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Hey. We put the content update The Perished City on the beta branch and would appreciate some feedback. Our design goals for this and the further content updates are to improve the writing, especially the variety in how NPCs talk, add more depth to the narrative elements, add more player decisions, and have more visual variety among the locations. It would be good to know if were on track with that. The update needs more work in some areas, including balancing and itemization, and its currently separated from the main game still. Theres a separate entry for it in the New Game menu. So I wouldnt recommend it for a regular playthrough just yet, but if you want to help out with some feedback while its especially useful for us to see if we are meeting our design goals, then this is a good moment. Heres how to switch to the beta branch: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/ You can give feedback anytime in the game via F1 or via replying to this post or via writing us at [noparse]team@deathtrash.com[/noparse]. - Stephan
If you're looking for the content update: This isn't it. See "Current state of things" -> "1. Content update" down below.
I am sorry. We made progress this year, but not as much as I had hoped. The projected dates for the next updates did not work out as planned. We are focusing on the content of the game at the moment. That is slow work, as we are still somewhat inexperienced in this. (And it seems to me that working on story-based content will never be a straightforward process to begin with.) I appeal here to your understanding of the situation, and therefore will lay out what this current situation consists of.
A small peek at our upcoming content update, which covers the Perished City, located at the center of the game's world map. [previewyoutube=FvMoiEELr0c;full][/previewyoutube] We expect this to be on the beta branch in the next months. For more info and tentative dates about our future updates, take a look at our roadmap: https://store.steampowered.com/news/app/941460/view/4186732260752603133 - Stephan
Welcome. This is the roadmap for the final phase of the Death Trash Early Access. We have avoided communicating concrete dates in the past. Working as a small team on a complicated game has been notoriously difficult, especially in regards to timely estimations. The Early Access took longer than we initially anticipated. For that we are sorry. But during the Early Access we have improved the game and, equally important, our tools, workflows and knowledge. We are more confident now about handling the rest of the game and what time well need for that. Note: These dates might still change. If one of the milestones takes longer than anticipated, all the later dates will be influenced by that, too, of course. And at the end of the day we won't call it final (1.0) if we are not happy with the state of the game and will instead put more work in. But the important thing here is, I hope, to see and to know that the end is actually in sight.
- give experience points for unlocking doors (skill or key) similar to other skill actions; adjusted xp for these skill actions - player movement: slower movement speed when walking backwards while targeting (experimental) - fixed minor delay in ranged enemy red pointer warning - fixed stealth attacks sometimes missing target - fixed additional issues with point and click commands for stealth attacks - hard difficulty: made ranged warning duration more generous but increased melee attack speed for enemies - don't cancel point and click walk commands when opening inventory - show 'Stealing' headline on loot container if appropriate - local co-op: allow walk commands through map UI similar to singleplayer - local co-op: fixed a few issues with using the shortcut travel markers - fixed a few pickpocketing issues when targeting walking characters - fixed some NPC reactions to stealing - improved NPC waypoint handling - fixed a few other smaller NPC issues throughout the game - Fleshface in Tauris can also be activated now by puking next to him - fixed Bunker17 not yielding exploration xp - allow selling Nano Health - fixed input conflict between back button and other actions on custom button bindings - world map travel speed: allow toggling back to slow while traveling - added some missing German text - several major framework additions and changes behind the scenes (should hopefully not break anything) - replaced random loot calculation (should have similar results, was updated for better data analysis) - additional minor bug fixes and improvements Context: These are ongoing quality improvements and bug fixes. We're also working on new content and other improvements. Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- dialogue stat checks: show text for multiple choice even if not being able to select that option due to stats - removed Animalism skill for now (under consideration / redesign; catching Fleshworms is still possible) - fixed pull ability not pulling - fixed slowdown from spider web not getting removed immediately when web vanishes - Glutt boss fight: fixed Glutt not eating worms - fixed end of Early Access message triggering even if not having finished Oracle - fixed ground dirt and grass in bunker areas sometimes drawn outside grid or on top of objects - fixed skills tooltip or description not reflecting currently assigned but not yet applied points - fixed crash when level loading was initiated shortly after a script sequence triggered a delayed action - fixed crash when door gets destroyed while lockpicking it - fixed a few more rare crashes - fixed visual issues with action bar - fixed a few issues with the help text of the map overview - allow right mouse button as key binding for free look - disabled player character dropping all items when player character body explodes - for walk commands through click on overview map: avoid locked doors if there's another path - fixed some animation and usability issues for lockpicking - Buzzer weapon: updated magazine size - mark Tauris on world map when mentioned at Fleshkraken caretaker - use UnityInputManager as the default controller manager on Windows (fixes Nintendo Switch Pro controller on Windows) - upgraded to Unity 2021.3.16 - localization: added debug console option to export German text (for further reference on localizing; English should still be the main reference) - small level design and text fixes - additional minor bug fixes and improvements Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- updated Buzzer weapon: less damage, reduced range, charge up triggers automatically after some time, increased energy ball speed, diminished punching through additional targets - updated Shock ability: removed target stun, use pushback, added slow movement debuff, slightly increased damage - updated Freeze ability: reduced stun duration, increased energy usage - reduced critical hit bonus (to reduce randomness in gameplay in later game stages) - co-op UI: fixed a few issues when using the large UI setting - co-op UI: fix healing target marker for second player - added icon for block ability - fixed pathfinding through multiple doors failing when first door was open and later one was closed - fixed character changing look duration during melee attack when holding manual melee attack mode key - fixed being able to attack hologram character - minor UI improvements regarding memorized items - updated Unity Input plugin - additional minor bug fixes and improvements Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- fixed buffered roll command while attacking not getting updated with latest input direction at moment of rolling - co-op: fixed some enemies continuing to attack downed partner - action bar: fixed not being able to drop modified weapon on top of non-modified weapon - add location knowledge of Old Trees in Mortus dialogue when he mentions it - updated reward amount for Little Pests quest - fixed some corpse container not getting disabled after looting - fixed threatening NPCs with weapon making them sometimes try to walk away through walls - fixed a few rare crashes Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- fixed spawned minions of Titans potentially attacking the Titans - fixed rare crash due to tutorial event handling - fixed rare crash on using block ability around exploding enemies - fixed crash on having a ticking grenade in player inventory - co-op: fixed rare crash when exiting an area - fixed tutorial about throwable items not getting marked as solved - fixed drag and drop of grenade to NPC inventory not arming that grenade - fixed quest tasks involving items showing different progress when visiting other worlds - fixed inventory navigation prompts for controller not getting updated after changing button bindings - minor asset, level design and text fixes Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- changed quickload behavior to load latest manual quicksave (if exists) instead of latest save of any kind; added user setting for this - hard difficulty: removed hitstun on player - hard difficulty: slightly increased enemy melee attack speed - fixed dialogue progress issues in Puke Bar and in Tower location due to recent dialogue system changes (regression) Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- added labels to map overview - world map: fixed issue with holding fast travel button - world map: added fix for potentially being stuck in world map collider - world map: allow holding left mouse button to continuously update target position - fixed missing audio ambience in some underground locations - fixed rare random crash due to character list handling - fixed drag and drop of abilities from inventory to action bar resulting in blank fields on action bar - co-op: fixed both players downed not immediately resulting in game over (regression) - co-op with secondary screen: fixed player interface being visible during loading and pause screen - updated some visual assets - minor content fixes - minor UI fixed and improvements - make error handler also catch errors and exceptions from threads - updated engine to Unity 2021.3 (latest long-term support version) - updated audio plugin - modding: fixed changes to GameplayValues not getting applied - additional internal framework improvements Latest roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
- updated audio plugin, fixing a few potential initialization issues - removed skill type from throwable weapon descriptions since those are not influenced by skills - fixed a crash on Controller disconnect - co-op: fixed a few issues and a potential crash around area exits - minor content fixes Roadmap: https://store.steampowered.com/news/app/941460/view/5009714462588640927
Welcome to a new Death Trash update! Quality improvements, bug fixes and an updated roadmap. And we continue to work on new content behind the scenes.
Hey, everyone. Welcome to our seventh regular monthly update. This is mostly a bugfixing update while we continue working on new content. August was a pretty slow summer month for us, not at full strength in presence nor mentally, but it's good to see the game continously improving.
Hey, everyone. Welcome to our sixth regular monthly update. This update is another push forward in quality, including many tower location fixes, small content improvements, adding a few ranged weapon mods, an update to lockpicking, and lots of bug fixes and other improvements.
Just a small update for fixing a few issues related to the last monthly update. 0.8.4.1 - fixed a camera scale issue in recently added area - fixed input buffering for shooting being too long - fixed stealth tutorial not recognizing Body inventory tab - fixed a few UI issues - additional bug fixes for issues introduced with 0.8.4
Hey, everyone. Welcome to our fifth regular monthly update. For this update we worked on new content (tower location, second Oracle encounter), made gameplay and usability improvements and also fixed a number of bugs again.
Hey, everyone. Welcome to our fourth regular monthly update. This update mostly improves existing elements. We spent a substantial amount of time on updating our internal tools (benefitting us as well as hopefully other people in the future), and the remaining time was spent on solving a few long-standing issues with NPC behaviours and pathfinding, for example.
Hey, everyone. Welcome to our third regular monthly update. We worked on new content but we also took care of the core game experience through lots of small improvements.
0.8.1.1 - fixed script error from latest update 0.8.1.2 - allow drag and drop of abilities into action bar from body inventory - improved action bar visibility on action selection screen - fixed a few issues with updating ability values in the action bar - fixed DPad conflict between navigation and quests and crafting shortcut in merchant and loot view - fixed characters like Mortus having a boss health bar - fixed accidental trial watermark in recent update
Hey, everyone. Welcome to our second regular monthly update. We spent half of our time in March on performance, balancing and other improvements, and half of our time on new content. Unfortunately, the new content is not ready at this moment.
Hey, everyone. Welcome to our first monthly update. It's a substantial improvement of Death Trash, even if we couldn't add everything that we had planned for it.
Hey! We have a small announcement regarding our workflow.
Update Notes - fixed input delay on beginning targeting with throwable items - show visual display for blip range while targeting - adjusted blip range - added numbers to visual character creation - co-op: fixed a cursor issue showing skill check values etc. from other player - show UI message when enemy avoided a stun - fixed tutorial message for throwing items ending prematurely - UI refinements for dialogue - fixed some sounds being heard irregardless of distance to them - fixed a few achievement issues when continuing savegame from demo - fixed some exits in lower dungeon shown as "to world map" on map overview - fixes button heights in settings menu on high resolution display - fixed quest update message potentially being shown when already dead - made lever for leaving Mine 19 more obvious - fixed a player character head - fixed some text - reduced graphics memory usage - fixed some memory leaks - additional bug fixes and framework improvements Fully back at work again this week. Also got some concept work done for the second third of the game, but safe to say the technical tasks got the upper hand again. Now that the core game is stable and most pressing bugs have been fixed, I'm thinking about changing our rhythm to less frequent but larger updates, and use the beta branch for the inbetween steps. (The beta branch exists already, by the way, but it's only used during the update process and carries the identical version as the public branch most of the time.) - Stephan
Update Notes - fixed Fleshworms getting spawned multiple times on reloading levels - fixed a cause for multiple potential crashes when entering other worlds - co-op: improved checking for and removing items from inventory during dialogue - small UI and usability improvements - added feedback button (F1) to key bindings Just a small update this week as we took a few days off, too. Happy New Year! We have an incredibly busy year behind us, and next year looks like it's gonna be very busy, too. I wish you all the best for this coming year, and I hope we're gonna see Death Trash grow into the best possible experience, live up to its potential. Thank you so much, everyone, for supporting us so far. - Stephan
- expanded world map in preparation for future content - fixed inconsistencies on combinations of focus highlighting individual objects and highlighting all - fixed inconsistencies of focus highlighting in shared co-op screen - fixed large performance impact when using highlight all - fixed pathfinding issues on low framerates - fixed pathfinding issue on alt-tabbing out and in to paused application - fixed item descriptions potentially breaking when split into two columns - fixed issues with using the space key on the world map - co-op: fixed pointer towards other player potentially obscured by level elements - fixed a few small level design issues - adding game state data to sending script error reports - additional small bug fixes and framework improvements More technical challenges solved this week. But we also spent a bit time on updating the world map and improving its tools. Be aware this update is just about updating the map and not adding new locations to it, but it's of course part of the ongoing work on new content. Hope you'll have a great weekend, and see you again next week with another update.
- fixed saving in world map desolation leading to broken save game - disable dialogue action of NPCs in combat (e.g. accidentally talking to blind man) - don't make companion interrupt player dialogue or scene interaction when companion is in combat - fixed combat behavior of bots in mine level - co-op: fixed mouse cursor position when playing as mouse player on second screen - co-op: disable second screen toggle if second screen was activated; added info that deactivation needs a game restart - fixed some UI issues due to dynamic text lengths - fixed issues with metal gate colliders - fixed walk cursor display having wrong pixel offset - fixed some minor issues with some scene assets - added code to handle explored state of an area in save games on entering a resized area (for future content changes) - additional small bug fixes and framework improvements This week we fixed more bugs reported by players and also solved a few technical problems. Behind the scenes we continued to work on future content. I made progress on the world map and painted a new sub world map for a certain area of the game. I keep being hopeful to being able to focus more on the actual game in the coming weeks. - Stephan
Just a short news bit because we're so excited about it:
Death Trash will run on the upcoming Steam Deck.
Here's someone from Valve playing it: https://twitter.com/OnDeck/status/1456685910217539585
(Pretty big honor to be showcased there, by the way.)
- Stephan
- barrels can contain loot now - show quest update notification for individual tasks - fixed quest not getting updated when losing quest items - fixed not getting combat experience through minions - fixed not getting experience when leading enemy through mine - fixed not getting experience for enemies killed by exploding mutants - improving handling of loading some invalid user data - fixed a random crash happening mostly on boss fights - fixed a few UI issues due to dynamic font changes - dimmed hit marker on glancing attacks - use kneel animation when equipping implants - small level design fixes - additional small bug fixes and framework improvements Aside from these improvements we were mostly kept busy again by tech- and cross-platform problems. Fortunately a few of them are solved now. And I'm currently painting the world map for the rest of the game. Hopefully you'll have as much fun journeying through it as I have working on it once it's fully there. The part of the world map that's currently available already will probably see some changes, too, to better integrate with the upcoming parts. See you again next week! - Stephan
- added kneel animation for some player character actions - make crafting quest also trigger on trying to deconstruct items - allow continuing manual mouse movement when opening map overview - updated visuals of fast travel marker - updated mutant attack animations - updated Fleshworm attack and hit animations - added idle animation for flesh maggots - updated item icon for crafting knowledge - fixed some issues on the world map - small level design fixes - updated munition count in tutorial hub - fixed a crash on using quick action button on terminals in Old Trees and Puke Bar - updated some localization entries - additional small bug fixes and framework improvements That was an unexpectedly slow week regarding tangible updates as we were also busy on cross-platform stuff, pursuing crash bugs, bureaucratic tasks and painting new parts of the world map for future locations. But still, development goes on with a steady pace. If you haven't noticed, Death Trash is on sale right now with 10% off during the Steam Halloween sale. If you don't own the game yet, but would like to, now is a good time. A few language mods were updated in the last days, so please take a look if that's of interest to you: https://steamcommunity.com/workshop/browse/?appid=941460 See you again next week with another update!
We'll probably stick to this weekly rhythm of updates now. Raw patch notes plus a few additional thoughts and infos. - added possibility to enter wasteland from anywhere on the world map - smoothened collisions when rolling against or touching other characters - added level optimizations that fix collider situations where player could get stuck in some corners - fixed loading optimization not getting applied to later levels like Puke Bar and New Delphi - added small animation for items getting picked up - fixed occurences of procedurally generated levels not having any character placed - fixed a potential issue on world map where encounters skipped individual range checks - fixed an issue of zero damage getting shown on player death when health was near zero - fixed a potential crash on Fleshkraken ending dialogue - fixed a door issue in Old Trees - small game feel additions for a few UI actions - updated a few UI elements to better fit different text lengths through localization - fixed a few UI components on dynamically changing language and font settings - fixed a few issues with UI notifications on getting items - fixed mouse cursor not changing during loading screen - updated some localization entries - additional small bug fixes and framework improvements Lots of technical stuff fixed this week. The long-term task of making the UI compatible with localization should be finished for now. Our automatic improvement of the level collider shapes should fix almost all of the issues where a character could get stuck. If you still encounter such an issue, please send us an F1 in-game report from the location. Thank you for all the reported feedback so far! You're helping making it a much better game. See you again next week with (hopefully) focus shifted towards making new content and updating the existing one. (Small steps though.)
Hello there. Just wanted to let you know about a few things.
- added new enemy to encounters in south east - added knife weapon to starting area - updated cursors on world map, improved communication through tutorials and item placement - updated UI for special terminals in Puke Bar and Old Trees - removed redundant Bits and Bytes quest, updated related achievement to get triggered by just visiting locations - updated entrance in Old Trees - set Glutt's damage type to sharp - fixed buttons in settings menu occasionally not reacting to click - additional small bug fixes and framework improvements
- fixed a few issues with the new player storage - updated level layout for Crossroads - improved map communication and trigger for Crossroads being a world map blocker - additional small bug fixes and framework improvements
- placed preliminary player storage object in Tauris, New Delphi and Puke Bar - fixed a case of an enemy group prematurely trying to end combat - fixed an issue with interacting with Bleeding Head Oracle - updated settings menu UI - fixed text overflow issues in quests and knowledge windows - fixed some text - localization: updated lots of UI elements to be compatible with text spanning multiple lines - localization: updated some entries, removed a few unused ones - additional small changes
- fixed some melee weapon speed descriptions - fixed a potential quest softlock in New Delphi - adapted blind man quest out-of-order solution - map overview: for input type "hold pressed" fixed audio spam - localization: removed some obsolete text entries and assets - localization: updated some entries and added a few missing ones - localization: fixed some UI issues - additional small bug fixes and improvements
- updated standard font to be compatible with a few more languages - enable localization mods by default and pick one as current language if language isn't set through options - added travel points to New Delphi - set weapon skill of submachine gun to small firearms and updated visuals - fixed a crash on clicking map overview in levels with empty map overviews - more error handling regarding save games - localization: updated some entries and added a few missing ones - additional small bug fixes and improvements
- added mouse tooltips to map overview - fixed mouse click to world position conversion on map overview - adjusted show duration of scene text through actions - sort list of fast travel options by world position - fixed a potential crash during loading - small level design fix in QueensPalace - localization: updated a few text entries - localization: fixed some text entries not getting updated on dynamic language or font override
- map overview: improve point and click walk commands with cursor change, showing target walk position and closing map on clicking outside area - map overview: improve switching between map, inventory and standard screen - added more variation to ranged combat NPCs positioning while they reload - fixed Transhumanism achievement not immediately triggering when using drag and drop for equipping - fixed an issue with showing negative values in item description - fixed a few collider throughout the game - localization: added a few missing text entries - localization: fixed some text entries not getting updated on dynamic language override - additional small bug fixes
- added protection against corrupted save game due to crashing while saving - added handling of corrupted save game headers - updated stats of pilgrims in New Delphi - fixed not being able to use flame thrower with shooting bound to keyboard key - fixed item stacks potentially increasing on loading save game - fixed a few problems with inventories and UI when item was placed in wrong inventory - fixed a potential crash on application loading screen - added user option for font override - added user option for direct movement angle calculation - fixed some cases of text not getting updated on language override - localization: removed some obsolete text entries - additional small bug fixes and framework additions
Hello there. This is a short update about the situation of translating Death Trash to other languages.
- co-op: use left-aligned full UI on second screen for dual screen co-op mode - co-op: fixed starting with black screen when enabling dual screen co-op mode from main menu etc. - co-op: fixed a few UI issues when switching between different modes - co-op: block talking to NPC for player B when player A is in merchant interaction with NPC - fixed a few issues in Titan's Heart - a few small dialogue changes and fixes throughout the game - fixed missing skull item description - allow binding right mouse button to rolling - additional small bug fixes and framework improvements
- co-op: fixed an issue that could prevent second player from progressing in dialogue - co-op: fixed some visual issues on second screen - fixed situations on world map where player position could be stuck - fixed a locked door in underground Old Trees - fixed stepping values of audio slider - framework: updated text import / export for future feature - framework: added support for multiple fonts for future feature - additional small bug fixes
- add weapon skill info to weapon descriptions - renamed ranged weapon skills to small and large firearms - fixed an issue with using Animalism while having full inventory - fixed situations where throwing items or other actions could lead to duplicate items - co-op: fixed a crash on triggering end game screen a second time - added preliminary death animation state for Sleeping Titan and Oracle - fixed audio issue with dead Fleshkraken and dead sleeping titan - updated feedback form, added more info, added possibility to add contact info - additional small bug fixes and improvements
- rebalanced economy, bartering skill and a few combat values - added getting experience points from usage of some non-combat skills - using animalism and pickpocket on characters will get xp points otherwise gotten through combat - clarified visuals on Fleshkraken cave exit - clarfied visuals on Festering Gorge cave entrance - fixed a few rough art patches in Old Trees and Puke Bar - fixed UI communication on trying to pickpocket Aksa - fixed melee forward movement for stealth situations - fixed potentially getting directly teleported on world map from random encounter to anomaly - fixed game not asking before quitting fully from world map
Hey, everyone. We're a few weeks past the Early Access release day now and would like to say a few words about our current situation as well as the road ahead.
- adjusted impact sounds from last update - fixed being able to queue ability despite cooldown while rolling - fixed an issue with sprite display direction of a few weapons in rest position - fixed an issue with overview map and exits in New Delphi - updated to Unity 2020.3.17f1 - updated InControl controller manager, increasing support for different types of controllers - added a controller based option to close the controller testing screen
- slightly increased movement speed - updated rolling: changing distance, speed and i-frames - decrease enemy hitstun resistance duration - allow attack cancelling through block ability - allow easier queueing of point and click command during attack - updated possible character movement towards end of melee attack - decreased forward momentum on melee attacks - added some impact sounds for humanoid enemies - fixed infinite gold exploit at highest bartering level - fixed losing local map discovery state in some circumstance - added explicit UI message when resources inventory is full on pickup - fixed issues with health bars on large amounts of damage - fixed issues with trail on deconstructor claw - additional small bug fixes and improvements Note: This update is about improving the combat feel. A rebalancing will follow later.
