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0.9.0.5 Update Howdy Agents () Welcome to the 0.9.0.5 update. This comes with a bunch of fixes and some cool new toys. Since our last update, DDS has reached 10,000 copies sold! Thank you so much to everyone who picked up the game or left it a review. As always. be sure to join the discord! Need to sell your friends on DDS? Consider sending them this awesome review by Diavil. Their twitch streams helped me find a lot of the bugs in today's patch. [previewyoutube=Q_AISXsqDwQ;full][/previewyoutube] New Stuff -Added a new ammo type: BEAM. Beams generate a straight line of damage after a brief delay. They bypass many projectile counter effects, and can fire through glass without breaking it. IThis ammo has some fun nuances so I hope you enjoy it. -Added Speed Bumps to levels. Speed bumps are a wall of lasers that will trigger when a hostile unit passes through. These have been sprinkled into many existing missions to provide a fun new challenge. -Completing the PGD mission now gives you an additional reward, re-rolling the equipment in your shop for free! This is just a small convenience, and theres another better reward coming along but itll take some time to finish. You can also unlock this early in future playthroughs using the _reroll cheat code. Fixes -Fixed lots of errors with AI pathfinding. Agents can now correctly adjust their path if they bump into a wall along the way. Agents should be far better at pursuing you and navigating through the level. -Updated the AI for Guilt. Guilt also had a lot of trouble getting stuck in walls and wandering off to the fringes of the level. Guilt now has the ability to get a very rough approximation of the nearest enemys location, always keeping them relevant. -AI now immediately smashes through glass when investigating, instead of getting stuck on it for a moment before. -Made some adjustments to how AI behaves when finding you after pathfinding to your location. -Grenades now have angular drag, so they wont spin crazy rapidly after clipping on a wall. -Fixed an issue that prevented shooting enemies from cover when they themselves were behind cover on the other side. -Freyja now has a training_wheels command that opens up the ez hack interface without diving into gameplay settings. This appears as the first option when you type helpremote. -Fixed another issue with the Flame Maw ability that could make you immune to burning even after the duration was up. -Sneaky weasel now applies to speed bumps. -Fixed a bug that unequipped abilities after picking up a character during Starbuccs questline. -Added a new and hopefully better sound effect to sleep nades. -Updated the shader on grenade progress to help the sprite stand out more -added a _unstuck command that forces your speed to 10
Howdy Agents! () DDS Version 0.9 is out! This comes with a new mission, new endings, new secret vocation, and a few improvements and bug fixes. It's actually been out a few days but I didn't have time to finish the writeup till now teehee! Thank you so much to everyone who left a review since our last update. As always. be sure to join the discord! Here are the notes. New Stuff New Stuff
Hellooo Agents () Here's a little update ahead of 0.9. That should drop March 2nd or so, but I wanted to throw some updates out now before I begin my final sprint on that. This update comes with a few tweaks, bug fixes. and some nice quality of life improvements. Thank you to everyone who left a review since our last update. And as always be sure to join the discord! Here are the notes
Howdy Agents () Here with some quick fixes to top us off ahead of the winter steam sale. None of these updates are too major but a few builds should be working correctly now. Todays update is brought to you with artwork from Watari!! You can find more of their amazing work here https://twitter.com/nijimukiokuiro Thank you to everyone who left a review since our last update. As always, be sure to join the discord! Here are da notes!
