Development Update #1
A game like Death Trash with its genre-mix of action and classic role-playing needed a lot of systems to be programmed over the years. The biggest shift in the last weeks was moving from programming all these systems over to continously work with them on the gameplay and content. Finally using all those tools. There was also some content work in the previous years, of course, and there will be more systems programming in the future, but it feels like a major change in focus: The game itself is getting all the attention now. For the first time ever we also have another developer on board: Christian, a game designer / developer, joined the project a few weeks ago for an internship, has contributed a lot already and will continue to do so for a few weeks at least. We're iterating on gameplay, adding more enemy behaviours, adding new areas and updating the existing ones, improving input, stabilizing the framework and fixing bugs.
To be a bit more transparent about our progress, and because we know some people like reading them, we're showing you the latest patch notes from all game updates since the last blog entry here, which was about five weeks ago. They don't contain anything that I would consider a spoiler, but if you want to experience the game as fresh as possible, just skip reading them. And take everything as work in progress, of course. Patch notes might say we added some active reload feature, but it might also just get removed again next week. We're going through a lot of gameplay iterations still. 0.6.56 - added active reload - weapons can have different reload durations now - increased enemy & NPC view distances - updated standard enemy humanoid behaviors - added turrets - increased some weapon ranges - updated shotgun - added specific NPC text colors - updated Puke Bar, Mine level and Snowland level, all work in progress - updated some NPC behaviors in Tauris - updated merchant price calculation - updated controller button layout - fixed being able to level up attributes and skills beyond max value - fixed NPCs leaving a door open once it was opened once - fixed another pathfinding issue - updated visuals of water assets - adjusted timings of messages for quests, locations, level up - fixed player body sometimes getting randomized after reload - lots more framework improvements and small bug fixes 0.6.55 - improved savegame profile selection screen - fixed a few minor content problems 0.6.54 - updated start of the game - updated Puke Bar level and added [REDACTED] - added possibility to have [REDACTED] worlds - updated mine level (WIP) - added more color customization on character creation - updated fast melee mutant behavior - added a few water assets - add possibility to have merchant services, starting with doctor in Tauris - improved a few physical mass issues - fixed a few items and inventory related bugs - disallow focusing area exits while still fighting next to them - skip showing location name on quickload etc. - updated pathfinding and rooms logic - lots of framework additions and more bug fixes 0.6.53 - fixed double muzzle flash - added "Template" line to visual character creation 0.6.52 - improved rolling - updated melee visuals - updated character kill effects - added new player body variant - made barrel a physical object - nerfed backstabbing - decoupled muzzle flash from weapon sprite - refactored some loading and background calculations - refactored handling of static characters like Kraken - lots of framework improvements and small bug fixes 0.6.51 - updated UI for assignable points - fixed mouse commands for pickpocketing becoming backstabbing - updated world map enter UI - triggered tutorials get saved - removed visual trail on strong melee - fixed standard mouse cursor being visible for 1 frame on commands - removed vignette from player options - smaller character collider now also on first roll - more small bug fixes 0.6.50 - updated mouse controls - disabled automatic reload - updated a few player sprites - allow all possible head and body combinations for player now - small update to random encounters - added mouse cursor for container - updated framework, lots of small bug fixes 0.6.49 - added world map audio - improved camera on Fleshkraken - framework additions for future character customization - fixed hit receiver on disabled character not getting disabled - lots of small fixes and user experience improvements
Please wishlist Death Trash, follow the Community Hub, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ Stay safe. Keep being human. - Stephan
[ 2020-08-06 15:36:56 CET ] [ Original post ]
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)
Development Progress
A game like Death Trash with its genre-mix of action and classic role-playing needed a lot of systems to be programmed over the years. The biggest shift in the last weeks was moving from programming all these systems over to continously work with them on the gameplay and content. Finally using all those tools. There was also some content work in the previous years, of course, and there will be more systems programming in the future, but it feels like a major change in focus: The game itself is getting all the attention now. For the first time ever we also have another developer on board: Christian, a game designer / developer, joined the project a few weeks ago for an internship, has contributed a lot already and will continue to do so for a few weeks at least. We're iterating on gameplay, adding more enemy behaviours, adding new areas and updating the existing ones, improving input, stabilizing the framework and fixing bugs.
