Development Update #4
We're making great progress, but for every issue we solve, a handful new ones appear. Our work plan is to add more story content in December and work on stats, skills and some non-combat gameplay in January. And the game needs a good trailer. Not being able to showcase the game on events to get direct player feedback and discussions was a major bummer this year. But a few select people have been playtesting the game for us (and communicating through our Discord) and giving a lot of valuable feedback and ideas. We plan to increase that number in the upcoming weeks. Hopefully, all pieces will fall into place during the next few weeks so you're able to play the game soon!
Meanwhile, here's a summary of what to expect from the Early Access version and what to expect at a later point: What to expect from the first Early Access version: - 5+ hours of the handcrafted story campaign - medium replay value - all gameplay systems - more reliance on combat than non-combat - mouse / keyboard plus controller support - user config settings, rebindable keys - Windows, Linux and MacOS support - local co-op technically working - probably some bugs What to expect from the final release version: - 20+ hours handcrafted story campaign - increased replay value - improved non-combat gameplay - improved local co-op design What to expect from the post release version: - updates concerning bug fixes and improving user experience Feature ideas we're aware of and that might still happen: - some kind of modding support, including a level editor Feature ideas we're aware of but probably won't happen due to our budget limitations: - online co-op
To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update. These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them. 0.6.95 - updated damage calculations - updated block ability - updated spawning abilities - Stealth is granted through an implant now - added Superior Fitness implant - added cheat code for endless focus energy - updated a few item descriptions - adjusted UI layout - removed experimental random world - disable NPC reloading affected by player damage - fixed DPad input down leaving dialogue mode - fixed NPCs looting more from player than they can carry - more bug fixes and small improvements 0.6.94 - updated a few active player abilities, added some, removed some - disabled focus regeneration, added focus charger to the world - Occultism will increase max focus energy - fixed vertical offset of visual melee effect too near to attacker - slight increase of vertical dampening for melee calculations - Fleshworms might eat puke lying around - updated Flesh Vermin, mostly fixed storming into obstacles - added pistol, bullet munition and rocket munition - destructibles can have damage resistances now, e.g. barrels not destroyed by mind damage - fixed some issues with NPCs and commands around doors - switched action wheel weapons and abilities button on controller - unequip items after resetting stats if item requirements no longer fulfilled - even more bug fixes and small improvements 0.6.93 - updated inventory and merchant UI - updated stat points per level - show energy cost on equipped ability - lots of small user experience improvements - fixed fresh damage number shown on top of older one - more bug fixes and UI improvements 0.6.92 - removed direct access to crafting, placed item for that in Festering Gorge - fixed bullets sometimes getting stopped in mid-air on rolling characters - make enemies react actively to player shooting ground next to them - fixed NPCs walking away and still targeting player - added soft lighting effect to shooting - fixed some splitscreen UI issues 0.6.91 - removed perks tree, placed merchant with implants at Tauris - updated UI: using icons for main tab buttons, removed perks window, grouped stats and skills window - changed lockpicking skill, added lockpick item - fixed broken MacOS version 0.6.90 - updated display for modified items - fixed selected ability not getting saved for controller - small UI improvements and bug fixes 0.6.89 - updated Old Trees (still WIP) and changed access to [REDACTED] - allow moving while minimap is open - increased resistance of NPCs against melee stun lock - fixed more issues with melee input - disabled holding mouse button down for continous melee attacks - fixed some player sprite and look direction issues when switching weapon types - added grenade throwing for player - some NPCs might throw grenades - updated screenshake setting to named values - improved quest message handling on multiple messages from same quest - Framework: added possibility for item modifications - Framework: added damage buffs - Framework: increased scene puzzle possibilities - more bug fixes and small improvements 0.6.88 - fixed a few issues with melee clicking - killed NPC at end of tutorial hub - fixed overflow items not getting cleared after placing them next to player - added UI flow for having multiple target equipment slots - small asset fixes 0.6.87 - updated UI, including reload prompt - action selection used with keyboard has click selection now - added a consumable that grants experience points - removed all experience points through combat - updated a few items - fixed poison ability transfering health to player 0.6.86 - exploding mutants damage everyone now - mines get triggered by NPCs too now - removed templates from standard character creation - fixed a few collider - fixed a few Player Character pixel errors - fixed a pathfinding issue - additional small improvements 0.6.85 - fixed action wheel conflict with inventory navigation - moved tutorial hub world exit towards east - added feedback button to pause menu - fixed a few ability descriptions 0.6.84 - positions of characters get saved now - updated Old Trees (still WIP) - added small location in front of the Perished One - fixed a few issues with Blind Man and that location - Enforcer can defend themselves now - fixed a few issues with uncovering minimap - updated how wandering encounters get placed away from player on reload - fixed issues with pathfinding serialization - increased UI size of settings - additional small changes and bug fixes 0.6.83 - fixed left mouse button icon - fixed some dialogue - fixed reload bar UI position in co-op - additional small bug fixes
Please wishlist Death Trash, follow the game, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ For more granular development updates you can also follow us on Twitter: https://twitter.com/DeathTrash Stay safe and keep being friendly to other people. - Stephan
[ 2020-12-04 14:54:17 CET ] [ Original post ]
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.
