post ]
We're very close to launching Deadnaut: Signal Lost but we need your help.
We've prepared a technical demo of the first few levels of the game and we'd love to get it running on a wider range of systems. This will give you a taste of the game and help us catch any obvious bugs that have eluded us so far. It's a win-win.
Grab the demo at our freshly launched Discord server.
[hr][/hr]
Join the Screwfly Studios Discord Server!
https://discord.gg/BpFG5M3mep
[h5](Check the #general channel topic for links to the tech demo)[/h5] [hr][/hr]
FAQ
How long until the game comes out?
If the tech demo goes smoothly, our plan is to turn that into a larger demo and then release the game around the same time.
Will the demo be available on Steam?
Yes, absolutely.
I don't use Discord, can I still try the tech demo?
You sure can. Email us at support@screwflystudios.com and I'll send you a link.
[ 2023-03-10 00:22:16 CET ] [ Original post ]
[previewyoutube=b0pswW5arCQ;full][/previewyoutube]
We know you're keen to hear/see/inhale more about Screwfly's next game, Deadnaut: Signal Lost, and we're happy to say we can deliver! Check out the first trailer for the game right here.
Along with the trailer, we've also refreshed the screenshots on the Steam page, as well as added a bunch more to give you a better idea of what you're in for.
If this is your first time hearing about Deadnaut: Signal Lost, here are some snippets from the Steam page FAQ to catch you up:
[quote]How does this relate to the original Deadnaut (2014)?
Deadnaut and Deadnaut: Signal Lost are both situated in the same universe and feature similar, mission-based gameplay in procedurally-generated locations. Furthermore, in both games you take on the role as a remote handler who controls the action at a distance via a physical console. The Deadnaut also uses similar weapons and suits; battles against security systems; trades knowledge for gear; and can be cloned upon dying.[/quote][quote]Is this a sequel?
Deadnaut: Signal Lost is not a sequel. It is focused on a single Deadnaut, rather than a whole squad. The action is more intimate and tactical, and you can develop your Deadnaut with numerous suit upgrades and abilities. Furthermore, the gameplay is turn-based, not real-time, which helps focus the action.[/quote]
Be sure to wishlist the game for updates; it won't be much longer before you'll be able to experience it yourself!
https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/
[ 2022-10-28 03:04:12 CET ] [ Original post ]
- [240.94 M]
Equip your Deadnaut with a wide array of weapons and gear and lead them through a series of procedurally generated missions, fighting where you can – and running when you must.
Your Deadnaut may not like the idea of being torn apart by unknown horrors. Do what you can to complete your mission - pay bribes, make promises, turn them into a mindless space golem - but remember: everything has a price.
There are many ways to play, from weapons and sensors, to shields and hacking. Will you take the heavy duty Labour suit and slice your way through the ship, or will you slip through the shadows in the ghostly Sensor suit?
Encounter dozens of enemies types, each with their own strengths and weaknesses. Avoid – or exploit – the security system in each level, from the Watchers that roam ships to the malfunctioning security Towers and Sentinels that guard settlements.
Tailor your armour and damage potential, and develop your Deadnaut with over 100 suit upgrades.
The cosmos is tearing itself apart. Wrecks are full of horrible, interdimensional creatures, the dead roam surfaces of moons, and you’re being hunted by technically advanced soldiers. Experience the world of Deadnaut up close.
FAQ
How does this relate to the original Deadnaut (2014)?Deadnaut and Deadnaut: Signal Lost are both situated in the same universe and feature similar, mission-based gameplay in procedurally-generated locations. Furthermore, in both games you take on the role as a remote handler who controls the action ‘at a distance’ via a physical console. The Deadnaut also uses similar weapons and suits; battles against security systems; trades ‘knowledge’ for gear; and can be cloned upon dying.
Is this a sequel?
Deadnaut: Signal Lost is not a sequel. It is focused on a single Deadnaut, rather than a whole squad. The action is more intimate and tactical, and you can develop your Deadnaut with numerous suit upgrades and abilities. Furthermore, the gameplay is turn-based, not real-time, which helps focus the action.
How many levels are there?
Deadnaut: Signal Lost is designed to be fast, easy to pick up, and replayable. There are roughly 12 – 24 levels in a standard game. With five suits, special game modifiers, multiple difficulty levels, over 100 upgrades, loads of gear and procedurally generated campaigns, we think you’ll be occupied for a long time.
Isn’t everything ‘roguelike’ these days?
Deadnaut: Signal Lost has many genre-defining features, such as turn-by-turn tile-based movement, character progression, procedural generation and permadeath.
- OS: Ubuntu 16.04 or later
- Processor: 2.6GHz quad-core or similarMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 950 or similar
- Storage: 250 MB available space
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