- make permadeath only trigger when in physical world - fixed using consumables through popup UI not checking for restrictions - fixed price for item stacks at merchants being higher than price for same amount of single items - fixed block tutorial persisting even after unequipping block item - fixed a wrong animation state of the deconstructor - fixed sprite issues with enhanced and pump action shotgun - fixed another issue with the high priest - fixed being able to buy a module from the barkeeper a second time - fixed service items getting transferred to player inventory when using quick action button - prevent shooting immediately after closing inventory (fix for custom button assignments) - fixed a few text and localization issues - fixed a few crashes - additional small bug fixes and framework improvements
- add user settings to optional save game data sent through feedback form - fixed an issue with backstabbing - fixed an issue with older save games not progressing at philosopher terminal - make Aksa stand near terminal while investigating - minor text fixes
- added attaching current game state to feedback form - fixed a few crashes - fixed tracking of previously selected multiple choice entries not getting saved - co-op: fixed some multiple choice text entries breaking when second player joins dialogue - fixed items sometimes being visible beneath a roof after loading save game - fixed a few cases of missing localization text - fixed multiple choice actions icons not appearing in German version - additional framework changes for localization
- fixed issues with backstabbing - point and click attacks make better use of possible attack distance - another fix for the high priest and the key - co-op: fixed NPCs having problems using exits - fixed mouse cursor not changing for a few cases - fixed losing health on resetting stats - clarified a tutorial message about automatically switching back to melee with mouse controls
- fixed a few issues with Aksa and the main quest - fixed a quest not updating on entering a location when it should - fixed some issues with high priest in New Delphi - fixed not being able to cancel backstabbing mouse commands - fixed some scene clicks resulting in backstabbing command - fixed some text
- updated main quest around Old Trees - Mac OS: compiled as Intel build now, should fix game on M1 Macs - accessability: added keyboard only combat input scheme - fixed a few quest and dialogue issues with priests around New Delphi - added alternative way to get key in New Delphi - fixed an issue with puke contest - fixed blind man equipping gun on loading savegames - updated blind man dialogue - fixed A Fine Piece Of Meat quest not failing when NPC dies - fixed door issues in dialogue - fixed full item stacks removed instead of exact count when finishing quests - fixed not being able to use vanish ability as pacifist - fixed an issue with vanish ability while being in stealth - fixed some text issues - fixed stats selection possibly ignored when coming back from visual selection - additional small bug fixes and framework additions
- fixed door in Puke Bar basement - fixed a few issues with the vanish ability - added UI message on trying lockpicking and missing a lockpick - fixed revolver using wrong weapon skill - fixed crafting recipe for blips missing on older save games - fixed various random crashes - fixed some headwear vanishing on dropping it - minor level fix in Titan's Guts - fixed some text issues
- fixed save games from demo import using wrong world map - fixed not being able to use blips as pacifist - fixed crash on menu due to some system languages - fixed various random crashes - small level design fix in Human Machine Workshop - fixed some text issues
- fixed missing crafting recipe for blips - fixed crash related to having block item equipped - fixed a crash during blind man quest - fixes some text issues - updated enhanced energy gun values - fixed a few random crashes
Hello, everyone!
It's here. After six long years, Death Trash is available now.
Buy Death Trash now and join us on this Early Access Journey:
https://store.steampowered.com/app/941460/Death_Trash/
Or wait until it's finished.
However you decide, we thank you for your interest in Death Trash.
And for all those who have been following this for years: Thank you for your continued support and encouragement. That was much appreciated.
- Stephan
Hello, everyone! The Death Trash Early Access release is happening tomorrow and we want to give a you few infos beforehand.
Hey. We're focusing on the upcoming Early Access version now, but since the demo represents the start of that version we're also continuing to update the demo with the latest changes. Thanks so much for all your feedback so far.
Happy to announce that the Demo on Steam is permanent now.
Progress from current save games will not carry over (to prevent bugs), but after Early Access release you can start in the demo and then continue in the Early Access version.
Please use the demo to check out the game.
