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This small patch contains fixes for the larger maps and a stable bug:
This patch fixes a pathfinding issue on the map:
Hello everyone! In this updated we have added bigger maps. The default map size is 512x512 and now you can choose 768x768. This is 50% bigger than the default map. You can choose the size at the start of a new map. Loaded games will keep the 512x512 size. We also found a bug with Windows 10 and its desktop scaling feature. If you scale your desktop to more than 100%, your cursor will look bigger in the game. This is an issue with our Unity version and Windows 10. There is no automatic fix that we can provide.However, we've added an option in Control Settings that allows you to change the size of the cursor by half. So if you have this problem you can use this option. Other fixes and improvements you can see in the list below:
Hello everyone and a happy new year. In the first patch of 2020 we have a lot improvements and bug fixes. Also we have added two new cheat codes. To activate them you have to type them in when you are in the game. Here is the full list of changes:
This small patch contains two changes for the silo/water tower:
This patch fixes some issues with the water tower and a visual bug with the tribal camps. Also we have added the first cheat code "goldrush" to the game. Just start a new map and type in "goldrush" to get $10.000:
In this patch we have added a new building. The water tower can hold large amounts of produced water. Also we changed the storage behavior of crops and water. From now on the crops and water will be stored in the silo / water tower when these buildings are built and there is enough storage inside. Other updates you can find in the patch notes:
In this patch we improved the production of pigs and cattles, so you can better calculate the resource costs. Also we increased the walk speed of the residents by 50%. Other small improvements and fixes you can find in the patch notes:
This patch fixes a butcher production issue:
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This patch fixes two bugs:
This hotfix patch fixes a butcher production bug:
This hotfix patch fixes a production bug:
In this patch we have added the ability to pickup resources from the ground with the transport wagon. Also we fixed a lot of bugs:
Another small patch for today with bug fixes and a few improvements:
This patch mainly fixes problems with the attack system:
This patch contains improvements mainly in the UI and in the movement of your residents:
This patch contains improvements and bug fixes:
Finally the time has come! Depraved leaves the Early Access Program. More than a year has passed and Depraved has improved a lot. We have learned a lot during this time and want to apply this knowledge in the future. Depraved is now in a state where it is of interest to all and we want to achieve this by leaving Early Access. But even with 1.0 we are not finished with the game. There are still many ideas that we can implement and many things that we can improve. So stay tuned. In this patch we have added two new languages. Russian and Polish. There are also improvements and bug fixes. Here are the patch notes for this update:
Hello everybody, the time has come! As we have already announced in our Road to 1.0, we are leaving Steam's Early Access program by the end of this month on September 21. To make that happen we're currently eliminating some bugs and finishing the translation. By leaving Early Access we will be able to introduce Depraved to more players. We are really looking forward to that 1.0 here we come!
Hello everyone,
with the august content update we have added a bunch of new buildings.
With the new fire station your city is prepared for fires. We removed the old "water bucket" system so your residents can focus on their things and let the fire wagon do the work.
The second building is an addition to the wells. To keep up with the amount of water needed in the late game, we have added a water mill. The water mill collects water from a river and has to be built at the shore. You can add up to three workers to it, to speed up the collection.
In order to store your harvest, we have added a silo. A silo has a capacity of 200 crops. You have to choose which one before your laborers can store anything. If you change the crop type, your laborers need to clear the silo storage from the old crop.
The last addition are decorations. We have added a bunch of them. From now on you can build barrels, benches, wagons, carts, crates, signs, flowerpots, hay, horseposts,lamp posts, windwheels and troughs.
With this update our road to 1.0 is almost done. We will announce the version 1.0 release date as soon as possible.
Here are the patch notes for this update:
Just a small patch for today with improvements and bug fixes:
Hello everyone,
with this content update we added the contract system for the train station. You can do orders to get money, but carefull, if you cannot complete the order in the given time, you have to pay a penalty.
You can open the contract and order list in the train station profile. For now you can get resource and horse contracts, but we will extend it with more types of contracts in the next patches.
Here are the patch notes for this update:
Another small patch for today with improvements and bug fixes:
Just a small patch for today with improvements and bug fixes for the new native american/bandits update:
Hello everyone,
with this content update we are presenting you the Native Americans and a bandit camp overhaul.