Latest Patch Notes
To be a bit more transparent about our progress, and because we know some people like reading them, we're showing you the latest patch notes from all game updates since the last blog entry here, which was about five weeks ago. They don't contain anything that I would consider a spoiler, but if you want to experience the game as fresh as possible, just skip reading them. And take everything as work in progress, of course. Patch notes might say we added some active reload feature, but it might also just get removed again next week. We're going through a lot of gameplay iterations still. 0.6.56 - added active reload - weapons can have different reload durations now - increased enemy & NPC view distances - updated standard enemy humanoid behaviors - added turrets - increased some weapon ranges - updated shotgun - added specific NPC text colors - updated Puke Bar, Mine level and Snowland level, all work in progress - updated some NPC behaviors in Tauris - updated merchant price calculation - updated controller button layout - fixed being able to level up attributes and skills beyond max value - fixed NPCs leaving a door open once it was opened once - fixed another pathfinding issue - updated visuals of water assets - adjusted timings of messages for quests, locations, level up - fixed player body sometimes getting randomized after reload - lots more framework improvements and small bug fixes 0.6.55 - improved savegame profile selection screen - fixed a few minor content problems 0.6.54 - updated start of the game - updated Puke Bar level and added [REDACTED] - added possibility to have [REDACTED] worlds - updated mine level (WIP) - added more color customization on character creation - updated fast melee mutant behavior - added a few water assets - add possibility to have merchant services, starting with doctor in Tauris - improved a few physical mass issues - fixed a few items and inventory related bugs - disallow focusing area exits while still fighting next to them - skip showing location name on quickload etc. - updated pathfinding and rooms logic - lots of framework additions and more bug fixes 0.6.53 - fixed double muzzle flash - added "Template" line to visual character creation 0.6.52 - improved rolling - updated melee visuals - updated character kill effects - added new player body variant - made barrel a physical object - nerfed backstabbing - decoupled muzzle flash from weapon sprite - refactored some loading and background calculations - refactored handling of static characters like Kraken - lots of framework improvements and small bug fixes 0.6.51 - updated UI for assignable points - fixed mouse commands for pickpocketing becoming backstabbing - updated world map enter UI - triggered tutorials get saved - removed visual trail on strong melee - fixed standard mouse cursor being visible for 1 frame on commands - removed vignette from player options - smaller character collider now also on first roll - more small bug fixes 0.6.50 - updated mouse controls - disabled automatic reload - updated a few player sprites - allow all possible head and body combinations for player now - small update to random encounters - added mouse cursor for container - updated framework, lots of small bug fixes 0.6.49 - added world map audio - improved camera on Fleshkraken - framework additions for future character customization - fixed hit receiver on disabled character not getting disabled - lots of small fixes and user experience improvements
Wishlist Death Trash!
Please wishlist Death Trash, follow the Community Hub, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ Stay safe. Keep being human. - Stephan
Death Trash
Crafting Legends
Crafting Legends
2021-08-05
Indie RPG Singleplayer Coop EA
Game News Posts 94
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(3177 reviews)
http://www.deathtrash.com
https://store.steampowered.com/app/941460 
Death Trash Linux + SteamOS [811.57 M]
A post-apocalyptic world where cosmic horrors crave humanity but meet punks with shotguns. Influenced by cyberpunk, post-apocalyptic classics, science fiction, horror and dark fantasy.
Gameplay
Death Trash is a semi open world singleplayer role-playing game with handcrafted levels, a grotesque story campaign and optional splitscreen co-op.
The game features realtime gameplay with ranged and melee combat, stealth, multiple choice dialogue, an inventory full of items and Fleshworms, a crafting system and social skills like pickpocketing and puking.
Travel through the gritty post-apocalyptic wasteland by world map and explore hand-painted organic locations. Meet exciting characters: Talk to the Fleshkraken, visit the Puke Bar or pickpocket stuff from that old naked guy.
Customize your own character through stats and making choices. Experience the story and discover side quests. Fight against machines and larger-than-life monsters - or become their friend.
The game contains many features supporting player freedom:
- manual save games
- dialogue can be left anytime
- kill everyone or...
- hardly kill anyone!
Singleplayer / Multiplayer
The main feature of Death Trash is the immersive singleplayer campaign.
But the game contains an optional splitscreen co-op mode:
- Second player can drop in and drop out anytime during the campaign
- Second player has their own character, stats, inventory etc. but shared quest progress
- Both players are restricted to the same location, but can explore that separately
- Both players can talk to NPCs separately
- Movement on the world map is shared
Please understand that we have, at this point, no resources to also add networking code to the game.
Story
Humans traveled to the stars and some of them settled on the planet Nexus with its ancient secrets of stone and flesh. The machines were installed as protectors, but they were corrupted and brought terror.
You are a raider among the ruins of the past.
But fate might lead you to the Bleeding Head Oracle, the Evergrowing Heart and towards a war with the machines, giving you the power to mend or destroy.
Gameplay
Death Trash is a semi open world singleplayer role-playing game with handcrafted levels, a grotesque story campaign and optional splitscreen co-op.
The game features realtime gameplay with ranged and melee combat, stealth, multiple choice dialogue, an inventory full of items and Fleshworms, a crafting system and social skills like pickpocketing and puking.
Travel through the gritty post-apocalyptic wasteland by world map and explore hand-painted organic locations. Meet exciting characters: Talk to the Fleshkraken, visit the Puke Bar or pickpocket stuff from that old naked guy.
Customize your own character through stats and making choices. Experience the story and discover side quests. Fight against machines and larger-than-life monsters - or become their friend.
The game contains many features supporting player freedom:
- manual save games
- dialogue can be left anytime
- kill everyone or...
- hardly kill anyone!
Singleplayer / Multiplayer
The main feature of Death Trash is the immersive singleplayer campaign.
But the game contains an optional splitscreen co-op mode:
- Second player can drop in and drop out anytime during the campaign
- Second player has their own character, stats, inventory etc. but shared quest progress
- Both players are restricted to the same location, but can explore that separately
- Both players can talk to NPCs separately
- Movement on the world map is shared
Please understand that we have, at this point, no resources to also add networking code to the game.
Story
Humans traveled to the stars and some of them settled on the planet Nexus with its ancient secrets of stone and flesh. The machines were installed as protectors, but they were corrupted and brought terror.
You are a raider among the ruins of the past.
But fate might lead you to the Bleeding Head Oracle, the Evergrowing Heart and towards a war with the machines, giving you the power to mend or destroy.
MINIMAL SETUP
- OS: Ubuntu 12.04 or SteamOS
- Processor: Intel Core i5 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities
- Storage: 2 GB available space
- Graphics: NVIDIA GeForce GTX 670
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