Update 0.8.7.10
- make player get XP for enemies that are guided through mines - infection: introduced max time until throwing up gets triggered to prevent potentially never getting triggered - added max target count to Legion of Flesh - UI: updated a few notifications like "new item" for clarity and better compatibility with localization - UI: improved handling of damage numbers above head - improved some visual assets - memorizing items: added entry to popup display in intenvory - additional framework features - minor performance improvements
- fixed a few issues with local co-op - fixed using abilities through action bar bypassing cooldown checks - fixed Fire Circle not hitting some static targets - fixed a few issues with fire propagation - fixed pathfinding setting a course straight through poisoned water - fixed some cases of enemies attacking player after vanishing - memorizing items: fixed consuming full stack and only returning one resource item - fixed rare issue with missing crafting knowledge on old savegames - fixed an issue with quest item in Old Trees - fixed pickpocketing display and availability on some NPC types - fixed some issues when quickloading while level is fading out - fixed being able to insert grenades into NPC inventory as pacifist - fixed Flesh Vermin still attacking player after using Vanish ability - fixed Glutt freezing when worm is killed that he was trying to grab - fixed collider size of giants becoming too small - fixed some sound issues in the tower location - fixed a few issues with handling player stats, including traits like pacifism, when being spawned with a different avatar or in virtual worlds - fixed a few issues when additional NPCs join the current conversation with the player - fixed player commenting on Fleshworm pickup even if player comments are disabled - fixed issues with tutorial display of some custom key and button bindings - fixed some water display - fixed issue with handling controller disconnects - minor level design fixes - additional minor bug fixes and improvements
1. We have moved to a new office. We are part of the indie game collective Saftladen which moved to a new location in Berlin this summer, and so we went along. The new place is very nice and a lot more quiet than the old place. Good for working on Death Trash without getting distracted. 2. We are working on new content. An ongoing task that is slower than expected. But it's happening. Thank you for your patience. 3. The team is growing. Ccilia is joining our team from this month on and she will take care or help out with organization, publishing, communication, marketing and more. All those extra tasks that need to be done, especially when self-publishing. This was mostly done by myself so far and the idea is that I will have more time for the game itself from now on. (I will keep being active in discussions, of course.) By the way: We have a beta branch where we update the game more frequently. It works like this: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update. You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/ Thank you for your continued support. - Stephan
[ 2023-07-14 09:11:08 CET ] [ Original post ]
Improvements and changes
- make player get XP for enemies that are guided through mines - infection: introduced max time until throwing up gets triggered to prevent potentially never getting triggered - added max target count to Legion of Flesh - UI: updated a few notifications like "new item" for clarity and better compatibility with localization - UI: improved handling of damage numbers above head - improved some visual assets - memorizing items: added entry to popup display in intenvory - additional framework features - minor performance improvements
Bug fixes
- fixed a few issues with local co-op - fixed using abilities through action bar bypassing cooldown checks - fixed Fire Circle not hitting some static targets - fixed a few issues with fire propagation - fixed pathfinding setting a course straight through poisoned water - fixed some cases of enemies attacking player after vanishing - memorizing items: fixed consuming full stack and only returning one resource item - fixed rare issue with missing crafting knowledge on old savegames - fixed an issue with quest item in Old Trees - fixed pickpocketing display and availability on some NPC types - fixed some issues when quickloading while level is fading out - fixed being able to insert grenades into NPC inventory as pacifist - fixed Flesh Vermin still attacking player after using Vanish ability - fixed Glutt freezing when worm is killed that he was trying to grab - fixed collider size of giants becoming too small - fixed some sound issues in the tower location - fixed a few issues with handling player stats, including traits like pacifism, when being spawned with a different avatar or in virtual worlds - fixed a few issues when additional NPCs join the current conversation with the player - fixed player commenting on Fleshworm pickup even if player comments are disabled - fixed issues with tutorial display of some custom key and button bindings - fixed some water display - fixed issue with handling controller disconnects - minor level design fixes - additional minor bug fixes and improvements
Current state of things
1. We have moved to a new office. We are part of the indie game collective Saftladen which moved to a new location in Berlin this summer, and so we went along. The new place is very nice and a lot more quiet than the old place. Good for working on Death Trash without getting distracted. 2. We are working on new content. An ongoing task that is slower than expected. But it's happening. Thank you for your patience. 3. The team is growing. Ccilia is joining our team from this month on and she will take care or help out with organization, publishing, communication, marketing and more. All those extra tasks that need to be done, especially when self-publishing. This was mostly done by myself so far and the idea is that I will have more time for the game itself from now on. (I will keep being active in discussions, of course.) By the way: We have a beta branch where we update the game more frequently. It works like this: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update. You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/ Thank you for your continued support. - 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
GAMEBILLET
[ 5951 ]
GAMERSGATE
[ 3198 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB