Development Update #5
Here's a summary of the improvements we've accomplished over the last 2-3 months:
- improved input, especially for mouse and keyboard - improved game feel, added more effects - added more advanced melee weapon animations and adjusted all timings - added animations for ranged weapon attacks and reloading
- made stealth better readable by adding border to visual cones and overlapping - updated line of sight handling - allowed other game actions while in stealth, like switching weapon and targeting - added free look functionality - fixed lots of situations where interactions would break stealth but should not - allowed pickpocketing of enemies, improved pickpocketing gameplay and UI - allowed backstabbing friendly NPCs
- improved combat behaviors, e.g. using movement while reloading - improved handling of NPCs pursuing player, e.g. when to allow a player to leave the area - updated animations of all non-human characters - fixed lots of bugs in behaviors, including door situations
- added lots of new audio - added equippable headwear for player characters - updated some area artworks - added a few more NPCs and items - small level design improvements everywhere
- removed full-screen render texture, converting all non-standard sprite scene objects to individual pixelart grid solutions, to have smooth scrolling and sharp character presentation while maintaining the scene art consistency (took us weeks to convert, but it was absolutely worth it) - fixed even more pixelart related issues - added more shaders and stuff
- made normal difficulty more accessible, hard difficulty more intense - improved variety and quantity of gaining experience points - adjusted attribute and skill points, added character level limitations - adjusted weapon gameplay values - adjusted item selling values - added optional challenges for the campaign run
- improved camera handling, area switching and spawning situations - added inventory functionality to exchanging items between both players - lots of usability improvements, like having a shared quest items inventory, tutorial items granted to both players etc. - fixed lots of co-op specific bugs
- added more "juice" to every interaction - implemented platform features like achievements - added more features for [unannounced] - improved world map - made it possible to save inside procedurally generated world map encounters - added autosaving on floor changes etc. - improved tutorials - fixed some performance issues - lots of UI and input improvements - added more user config options
- added modding of gameplay values - added modding of all text entries - added testbot which gives the game a testrun for every new version - improved error handling and error messaging to user
New player headwear, already looted by NPC
As you can see, we've been very busy. Still no promises for the release date. But if we can channel the productive energy we had for the foundational work, usability and low level gameplay into improving the story, the quests and the more abstract elements of game play, then the Early Access version is bound to be in a very good state. We'll be inviting more testers in the coming weeks. If you haven't done so, you can apply through this form: https://docs.google.com/forms/d/1fmr5-biTbCHMcSw3Amc0KSqvRAXgk9UboMsACfVCHOw If you have any questions or feedback, write us here, on the Steam forums, or on our Discord: https://discord.com/invite/deathtrash
And please wishlist Death Trash, follow the game, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ - Stephan
[ 2021-04-14 15:52:47 CET ] [ Original post ]
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
Development Progress
Here's a summary of the improvements we've accomplished over the last 2-3 months:
Combat
- improved input, especially for mouse and keyboard - improved game feel, added more effects - added more advanced melee weapon animations and adjusted all timings - added animations for ranged weapon attacks and reloading
Stealth
- made stealth better readable by adding border to visual cones and overlapping - updated line of sight handling - allowed other game actions while in stealth, like switching weapon and targeting - added free look functionality - fixed lots of situations where interactions would break stealth but should not - allowed pickpocketing of enemies, improved pickpocketing gameplay and UI - allowed backstabbing friendly NPCs
NPCs
- improved combat behaviors, e.g. using movement while reloading - improved handling of NPCs pursuing player, e.g. when to allow a player to leave the area - updated animations of all non-human characters - fixed lots of bugs in behaviors, including door situations
Content
- added lots of new audio - added equippable headwear for player characters - updated some area artworks - added a few more NPCs and items - small level design improvements everywhere
Render pipeline
- removed full-screen render texture, converting all non-standard sprite scene objects to individual pixelart grid solutions, to have smooth scrolling and sharp character presentation while maintaining the scene art consistency (took us weeks to convert, but it was absolutely worth it) - fixed even more pixelart related issues - added more shaders and stuff
Balancing
- made normal difficulty more accessible, hard difficulty more intense - improved variety and quantity of gaining experience points - adjusted attribute and skill points, added character level limitations - adjusted weapon gameplay values - adjusted item selling values - added optional challenges for the campaign run
Co-op
- improved camera handling, area switching and spawning situations - added inventory functionality to exchanging items between both players - lots of usability improvements, like having a shared quest items inventory, tutorial items granted to both players etc. - fixed lots of co-op specific bugs
Additional improvements
- added more "juice" to every interaction - implemented platform features like achievements - added more features for [unannounced] - improved world map - made it possible to save inside procedurally generated world map encounters - added autosaving on floor changes etc. - improved tutorials - fixed some performance issues - lots of UI and input improvements - added more user config options
Framework
- added modding of gameplay values - added modding of all text entries - added testbot which gives the game a testrun for every new version - improved error handling and error messaging to user
New player headwear, already looted by NPC
Looking ahead
As you can see, we've been very busy. Still no promises for the release date. But if we can channel the productive energy we had for the foundational work, usability and low level gameplay into improving the story, the quests and the more abstract elements of game play, then the Early Access version is bound to be in a very good state. We'll be inviting more testers in the coming weeks. If you haven't done so, you can apply through this form: https://docs.google.com/forms/d/1fmr5-biTbCHMcSw3Amc0KSqvRAXgk9UboMsACfVCHOw If you have any questions or feedback, write us here, on the Steam forums, or on our Discord: https://discord.com/invite/deathtrash
Wishlist Death Trash!
And please wishlist Death Trash, follow the game, and tell other people about it. https://store.steampowered.com/app/941460/Death_Trash/ - 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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