Hello everyone,
Deadland 4000 now has a beta branch for testing an upcoming update!
This update features shared weekly worlds, allowing you to communicate with fellow players. Send messages or mourn the graves of fallen survivors.
Switching to the beta branch is easy, just right click on the game in your Steam library and select "properties". Then in the dropdown menu select "Testing Version 1.3". There is no password, as soon as you select the branch Steam should start downloading in the background.
Beta Changes:
- Shared Weekly Worlds:
Every 7 days a weekly seed can be generated that's shared for all players. In these worlds you will be able to view messages and graves left by other players. To leave a message, press the "Soul Message" button from the pause menu, and select words from a word bank.
- Hobos Scavenger ability has been reworked. Enemies now have a %10 chance to carry a scavenged item. Enemies that are already carrying a hoarded (but not dropped) item will not be spawned with these scavenged items.
- Added Wand of Smoke. Creates a cloud of smoke that obscures vision.
- Added Smoke Grenade. Found in early parts of the game and from Hobos scavenger ability.
- Added Greatsword: +4 attack, +20 max health, -1 armor On attack: +3 health Evoke: Go berserk.
- Reduced standard enemies spawned in each regular suburb zone from 4-7 to 3-6
- Fuzzys Scalp and Crown of Darkness abilities are now labeled as Evoke rather than Consume
- The radioactive pie can now be gotten as a sticker.
- Fixed a bug where hallucinated enemies that spawned close enough to the player to trigger their enemies ability, destroying the hallucination on the same turn would lock the game.
- Hallucinated enemies will no longer spawn in water
- The animation for lesser hellbats, hellbats, and Pekk The Hateful is now faster.
- Pekk now has a unique sound effect for their ability.
- Multiple changes made to check for exceptions and increase stability, hopefully fixing some locks.
- Fixed a bug where using the red pill at the edge of the world would break the game. Note: This issue will only be fixed in newly generated worlds starting in 1.26. Worlds generated before this update will still have this issue if using the red pill at the end of the world.
- Fixed a bug where light effects were not clearing properly on objects. In areas that contained a lot of objects, such as the ending forest area, these old light effects were still active on recycled objects.
- The 3rd weather pool will now start spawning after 2400 turns or the start of the ascension, up from 2000 turns.
- Fixed a bug where weather was being picked from the 3rd weather pool instead of the 2nd weather pool at night.
- The 2nd weather pool (between 480 and 2400 turns) now spawns tornadoes and sandstorms less likely.
- Fixed a bug where slay charged statuses were not saving their charges. This included: Unholy Power, Detrivore, Scavenger, Johnny Appleseed
- Fixed a bug where stacking statuses were not saving their stacks. This included: Health buffs gained from vitamins and other statuses (unholy power), block, big gut
- Fixed a bug where some steam achievements weren't being awarded.
- Improved stability with many parts of the game that may have been causing issues.
- Fixed an issue where the Skunkape was never actually spawning in game.
- Improved the quantity and quality of debug logs sent to cloud diagnostics, hopefully making debugging easier and increasing stability.
- You can now rotate the camera by holding down the right mouse button and dragging it.
- Item info will no longer flicker in and out when holding down an inventory slot to read a book or consume an item quickly.
- Fixed a bug where triggering a hallucinated enemys vanishing could lock the game.
- Fixed a bug where enemies spawned from the nightmare fog event would not save their hallucination status.
- Fixed a bug where tornadoes spawned from the tornado event would not save their temporary status
- Fixed a bug where temporary units and hallucinated units were not clearing their save data after being destroyed.
- Fixed a bug where the tornado weather event was being saved as nightmare fog.
- Nightmare fog is no longer incorrectly referred to as haunted fog in game
Fixed a bug where bubbler wands were not working properly
Hey everyone, Happy Valentine's day to all of you! This update brings 4 new weather events, new enemies, a new mutation, and an increase in the variety of enemies seen in the majority of the game. This is version 1.2 and is Deadland 4000's biggest update so far. Please enjoy.
