0.8.4 - June Update
- updated second encounter with Oracle (work in progress) - added more content to tower area (work in progress) - added Flashbang grenade - updated world map for future content - new sounds: some doors, lockpicking, using high tech skill
- changed default weapon triggering to differ between automatic and non-automatic weapons; added user setting for old behaviour - updated salvo shots of enemies so some of them have mini pauses inbetween each shot to give the player a chance of avoiding the damage - make neutral NPCs use same combat behaviours as enemies
- generated areas: made anomaly zones a bit smaller - generated areas: made path broader to prevent impassable situations - generated areas: small visual adjustments - updated throwable items trajectory to include drag - added min skill value for rocket launcher and made rockets stackable - list unknown lore items as ??? - list unlearned crafting recipes as ??? - updated some art assets
- allow equipping Block through action selection screens and action bar, updated key binding - added NPC character name to first speech item they have in any dialogue - added specific keyboard and controller shortcut for using the puke ability - added input buffer for shooting and reloading (e.g. to immediately perform after rolling) - added user option to disable reload getting triggered when trying to shoot and magazine is empty - make action wheel, action selection screen and inventories use same item sorting order - updated weapon descriptions - fixed user feedback issues on some equipment actions - fixed not being able to move character with keyboard while map is open when last input before was point and click command - fixed a few issues when assigning custom button assigments for controller - fixed "leave combat" input action unintentionally being assigned on left stick press on controller
- fixed a few memory leaks
- fixed sound from energy balls persisting - fixed not being able to deconstruct some energy weapons - fixed shootable buttons not working with energy weapons - fixed scene fade in affected by action wheel slowdown etc. - fixed throwable items using wrong target offset in some cases - fixed health bar drawn behind action wheel and other screens - fixed some equipment UI not getting updated when using 'Next Ability' and 'Previous Ability' actions - fixed animation issue with Deconstructor - fixed tutorial about switching back to melee lingering longer than needed - fixed visual UI glitch when entering the world map - fixed lockable container not saving their hasBeenSearched state - fixed minor issues with NPC behaviours - additional UI bug fixes - Mac OS: fixed debug console commands not opening a directory in Finder when they should - fixed small issues with feedback form - additional small bug fixes and framework improvements
It would be a vast overestimation if I said that content creation is in full swing, but, as was foretold, the Death Trash foundation (framework, tools, workflow etc.) is becoming more solid with every passing week and we have more time to take care of the game itself. Meaning both the game world itself with its locations and characters but also the gameplay, the interaction with this world. I remain hopeful that we well transform our work into a steady stream of growth in size and quality for Death Trash.
As always, we appreciate any feedback on the changes we made to the game. Best way to give feedback is through the F1 in-game tool as it adds a bit of game context to every feedback item sent. We recently added a convenient shortcut if you just want to take a quick look at different things: Open the in-game console with Shift+F10 and enter Playtest to get a list of jump points to the existing content. This won't interfere with your existing save games. Thank you for your continued interest in Death Trash. Have a nice week! - Stephan
[ 2022-06-30 16:56:31 CET ] [ Original post ]
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.
Update Notes
Content
- updated second encounter with Oracle (work in progress) - added more content to tower area (work in progress) - added Flashbang grenade - updated world map for future content - new sounds: some doors, lockpicking, using high tech skill
Combat
- changed default weapon triggering to differ between automatic and non-automatic weapons; added user setting for old behaviour - updated salvo shots of enemies so some of them have mini pauses inbetween each shot to give the player a chance of avoiding the damage - make neutral NPCs use same combat behaviours as enemies
General Improvements
- generated areas: made anomaly zones a bit smaller - generated areas: made path broader to prevent impassable situations - generated areas: small visual adjustments - updated throwable items trajectory to include drag - added min skill value for rocket launcher and made rockets stackable - list unknown lore items as ??? - list unlearned crafting recipes as ??? - updated some art assets
Usability Improvements
- allow equipping Block through action selection screens and action bar, updated key binding - added NPC character name to first speech item they have in any dialogue - added specific keyboard and controller shortcut for using the puke ability - added input buffer for shooting and reloading (e.g. to immediately perform after rolling) - added user option to disable reload getting triggered when trying to shoot and magazine is empty - make action wheel, action selection screen and inventories use same item sorting order - updated weapon descriptions - fixed user feedback issues on some equipment actions - fixed not being able to move character with keyboard while map is open when last input before was point and click command - fixed a few issues when assigning custom button assigments for controller - fixed "leave combat" input action unintentionally being assigned on left stick press on controller
Performance
- fixed a few memory leaks
General Bug Fixes
- fixed sound from energy balls persisting - fixed not being able to deconstruct some energy weapons - fixed shootable buttons not working with energy weapons - fixed scene fade in affected by action wheel slowdown etc. - fixed throwable items using wrong target offset in some cases - fixed health bar drawn behind action wheel and other screens - fixed some equipment UI not getting updated when using 'Next Ability' and 'Previous Ability' actions - fixed animation issue with Deconstructor - fixed tutorial about switching back to melee lingering longer than needed - fixed visual UI glitch when entering the world map - fixed lockable container not saving their hasBeenSearched state - fixed minor issues with NPC behaviours - additional UI bug fixes - Mac OS: fixed debug console commands not opening a directory in Finder when they should - fixed small issues with feedback form - additional small bug fixes and framework improvements
Thoughts
It would be a vast overestimation if I said that content creation is in full swing, but, as was foretold, the Death Trash foundation (framework, tools, workflow etc.) is becoming more solid with every passing week and we have more time to take care of the game itself. Meaning both the game world itself with its locations and characters but also the gameplay, the interaction with this world. I remain hopeful that we well transform our work into a steady stream of growth in size and quality for Death Trash.
Feedback Tools
As always, we appreciate any feedback on the changes we made to the game. Best way to give feedback is through the F1 in-game tool as it adds a bit of game context to every feedback item sent. We recently added a convenient shortcut if you just want to take a quick look at different things: Open the in-game console with Shift+F10 and enter Playtest to get a list of jump points to the existing content. This won't interfere with your existing save games. Thank you for your continued interest in Death Trash. Have a nice week! - 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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