Hey. We continue to update the demo to fix a few technical issues which we would encounter on Early Access release anyway. If you played the demo in the early days and had some technical issues, maybe give it a try again and see if we got them fixed already.
Hey. We've updated the demo over the last days. Thanks so much for all your feedback through the in-game F1 tool as well as through the Steam forum and social media. We're still overwhelmed by all the positive feedback. And we're of course also processing all the feedback bits that highlight where the game could be improved. Keep it coming!
Hey. The feedback so far on the playable demo has been incredible. Thank you very much for spending some time with Death Trash and telling us about it. Since launching the demo we have been trying our best to fix the most pressing issues.
Six years in the making, now's your first chance to play it.
For six years now we've been working diligently to bring the post-apocalyptic / flesh / sci-fi world of Death Trash to life, in all its glory.
Six years ago, on this exact day, Death Trash was born. This month, finally, you'll be able to play it for the first time at Steam Next Fest from June 16th to June 22nd. The demo will feature the start of the game and will be 1-2 hours long, depending on your progress. It will run on Windows, Mac and Linux, it will support mouse / keyboard as well as controller, and it will support singleplayer as well as local co-op. Short teaser: [previewyoutube=Ts2j6IGpU4M;full][previewyoutube=Ts2j6IGpU4M;leftthumb][/previewyoutube][/previewyoutube] Make sure to wishlist the game and follow the game hub to get all the news: https://store.steampowered.com/app/941460/Death_Trash/ Please support Death Trash and tell other people about it.
Hey, everyone!
It has been almost three months since we invited the first wave of testers. The general feedback has been very positive, but there were a few elements which needed to be fixed or improved. So we've been diligently working on that: fixing problems, one by one, and raising the quality of our beloved game.
Massive wall of tasks in front of us
Hey, everyone! Hope you're doing well. Death Trash development slowed a bit down at the end of last year, but we're back to full development speed again.
Hello, everyone out there! This year is coming to an end, and we want to give you an update on Death Trash and where it's heading. The game won't be released this year, so onwards to 2021 it is! We're still figuring out an exact date.
Hello, friends and interested people!
Time for another update on the Death Trash development.
The last few weeks have been a bit rough, not as much actual-content-progress as we hoped.
But the quality of the game is constantly improving, step by step.
Our situation looks like this:
The game has a lot of personality, but it needs more main story content.
The combat and controls feel kind of good already, but there's room for improvements.
The local co-op mode is fun, but needs a lot of polishing and bug-fixing still.
Player abilities and stats look promising, but they need more depth and actual usage in the current build.
Even If it's set in stone that the Early Access version should have one third of the final content, with all main systems in place at least, the actual range of quality in what it could be released as is still up to debate, and gets reassessed over time.
Therefore we hope you will continue having patience with us while we improve the current version and figure out a release date.
Hello! There's no release date yet, but we wanted to update you about the great progress we're currently making.
Hey!
Most important info first: We haven't decided on a release date yet.
But we made a lot of progress in the last weeks and wanted to give you an update on the general state of things.
Puke Bar - Outdoor area (WIP)
Hi there!
The technical groundwork is all done, but content-wise the game needs more of everything until it's ready for a good first impression.
I'm truly sorry I misjudged the time needed for finishing the Early Access version of Death Trash and mentioned, prematurely, "Early 2020". This was a mistake.
But I haven't been idle, and got a lot of work done in the last months.
These are the design goals I came up with at the beginning of the project and they're still active, just updated along the way for more clarity.
Hi. Im Stephan (@talecrafter), the solo developer of Death Trash, and I want to explain to you the decision process that lead to Death Trash being self-published and entering Steam Early Access. First I want to mention that I'll speak from my personal perspective, but there are indeed also other people helping on the game, like James Dean, who's creating the audio parts for the game. Nonetheless, for explaining the decision process it makes a lot of sense to speak as the one mainly working on the game day by day.
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