Weather:
There are some brand new weather events added. In addition, each weather effect, including preexisting ones, has been given a visual effect when the player is outdoors.
- Added the fog weather event -6 Soft vision while outdoors
- Added the Nightmare Fog weather event. No soft vision while outdoors. Hallucinations will periodically spawn outside your vision. Hallucinated monsters will disappear when they are damaged, attempt to attack or use a special ability. They will not drop items, and will not trigger slay effects.
- Added the sandstorm weather event. This effectively combines the fog and acid rain weather effects into one, reducing soft vision by 6 and dealing .5 damage every turn while outdoors.
- Added the tornado weather event
Tornados will spawn around the player and if you get too close youll be sucked up and thrown to a random far away tile and take 12 damage.
- For the first 480 turns of a new game, rain and fog are now the only weather event you will encounter. It didnt feel good to get out of the lab and immediately get drenched with acid rain.
- After the first 1000 turns, more dangerous events will start to occur
- After the first 2500 turns, or upon starting the ascension run, the more dangerous weather events (nightmare fog, acid rain, sandstorm, tornado) will occur even more often.
- The background color will now change according to the time of day and what weather events are occurring. This color change will only happen outdoors, otherwise the background will be black.
Enemy Variance:
Increased the variance in enemies spawned in many areas of the game. This allows more dangerous enemies to potentially spawn earlier on. This is to make these areas more exciting and fresh every run. In wild areas there is now a ~%9 chance to spawn an enemy from the pool 1 level higher than the current area (and that pool has a %9 chance to pull from the pool above that). This may result in some very powerful enemies spawning earlier than expected (which may carry some very powerful items). This should hopefully make the game more fun.
- Enemies in the suburb will now have a ~%28 chance to be chosen from the tier 1/2 pool of wild forest,swamp,deadland, or desert enemies.
- Enemies in the cornfield will now have ~%35 chance to be chosen from the tier 2/3 pool of wild forest or desert enemies.
- Enemies in the cemetery will now have ~%35 chance to be chosen from the tier 2/3 pool of wild swamp or deadland enemies.
New Enemies:
- Added the Lesser Hellbat. This hellbat has a ranged ability that will carry its victim to a random nearby tile. Unlike the regular hellbat, it will use its ability from range, instead of melee.It will not damage the target from the fall, and it has a little bit less health. This is very similar to Pekk The Hatefuls ability.
- Added the Charger. This robot is similar to the moose, but is less powerful and has less range. It spawns in earlier areas of the game.
- Added the Skunk Ape: A mythical creature that inhabits tier 2, 3 and 4 swamps. They are similar to Bigfoot but slow. They drop the Skullcrusher Club, which has an evoke effect that damages and stuns all enemies in a cone area.
- Added the Lumberlord: A powerful mechanical beast with 100 health, 4 armor, 13 damage and the highest vision in the game of 7. They only spawn in the ascension run, and are similar in rarity to the clownacobra. General Smith is now ranged, this should make them much more powerful, which is more appropriate for a late-game mythic unit. This also makes it a bit more difficult to obtain the rocket launcher.
- General Smith vision decreased from 5 to 4
- General Smith is now ranged
Gameplay:
- Added Schizophrenia to the mutation pool: Every turn there is a %2 chance to spawn a random hallucinated enemy at a random location outside your vision. Up to 3 copies of this mutation can be gained from the mutation pool.
- Added Nature's Sight to the Farmer's Almanac Perks: You can see through vegetation. This includes: Corn, cattails, cactus, blueberry bushes, and all trees. This is replacing corn creeper. Corn creeper is being moved to the normal mutation pool (there is only 1 copy in the pool).
- Cattails now obstruct your vision the same way corn does.
- Added Agility to the standard perk pool: After moving 20 times, get an instant speed action. 2 copies can be gained from the standard perk pool.
- Added Camouflage to the standard perk pool: After waiting for 10 turns consecutively, become invisible for 10 turns. Attacking, evoking a firearm or wand, or moving will reset the timer back to 0. Reading or consuming will not reset the timer but will not progress the timer either. 1 copy can be gained from the standard perk pool.
- The veteran's signature ability has been reworked. Instead of granting + 2 damage on the first shot in a fully loaded gun: All guns deal + 1 damage, All guns create + 2 noise. This is meant to make the veteran's ability more impactful and unique. The noise modification will not effect firearms that don't create noise.
- The jetpack now creates a 15 range noise from its starting location when used.
- The jetpack is a very powerful tool to escape from dangerous situations. This provides a downside and also differentiates it from other movement items.
- Sniper rifle, Revolver, Gatling Gun, Winchester, Laser Cannon, Bows, Slingshot, and Nailgun all now fire in a circular range, rather than a square one. This means the diagonal range has been slightly reduced.
- The magic secrets perk now grants the same chance of offering the dark bubbler / lava bubbler as other common wands. This is an increase from around %30 compared to common wands.
- Unholy power will now grant +10 health after slaying 16 enemies, up from 10. You can slay a lot of enemies in a run, and with the heavyweight perk you could easily become extremely powerful with this perk. You still can, but its a little bit slower now. Many vaults now spawn random pools of enemies instead of always spawning the same enemies. Some of the more dangerous vaults now contain chests as well.
- The witches house vault now spawns with 1 greater banshee and 2 tier 3 swamp units, instead of 4 regular banshees In addition the witches house now spawns with more furniture and a rich chest
- The abandoned church vault will sometimes spawn cemetery units instead of ghouls
- The pharmacy vault and the ancient ruins vault now both have a %50 chance to spawn a tier 2 desert unit instead of a guaranteed turret.
- The Freezer vault will now spawn with 3 tier 3 deadland units instead of 2 video drones. It will also spawn with a wooden chest.
- The desert tomb vault now spawns with 2 tier 4 desert units as well as a demon. It also now contains a rich chest.
- The spider house vault now spawns a mixture of giant spiders and random tier 2 forest units instead of just giant spiders.
- Bullet pickups have been slightly reduced, now giving a randomized amount of bullets.
- Standard bullet drops now grant 2-3 bullets , instead of always 3.
- Bags of bullets now grant 4-6, instead of always 6.
- Boxes of bullets now grant 30-50, instead of always 50.
- Live spawned enemies, from closets or from summoning enemies, should never spawn asleep anymore.
Borders:
Added borders to the world. These are un-interactable tiles that are placed to the left and right of the map, instead of a black void. Different zones have different borders acting as obstacles, usually trees or mountains. These borders will not be generated in pre-existing saves, only new ones.
Other:
- Most enemy abilities (charge, hop, joyride, alarm) now have an icon that represents their ability. This icon will replace the exclamation mark, glowing when the ability is ready and darkened when its not. This is to more easily convey ability information.
- Smart Attack Guard will no longer protect you from enemies that are not visible.
- This means that when exploring the dark mansion, you will not be guarded from going into a door that has an unexplored enemy on the other side.
- Lowered the chance of banshee and banshee toads wailing from %0.75 every turn to %0.3. The wailing could get annoying, especially when there were multiple banshees.
- Reading books, consuming food, will now have a minimum delay of .15 seconds in triggering their sound clips. This is to prevent sound spam when reading through books or consuming multi-charge foods like cereal quickly. This also applies to footstep sounds, but only matters when instant animation is on.
- Added a new achievement for collecting 200 unique stickers.
- Loose Graves have a different color than empty graves to help them stand out more.
- The owleye shroom has been relabeled as the glow shroom, and now gives your character a glowing light effect when used.
- Updated the sprite for Lumberlings.
- Many small optimizations should help performance for normal turns as well as loading zones.
- The unlit tile shader thats used when the lighting toggle is turned off has been optimized. Previously, it could actually be slower to use the unlit shader rather than the standard lighting shader.
- Fixed a bug where the game would show strange far away tiles as your blue move to tile when highlighting certain uncrossable obstacles like walls.