Our situation
We're making great progress, but for every issue we solve, a handful new ones appear. Our work plan is to add more story content in December and work on stats, skills and some non-combat gameplay in January. And the game needs a good trailer. Not being able to showcase the game on events to get direct player feedback and discussions was a major bummer this year. But a few select people have been playtesting the game for us (and communicating through our Discord) and giving a lot of valuable feedback and ideas. We plan to increase that number in the upcoming weeks. Hopefully, all pieces will fall into place during the next few weeks so you're able to play the game soon!
About the Early Access version
Meanwhile, here's a summary of what to expect from the Early Access version and what to expect at a later point: What to expect from the first Early Access version: - 5+ hours of the handcrafted story campaign - medium replay value - all gameplay systems - more reliance on combat than non-combat - mouse / keyboard plus controller support - user config settings, rebindable keys - Windows, Linux and MacOS support - local co-op technically working - probably some bugs What to expect from the final release version: - 20+ hours handcrafted story campaign - increased replay value - improved non-combat gameplay - improved local co-op design What to expect from the post release version: - updates concerning bug fixes and improving user experience Feature ideas we're aware of and that might still happen: - some kind of modding support, including a level editor Feature ideas we're aware of but probably won't happen due to our budget limitations: - online co-op
Latest Internal Patch Notes
To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update. These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them. 0.6.95 - updated damage calculations - updated block ability - updated spawning abilities - Stealth is granted through an implant now - added Superior Fitness implant - added cheat code for endless focus energy - updated a few item descriptions - adjusted UI layout - removed experimental random world - disable NPC reloading affected by player damage - fixed DPad input down leaving dialogue mode - fixed NPCs looting more from player than they can carry - more bug fixes and small improvements 0.6.94 - updated a few active player abilities, added some, removed some - disabled focus regeneration, added focus charger to the world - Occultism will increase max focus energy - fixed vertical offset of visual melee effect too near to attacker - slight increase of vertical dampening for melee calculations - Fleshworms might eat puke lying around - updated Flesh Vermin, mostly fixed storming into obstacles - added pistol, bullet munition and rocket munition - destructibles can have damage resistances now, e.g. barrels not destroyed by mind damage - fixed some issues with NPCs and commands around doors - switched action wheel weapons and abilities button on controller - unequip items after resetting stats if item requirements no longer fulfilled - even more bug fixes and small improvements 0.6.93 - updated inventory and merchant UI - updated stat points per level - show energy cost on equipped ability - lots of small user experience improvements - fixed fresh damage number shown on top of older one - more bug fixes and UI improvements 0.6.92 - removed direct access to crafting, placed item for that in Festering Gorge - fixed bullets sometimes getting stopped in mid-air on rolling characters - make enemies react actively to player shooting ground next to them - fixed NPCs walking away and still targeting player - added soft lighting effect to shooting - fixed some splitscreen UI issues 0.6.91 - removed perks tree, placed merchant with implants at Tauris - updated UI: using icons for main tab buttons, removed perks window, grouped stats and skills window - changed lockpicking skill, added lockpick item - fixed broken MacOS version 0.6.90 - updated display for modified items - fixed selected ability not getting saved for controller - small UI improvements and bug fixes 0.6.89 - updated Old Trees (still WIP) and changed access to [REDACTED] - allow moving while minimap is open - increased resistance of NPCs against melee stun lock - fixed more issues with melee input - disabled holding mouse button down for continous melee attacks - fixed some player sprite and look direction issues when switching weapon types - added grenade throwing for player - some NPCs might throw grenades - updated screenshake setting to named values - improved quest message handling on multiple messages from same quest - Framework: added possibility for item modifications - Framework: added damage buffs - Framework: increased scene puzzle possibilities - more bug fixes and small improvements 0.6.88 - fixed a few issues with melee clicking - killed NPC at end of tutorial hub - fixed overflow items not getting cleared after placing them next to player - added UI flow for having multiple target equipment slots - small asset fixes 0.6.87 - updated UI, including reload prompt - action selection used with keyboard has click selection now - added a consumable that grants experience points - removed all experience points through combat - updated a few items - fixed poison ability transfering health to player 0.6.86 - exploding mutants damage everyone now - mines get triggered by NPCs too now - removed templates from standard character creation - fixed a few collider - fixed a few Player Character pixel errors - fixed a pathfinding issue - additional small improvements 0.6.85 - fixed action wheel conflict with inventory navigation - moved tutorial hub world exit towards east - added feedback button to pause menu - fixed a few ability descriptions 0.6.84 - positions of characters get saved now - updated Old Trees (still WIP) - added small location in front of the Perished One - fixed a few issues with Blind Man and that location - Enforcer can defend themselves now - fixed a few issues with uncovering minimap - updated how wandering encounters get placed away from player on reload - fixed issues with pathfinding serialization - increased UI size of settings - additional small changes and bug fixes 0.6.83 - fixed left mouse button icon - fixed some dialogue - fixed reload bar UI position in co-op - additional small bug fixes
Wishlist Death Trash!
Please wishlist Death Trash, follow the game, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ For more granular development updates you can also follow us on Twitter: https://twitter.com/DeathTrash Stay safe and keep being friendly to other people. - 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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