Update 0.9 - Serenity
- improved quest handling and dialogue of priest quests around New Delphi - updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners - set shotgun and automatic weapon bullet speeds to the same value as rifle bullets - quest inventory has unlimited space now (and added UI for handling this) - improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions - make 'Usable Parts' stackable
- overview map: mouse click on exit will lead to character using that exit after having walked over - overview map: allow click to walk commands also for control schemes using keyboard movement exclusively - improved handling of point and click commands in combat - fixed point and click commands with some destructible objects - keyboard input only: fixed usage of charge up weapons - keyboard input only: fixed abilities using mouse cursor for direction - co-op: fixed issues on mouse / controller combination while having multiple controller connected - fixed default button prompts for DualSense controller - fixed player character stopping movement when drag and drop equipping - fixed comparison tooltip being cut off at screen border - disabled character looking towards hovered combat target when using direct movement - deassigned default ranged and melee selection keys (used in manual mouse input mode) due to conflicts; updated related tutorial messages
- fixed issues with infection and puking in non-physical worlds - fixed issue with blocking - fixed animation issue with flying robots - fixed turrets salvo visuals and actual shooting direction diverging - fixed mutants being able to open door in some situations - fixed some other issues with NPCs investigating doors - fixed some NPC behavior issues - fixes UI and other feedback issues with weapons like Flamethrower and Automatic Rifle - fixed "Lock Mouse Cursor" setting not getting applied - fixed potential issues in Titans Heart - fixed some animation issues - fixed NPC wait command (which fixes a few issues with NPC behaviors) - fixed NPC potentially getting pushed through walls from explosions - fixed a few potential crashes with mod loading - fixed rare crash on NPC investigating something - fixed a rare crash that would happen when loading save games - fixed more rare crashes - minor text changes
- improved loading times - updated spawning NPCs: prefer level design values over values in savegame - added "combat" playtest entry - added missing font support for some community translations on some systems - additional minor bug fixes, improvements and framework additions
Since years we followed a certain pattern of versioning the game: 0.7 being the first demo release, 0.8 the Early Access release, and 0.9 would be the feature complete version shortly before the final release, and 1.0 would be the finished game leaving Early Access. That means that Early Access updates so far followed a scheme of being something like 0.8.?.?. I witnessed often enough now people measuring Early Access development progress by these numbers. But these numbers don't signify any kind of percentage of completion. Version numbers are just there to differentiate different game versions. And in some cases to differentiate a hotfix from a previous regular update. That's their only purpose. No percentage indicator. To avoid this confusion we will from now on simplify these numbers and set our updates version numbers from 0.9 (this one) to 0.10, to 0.11, then 0.12, and so on. Until, someday, there's a 1.0, when the game leaves Early Access. (And there's probably be 1.1, but that is a different story.) Hotfixes following the updates will have minor number increases, for example 0.9.1.
Death Trash is made with the Unity engine. A few days ago Unity announced a future runtime fee that got heavily criticized (rightfully so) and in the follow-up days the exact details of it are still not clear. Some people were interested how this might affect the development of Death Trash, so here are a few thoughts about the topic: For now at least there's no impact on the development of Death Trash. If the runtime fee will be established there might be a financial impact in the future which would impact sustainability and the budget of future projects. But it would not stop this game from getting finished. What's really damaged though is our trust in the future and the makers of this game engine. We'll be keeping an eye on how this develops and won't be making any decisions right now, but longterm we'll be looking at a range of game engine options for our next game.
I would like to mention again that we have a beta branch where we update the game more frequently. This is how it works: 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/
The next update will be ready on October 24th.
Thank you for your continued support. I appreciate your interest and patience. - Stephan
[ 2023-09-20 13:37:26 CET ] [ Original post ]
Patch notes
Improvements and changes
- improved quest handling and dialogue of priest quests around New Delphi - updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners - set shotgun and automatic weapon bullet speeds to the same value as rifle bullets - quest inventory has unlimited space now (and added UI for handling this) - improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions - make 'Usable Parts' stackable
Usability improvements
- overview map: mouse click on exit will lead to character using that exit after having walked over - overview map: allow click to walk commands also for control schemes using keyboard movement exclusively - improved handling of point and click commands in combat - fixed point and click commands with some destructible objects - keyboard input only: fixed usage of charge up weapons - keyboard input only: fixed abilities using mouse cursor for direction - co-op: fixed issues on mouse / controller combination while having multiple controller connected - fixed default button prompts for DualSense controller - fixed player character stopping movement when drag and drop equipping - fixed comparison tooltip being cut off at screen border - disabled character looking towards hovered combat target when using direct movement - deassigned default ranged and melee selection keys (used in manual mouse input mode) due to conflicts; updated related tutorial messages
Bug fixes
- fixed issues with infection and puking in non-physical worlds - fixed issue with blocking - fixed animation issue with flying robots - fixed turrets salvo visuals and actual shooting direction diverging - fixed mutants being able to open door in some situations - fixed some other issues with NPCs investigating doors - fixed some NPC behavior issues - fixes UI and other feedback issues with weapons like Flamethrower and Automatic Rifle - fixed "Lock Mouse Cursor" setting not getting applied - fixed potential issues in Titans Heart - fixed some animation issues - fixed NPC wait command (which fixes a few issues with NPC behaviors) - fixed NPC potentially getting pushed through walls from explosions - fixed a few potential crashes with mod loading - fixed rare crash on NPC investigating something - fixed a rare crash that would happen when loading save games - fixed more rare crashes - minor text changes
Technical improvements and changes
- improved loading times - updated spawning NPCs: prefer level design values over values in savegame - added "combat" playtest entry - added missing font support for some community translations on some systems - additional minor bug fixes, improvements and framework additions
Current state of things
1. Version numbers
Since years we followed a certain pattern of versioning the game: 0.7 being the first demo release, 0.8 the Early Access release, and 0.9 would be the feature complete version shortly before the final release, and 1.0 would be the finished game leaving Early Access. That means that Early Access updates so far followed a scheme of being something like 0.8.?.?. I witnessed often enough now people measuring Early Access development progress by these numbers. But these numbers don't signify any kind of percentage of completion. Version numbers are just there to differentiate different game versions. And in some cases to differentiate a hotfix from a previous regular update. That's their only purpose. No percentage indicator. To avoid this confusion we will from now on simplify these numbers and set our updates version numbers from 0.9 (this one) to 0.10, to 0.11, then 0.12, and so on. Until, someday, there's a 1.0, when the game leaves Early Access. (And there's probably be 1.1, but that is a different story.) Hotfixes following the updates will have minor number increases, for example 0.9.1.
2. Unity
Death Trash is made with the Unity engine. A few days ago Unity announced a future runtime fee that got heavily criticized (rightfully so) and in the follow-up days the exact details of it are still not clear. Some people were interested how this might affect the development of Death Trash, so here are a few thoughts about the topic: For now at least there's no impact on the development of Death Trash. If the runtime fee will be established there might be a financial impact in the future which would impact sustainability and the budget of future projects. But it would not stop this game from getting finished. What's really damaged though is our trust in the future and the makers of this game engine. We'll be keeping an eye on how this develops and won't be making any decisions right now, but longterm we'll be looking at a range of game engine options for our next game.
3. Beta branch
I would like to mention again that we have a beta branch where we update the game more frequently. This is how it works: 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/
4. Next Update
The next update will be ready on October 24th.
Conclusion
Thank you for your continued support. I appreciate your interest and patience. - 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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