- Fixed a bug where certain perks were not saving charges properly
- You will no longer regenerate health over time if already dead.
- The tutorial has had some minor changes, including replacing most of the tutorial pies with tutorial notes. These should be a bit more intuitive, dont clog up the action log, and cant be eaten.
Hey everyone, Deadland 4000 isn't always about winning, sometimes it's fun to die in yet another strange way. Nominate Deadland 4000 for "Best Game You Suck At" for the 2022 Steam awards! Also, Deadland 4000 is %20 off until November 29th!
Hey everyone, just some small fixes here.
- Dining rooms in the mansion should no longer spawn chairs adjacent to walls.
- Some minor stability changes, aimed at fixing bugs.
Fixed a bug where interacting with the closet would bug the game
Happy Halloween! Welcome to version 1.1, there's new items, new perks, a new horrible enemy, and other changes. Let's hope your next character survives them all!
- Added Tinfoil Hat: 1 Armor Can be evoked to inflict a psychic attack on enemies that ignores armor and can be used through walls
- Added Umbrella: While equipped you will ignore all weather and sun effects.
- Added Football Helmet: +1 Armor +20 Max Health
- Added Dark Bubbler: Bubbler that blinds enemies hit for 15 turns. Blinded enemies will only be able to see 1 tile away. Recharges over 60 turns
- Added Farmers Pitchfork: +2 Damage Slaying enemies with this weapon will spawn corn around them
- Added Candy Spear: +2 Damage Can be licked 3 times to grant +8 health (counts as candy). After the third lick it is destroyed.
- Added Banded Ring: + 10 Max Health
- Added Balloon: Single use item that carries you to a random place 14-30 tiles away
- Added Chips: Grants 6 food and has 4 charges
New Perks and Mutation
- Added the Tainted Eater perk to the pool: Don't take damage from eating food. Damage you would have taken is restored as health instead.
- Added Mysterious Powers to the pool: When you first take this perk gain 2 random perks and 1 random mutation
- Added Heartburn to the mutation pool:
Food you eat grants -1 health. (this will proc tainted eater)
2 copies of this mutation are added to the pool, replacing a copy of albino and a copy of stomach worm, leaving 2 of each in the pool.
New Enemy
- Added The Ratking, new mythical enemy.
75 Health, 8 damage, regenerates 1 health per turn. After being attacked by the Ratking you will be severely blinded.
Drops Plagued Blowgun. Short range firearm that deals 1 damage, but inflicts blindness on enemies hit.
Other
- When starving you will now take 1 damage every 4 turns, rather than every turn. This should give you a little bit more time to find something to eat. You will still not regenerate health while starving.
- The mansion in the suburb area now has a greater variety of rooms that spawn, including: Bathroom (spawns with a tier 2 swamp enemy), Dining room (spawns with some food), Library (always spawns with a tome of experience), Closet (contains new closet object, which can be searched to find loot, or maybe something else! Also spawns with a tier 2 forest enemy).
- Closets will also spawn rarely in the random pool of indoor furniture
- While in ghoulform or lichform you will no longer regenerate health from the Hikers camper perk.
- Jukebox now creates a radius 14 noise up from 8
- The Berserk status will no longer stack its duration. Instead multiple sources of berserk will each create a new berserk status. Each status will grant an additional +2 damage and armor! This should make getting multiple procs of berserk off of psychotic rage a little bit less of a death sentence.
- Slightly reduced the number of regular enemy spawns in the swamp biome from 40 total to 35 total
- Unholy Power now requires 10 slayed enemies to grant 10 max health, up from 8
- Crown of Power grants 2 damage, down from 3
- Rocket Launchers blast deals 20 damage, down from 24
- Stun Batons charged attack no longer deals 2 extra damage
- Fixed the Zomjuicers description incorrectly stating it took 3 charges to grant a zomjuice instead of 4.
