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DeadWire is a top-down tactical hacker-shooter game set in a neon-soaked dystopian city of the future. As the operator only known as ‘Wire’, make your way through the brutal streets of this crime-ridden metropolis, hack the environment, and take down the armed enemies out to stop you.

Chain Reaction Carnage - In DeadWire's cyberpunk world of dystopian hi-tech and omnipresent violent crime, Wire can use his Rewiring skills to hack and link enemies to seemingly harmless objects, turning the world into a chain-reaction sandbox of carnage and death.

DeadWire combines its unique rewiring gameplay mechanic with fast gunplay and power-ups, to take down enemies and reach your goal.

High-Octane 'Hacktion' - Wire's skills go beyond their leet hacking abilities, they're also deadly with an arsenal of weapons.

Side-objectives & Time Trials - Overcome missions in various creative ways to complete different side-objectives, and beat time trials to collect trophies along the way.

Epic Synthwave Soundtrack - Lose yourself in DeadWire's immersive cyberpunk soundscape that evokes a future world of dystopian technology and burgeoning rebellion.

Become the ultimate operator - Unravel DeadWire's tale of dark web deceit and treachery in a neon-soaked dystopian city.

Wishlist and join the Discord; keep up to date with the Deadwire experience!

DeadWire
Shotgun AnacondaDeveloper
The CoLabPublisher
Q3 2025Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (15 reviews)
Public Linux Depots:
  • [0 B]
Patch 1.0.2 - The Lower-the-Annoyance Patch

As mentioned before, this patch focuses on making the early onboarding smoother and improving the difficulty curve. This is the first of multiple balance updates, so please forgive the lack of bug fixes or new features in this one.\n\nWhile I can personally enjoy a hard difficulty curve, the line between fun and annoying is pretty thin. DeadWire slipped into the annoying side of that line (tunnel vision is a hell of a thing).\n\nMost of the problems were in the first three levels. These are the levels where the player is still focused on learning the hacking mechanics, but some situations forced sudden decisions players werent ready for. Instead of just removing enemies or dumping more tutorial text, I wanted to do a little design exercise. The changes are mostly about enemy and object placement. Sometimes just turning an enemy to face another way can, in theory, fix a lot of what was frustrating.\n\nI hope these changes make the game feel more welcoming to new players, while also bringing back anyone who bounced off earlier. For those who already beat the game, more content is still coming.\n\n

Changes

\n
    \n
  • Level 0: Made tutorial actions clearer with the old trusty arrows. Realigned enemies in the first room to avoid a too-early shootout.\n
  • Level 1: Replaced enemies in the first room so the speaker can actually be used for distraction as intended. Also replaced a generator by the door since people kept missing it and thinking they were softlocked.\n
  • Levels 2, 3, and 6: Rebalanced enemy placement and numbers. There are fewer enemies now, but I adjusted their pathfinding zones to cover the gaps the extra ones used to cover.\n
  • Level 8: One of the few puzzle levels in DeadWire, but way too many people dropped out here. What was supposed to be a palette cleanser had the opposite effect. Players clearly dont want to spend a ton of time solving the few puzzles that exist. Ive added some new lights and decorations to nudge players more clearly toward the solution.\n
  • Backend: Tweaked how shooting works, especially with burst-fire weapons. This is groundwork for future content. Shouldnt break anything but if it does, oops, let me know.
\n\nThats it for now. Im working on more, and as always, let me know if you have feedback or find something broken. Thanks!

[ 2025-10-04 11:03:01 CET ] [Original Post]
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