Native American tribes are now spawning across the map. At the beginning they are small but they grow over time and claim large territories. Larger tribes have the ability to trade with you. In order to do so, you need a transport wagon from a trading post and bring it near the tribes warehouse. Then you can click on the warehouse to open the warehouse window and the trading menu.
Tribes only wants to trade with you when your relationship with them is neutral or above. You can influence it by paying a tribute via the diplomacy window. Also you can see your relationship to tribes and bandits. You can open the diplomacy window with the last icon in the drum next to the minimap.
Bandit camps can also grow over time and will attack you if your relationship with them is negative. However, you can also pay them a tribute.
Here are the patch notes for this update:
Hello everyone,
Almost a year has passed and Depraved has improved a lot. We were often asked what our roadmap or the direction of the game is. Today we would like to introduce our road to version 1.0. The points on this list are points that we absolutely wanted to include in the 1.0 game, like the Native Americans. We've also added some community ideas that we think are perfect for the final release. Thanks for all suggestions.
But even with 1.0 we are not finished with the game. There are many brilliant ideas that still need to be implemented, but with leaving of Early Access, we can present Depraved to an even larger number of players.
With this update we only did some improvements and bug fixes. One of our family members became seriously ill and died. We spent as much time as possible with him and therefore had little time to do anything substantial for Depraved. Here are the patch notes:
This update includes a new production chain (coats), a real window mode and other improvements and fixes:
After a month of developing and testing we can proudly present the promised Mac and Linux/SteamOS version of Depraved. However, we can not test everything hardware wise, so expect some issues with some hardware. All other changes can be seen in the following list:
This update includes improvements and fixes for the last content patch.
This is our first big content update. It contains the new harvesting system. You can create crop fields and choose which crop to grow on. Each crop has a specific season in which it can be cultivated. There are 3 crops. Corn, wheat and potatoes. Corn is fed to pigs, cattle and sheep. Wheat is needed to make bread and alcohol is extracted from potatoes. Another new thing is the gallows. If the crime in your city is too high, it helps to hang someone. Only imprisoned residents / bandits can be hanged. In addition, we have changed some things on the UI, which should help you to notice things faster. All changes can be seen in the following list:
This update includes improvements and fixes. Over the next few weeks, we plan to integrate more content so that future updates will take a little longer. You can check our progress on twitter.com/evilbitegames
This small update includes some improvements and fixes
This small update includes some improvements for the work areas. We also wanted to say thank you for all your suggestions for improvement and bug reports. We read everything, even if we can not always answer everything.
Small update with bug fixes and improvements.
With this update we have added the hotel. A hotel offers room for up to eight guests. Each guest pays a rent. In its default stage, the guests in the hotel are pioneers, but you can upgrade the furnishings, so they become settlers or merchants
This update contains the following:
This update contains the following:
This small update contains the following:
In this update we have added new worker slots for the buildings lumberjack, hunter, stonemason, fisher, butcher and sheriff. To use them you have to unlock them. After the unlock you can activate/assign a worker via the + icon. You can deactivate the slot by firing the worker. Every active slot increases the costs of the building. With this change we bring back the automatically assignment of workers. When you assign a worker the slot keeps active until you fire the worker. When a worker dies, a new laborer is automatically assigned. In every new build building, the first slot automatically assigns a worker, so you don't have to manually assign them.
This update contains a few bug fixes:
This update contains the following:
Steam has unlocked our trading cards, badges and chat emoticons today - have fun with it!
This update contains small bug fixes.
As announced, we changed the job system in this update. You now have the abillity to change the jobs of your residents. You can do this via the resident profile.
Residents who have a job other than laborer are automatically looking for a job.
You can also assign a random laborer to work in the production building by clicking on the small +.
Please note that from now on only laborers come to your cities and fired workers automatically turn into laborers.
This update contains small bug fixes and improvements. Right now we are working on the new job system, so you can change the job of every resident in your town.
This small update mainly includes the ability to show/hide certain types of notifications with the config icon in the top left.
In this update we changed the default graphic render engine to DirectX9 to prevent crashes on win10 systems. However, if you want to use DirectX11 you can force it in the settings file (g-api=dx11-explicit)
With this update we have added a goods distribution list for your warehouses. You can now set the max amount of slots for every resource.
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