- Lumberling health increased from 44 to 50
- Moose health increased from 55 to 64
- Can no longer activate Bigfoots Charm when its not equipped. This is consistent with other evokeables such as Fairy ring, jesters cap, etc.
- Consuming an item while another item is in the drop cell will automatically move the drop cell item into your inventory
- Removing/Consuming an item thats in the drop cell will hide the drop cell
- Unit info will no longer specify abilities as Ranged. This was confusing between ranged attackers and ranged abilities, and also took up space. Since almost all abilities are ranged, melee abilities (Hellbat) will be specified only in the description.
- Added a sound effect for when psychotic rage triggers
- Increased the volume of the solar flare sound effect
- Fixed a bug where saving and exiting the game before getting a mutation/perk would not load mutations/perks
- Fixed a bug where you could enter casting mode for an evokeable while already in casting mode for another evokeable.
- Fixed a bug where the keybindings menu in the main menu was not loading saved keybindings.
- Fixed a bug where saved keybinding data could be corrupted. This should be fixed, but after updating your keybindings will be reverted to default values.
- Fixed a bug where evoke effects that spawned from a projectile (flaregun, corngun, rocket launcher) did not apply damage modifications to the effect.
- Fixed a bug where you could be locked out of firing evokeables until hovering over another item slot
- Unity cloud diagnostic reporting has been enabled. This should automatically log and report any errors that occur.
New Items
- Fixed a bug where the Unholy Power perk was not working properly.
- Unholy Power now requires 8 slays to proc up from 7
- Dressers now contain slightly less equipment such as rings of armor, switchblades, etc. Dressers now sometimes contain cans of beans.
- Fixed a bug where the Blob Queen did not count as a mythical unit, not granting its achievement and being able to spawn multiple times.
- Updated the Chefs hat and Cleavers item descriptions. Fixed the cleaver saying it would give + 3 damage, implying 4 damage total.
- Mutant strength perk now counts as a mutation
- Can no longer put any container inside another container
- Fixed a bug where exiting the keybinding menu from the mainmenu by pressing escape wouldnt bring up the back button.
- Fixed a bug where unloaded tiles were sometimes being marked as highlighted, usually after using red pill / blue pill. This resulted in the character making incorrect movements until reloading.
- Cowardly enemies will no longer chase you if you try to run away from them
- Druids magic mastery perk now has a sound effect whenever it procs
- Acid rain, Sun damage from the albino mutation, will now show correctly as cause of death
- Grave files in the graveyard will now display in order of the most recent death first
- Added special death messages for the Radiostar, Clownaconda, Clownacobra, Scarecrow, Pit Devil, Blob, Blob Queen
- Fixed a bug where the spring boots were damaging the player
- Fixed a bug where loose graves were labeled as dressers in the action log
Wake up, the year 4000 is now. It's time to open your canned beans, reload your shotgun, and watch out for hellbats. Today I am proud to say version 1.0 of Deadland 4000 has come to Steam. There is much to explore, from enemies, weapons, perks, and 44 Steam achievements to be unlocked. Do you have what it takes to survive? Purchase Deadland 4000 now at %10 off! Join the discord to share builds, strategies, deaths, and more at: https://discord.gg/zfgqr3Zqnm
Only 21 days until Deadland 4000 is releasing on Steam!
Get ready for thrilling encounters with dangerous creatures such as this one
Deadland 4000 containers over 20 mythical creatures. Each one will only be found once, and will drop a powerful special item.
Find and fight them all on October 7th!
Hey everyone, The demo for Deadland 4000 will most likely be taken off Steam after September 9th. With the full release coming up, and the many improvements it brings, I feel the demo is no longer an accurate representation of the game. Rather than spending time to update the demo, I will be solely focusing on the full release. The demo will be taken off steam but remain free to download on other places on the internet.
[previewyoutube=lDBN8tLNkL4;full][/previewyoutube]
More stuff
New items, new enemies, new perks and more!
The Arcade
Your adventures in the Deadland will earn you tokens, depending on how far you advanced, enemies slain, etc. These tokens can be spent unlocking collectible stickers. These stickers are purely cosmetic, but they can provide information on the various artifacts and denizens of the Deadland.
The Graveyard
View reports on all your previous characters in the graveyard.
Achievements
20+ achievements to unlock
Ascension Ending
After reaching the end of the deadland you'll have the option to pursue a 2nd, more dangerous ending. But beware, you'll encounter powerful new enemies, as well as new powerful items. See you all in October!
- Extra arms, Extra Tentacles and Extra head are now perks, not mutations, and are gained from tomes of experience. Having a purely positive effect made them no-brainers in the mutation pool. Replacing them are 3 new mutations:
- Ghoulform: Cant regenerate health over time. +%40 melee lifesteal. Dont get hungry.
- Ratform: -3 vision during the day. Sense Food.
- Frogform: Take .5 damage per turn outside in the sun. Can swim in water. Ignore the effects of rain and acid rain.
- Druids ability, renamed Magic Mastery, now increases the range of all wands by 1, in addition to restoring 5 health on wand use.
- Jetpack cooldown increased from 30 -> 60
- Spring boots cooldown increased from 30 -> 60
- Light wand cooldown increased from 20 -> 30
- Wand of fire cooldown increased from 20 -> 30
- Peppermint wand cooldown increased from 20 -> 30
- Death wand cooldown increased from 20 -> 30
- Lava bubbler damage decreased from 20 -> 16, but now ignores armor
- Lava bubbler cooldown increased from 30 ->40
- HOUNDs now have a bark ability, alerting nearby enemies to your location
- Cursed Abomination now have a similar ability, alerting nearby enemies
- Clownaconda hp increased from 40 -> 48
- Clownaconda damage decreased from 16 -> 14
- Moose hp increased from 50 -> 55
- Graveyard now has some more hedge walls
- Farm treasure vault is less empty, has some decoration
- Malls center food court now spawns with more enemies: 6 normal mall enemies and 4 clownacondas, up from just 3 clownacondas
- Enemies will now always do a minimum of 1 damage, regardless of player armor
- When instant animations are toggled on, special animations(hellbat, moose, frogs, etc) will happen 5x faster.
- Silver sickle(previously labeled crowbar) now grants 1 attack and %10 lifesteal. I had forgotten I added this to the graveyard loot pool and it wasnt finished yet.
- Weather effects can now change the ambient lighting of the world
- Most wall structures are now half as high, in order to be less visually obstructive for the isometric camera
- Fixed a bug where selecting tiles in cast mode or examine mode with the keyboard had their controls inverted
- Selecting tiles this way will no longer allow for holding keys down, only individual presses
- Fixed a bug where ambush enemies(roadway mimics) had lighting on their disguise that didnt match other objects, giving them away. This was not actually fixed in the last version
- Fixed a bug where units were not properly hiding objects in tiles they occupied when asleep.
- Fixed a bug where some units were not hiding objects (grass,corn) in the tiles they occupied sometimes
- Fixed a bug where the game would not load save files correctly with the mutant strength mutation
- Fixed a bug where if the player couldnt reach an enemy while berserk (A swimming enemy surrounded by water?) the game would lock requiring you to reload.
- Fixed a bug where ambush enemies (pitdevils) would not spawn all of their vision indicators if they spotted the player sometimes.
- Fixed a bug where moose could push players into water
- Fixed a bug where stunned enemies (frozen goo) would spam the action log with the message about being stunned even if they werent visible
- Fixed a bug where the wait keybinding could not be rebound. Added 2 alternate wait buttons, which by default are mapped to . and the spacebar
- Fixed a bug where stationary units (scarecrows) wouldnt update their vision, meaning they would ignore newly spawned obstacles such as corn
- Fixed a bug where the player could pause the game while berserking
- Fixed a bug where the camera wouldnt update after using a red/blue pill after loading a game
- Fixed a bug where the tome of experience at the end of the tutorial wasnt letting you discover a perk.
- Fixed a bug where ambush enemies(roadway mimics) had lighting on their disguise that didnt match other objects, giving them away
- Fixed a bug where unloaded tiles were visible when starting the tutorial
- Fixed a bug where items on the ground werent being affected by night time ambient light
- Fixed a bug where the game would not apply incremental damage while starving. This damage would still add up however, so if you were in the rain while starving then found food, you would begin to take all the damage you accrued from the rain.
- Fixed a bug where exiting a game from the pause menu and starting a new game in the same session would start the game paused
- Fixed a bug where the tutorial could save over a game saved in slot 0
- Changed the color of the name input box in character creation
Deadland 4000 is participating in the Steam next fest with an updated demo build! This update adds some much needed polish, as well as adds a bit of new content. The demo currently allows the player to reach the first ending of the game. The full version will have more content, an optional second ending to strive for, and more. Deadland 4000 is making rapid progress and is planned to release in 2022. More news coming soon.
- Added treasure chests that will spawn in rare vaults, and in the graveyard, cornfield biomes that replace the gatling/laser/flamethrower spawns. These chests allow you to choose 1 of 3 random rare items.
- Enemies can now smash smashable objects if theyre in the way of getting to the player or a sound source
- Added doors that can be opened and closed by walking through them. If an enemy sees you go through one they will follow you and smash the door
- Added some vaults that will spawn in the swamp
- Added an overgrown lab vault to the starting lab
- Added a motel vault to the highway
- Firefighters ability Emergency Block now grants 2 block on slay instead of 3
- Forest biome has been removed again. Now the third main biome will always be either swamp or highway.
- Tutorial now has onscreen instructions for camera movement
- Lighting has been changed to affect billboard sprites regardless of angle
- Goo Beacons, Willowisps, and Pumpkings will now actually produce light effects.
- Enemy vision will no longer overlap. The red UI square will keep the same alpha no matter how many are stacked on top of each other.
- Water tiles are now animated
- Death screen is now less intrusive and lets you move the camera and examine the environment after youve died.
- Main menu has been updated
- The game now has music: a track made by Harry Makes will play in the background
- Added a keybindings menu to the options menu. Here you can rebind any keys you like.
- Can finally access options from the main menu.
- Fixed a bug where the pitdevil could freeze the game
- Fixed a bug where spring boots would allow you to jump into water
Hey everyone, Welcome to the year 4000! The free demo is now available to play as a part of the Going Rogue event. Goodluck! Also come join us in the brand new Discord server at: https://discord.gg/zfgqr3Zqnm
Deadland 4000
Cain Laikind
Cain Laikind
2022
Strategy RPG Simulation Singleplayer
Game News Posts 24
🎹🖱️Keyboard + Mouse
Positive
(13 reviews)
https://store.steampowered.com/app/1923070 
Axiom Verge 2 Linux [242.63 M]
Explore, fight monsters, scavenge loot, and run out of food as you do whatever it takes to survive.
Choose Your Character
Choose from 9 different characters, each with their own loadout of starting equipment and perks.
Powerful Artifacts
Magical wands, flamethrowers, katanas, and jetpacks have been left abandoned on the ground. Loot is randomly generated every game, meaning you have to adapt to what the wasteland provides.
Special Abilities
Become a werewolf at night, photosynthesize your own food, grow an extra head. These are permanent effects that will impact your entire run.
Every Run is a Story
Not all stories have a happy ending. Your characters only live once, and as a wise man once said: "Losing is fun"
A Hostile World
Navigate overgrown cornfields, dark desert highways, and desecrated suburbs.
Be careful, wildlife has evolved. Many vicious predators roam the wastes, and you're on the bottom of the food chain.
Take shelter from weather events such as acid rain and solar flares by waiting out the storm in indoor structures. Rest or take your chances exploring at night with reduced visibility.
Keep Moving Forward
The world generates in a straight line. There's only one direction to go, but you're free to explore however you like. Every biome is connected with no loading zones or level barriers.
Coming 2022!
Wishlist now!Follow for new announcements coming soon!
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