Howdy Agents! () Special thanks to everyone who left a review since the last update. We're almost up to 500 for that juicy juicy overwhelmingly positive rating () As always, be sure to join the discord! Tonight I bring you update 0.8.8.1. Currently this update is only available for Windows, but will go out for the 2 of you on Mac and Linux if no critical issues are found. This update is brought to you by some artwork from Emett! Please go check out their new bluesky account here: https://bsky.app/profile/emett-b.bsky.social Also follow me on bluesky while you're at it :> This update has a couple of misc. fixes and adjustments. Update 0.9 is till in production, but is taking a while due to work eating up most of my time. That update will have some alternate endings, a new mission, new class, and tons of stuff, so stay tuned. Some of these changes are long overdue so I thought I might as well upload a new build now. I feel like writing tonight so you're getting some lengthy justifications with a few of these whether you want them or not! Anyway here are da notes. 0. Agent AI now stops moving in ranged combat Just some lazy programming on my part. AI could move in a random direction when firing a gun, but would keep doing so until the state ended, leading to lots of sliding and bumping against walls. AI will now hold position 1-2 seconds into this random movement. 1. Added a minimum reaction time to the AI for new targets. AI in DDS currently has a long delay after first spotting a target, but effectively zero reaction delay when dealing with a target already spotted. This means AI can spot you, lose sight of you, and then instantly pop you if you peek back around a corner. This is intended behavior, as you're meant to flank enemies and take advantage of the same aim delay you the player has. However, this zero reaction time also applies when switching targets while in active combat, leading to a frustrating situation where the AI defeats a target, and then instantly pops you as you peek around a corner and become the new target, even when this is the first time you're seeing the AI. To address this, the AI now has a minimum pause of .15 seconds when switching targets. That's still pretty quick! But has largely resolved this issue in my own playtests. 2. There and Back Necromancer perk has a new downside, abilities can't be used when health is below max. There and Back is a weird perk with some busted implications if you play your cards right, especially considering some of the new abilities and perks coming in 0.9. The old downside, spawning with half ego, was not interesting and outright overridden by other perks in the same class that add ego recharge. The new downside places you in a vulnerable state whenever your health is not maxed out where you want it to be, meaning agents will have to be clever about using other passives, or finding ways to restore health within the level reliably. I think the perk is a lot more interesting with this change so lemme know what you think. 3. Added a tasteful fade to the line of sight effect. I've always wanted to do this but never found a way that was both pleasing and functional. I think the new effect is a decent balance between the two. 4. Fixed an issue where perks affecting the same skeleton resource could interfere with one another. I think this is like 99% fixed now. Due to how things were loaded, perks could have different outcomes based on equip order (or just randomly), meaning your skeleton armor, ego, and slug wasn't consistent. There are probably some issues hiding out in the game still but I've fixed a lot of these interactions. Other fixes.
Howdy Agents () This is update 0.8.8. It comes with a huge rewrite to DDSs AI, along with tons of refinements, tweaks, and fixes. Todays update is brought to you with artwork from Watari!! You can find more of their amazing work here https://twitter.com/nijimukiokuiro Thank you to everyone who left a review since our last update. As always, be sure to join the discord! The update is currently only available for windows, but will be up for Mac and Linux this weekend if no critical issues are found. Here are da notes: AI Rewrite
Howdy Agents Quick hotfix to fix some critical issues from the last hotfix.
Howdy Agents, () Here with a hotfix to fix a buncha BUSTED nonsense from the last patch. Here are the notes.
Howdy Agents () Thank you to everyone who left a review since our last update. As always, be sure to join the discord! Today's update comes with some fantastic artwork from Emett, go check out their work here! Today I bring you the 0.8.7 update. This comes with a major change to skeletons, a big new mission, a new story encounter, and lots of fixes. This update is currently only available for Windows do to an issue on my end :< Mac and Linux versions will release soon. Here are the notes. Skelly Passives Skeletons now come with a random passive ability! The idea behind this is to make the skeleton a little more exciting to roll for. My concern was that unlike guns, melee, and nades; skeletons dont have much of a difference in *feel* except for the speed they move. This new feature also gives me the creative freedom to add requested bonuses that werent quite deserving of a full perk slot. These passives should sit somewhere between the classic +3% ice damage and the existing busted-ass passives already in DDS. All of them should be at least *nice* to have, and clever agents should be capable of making game breaking builds out of some of them. Ive added 25 of these to the game and plan to add at least another 25 more before we hit 1.0. Skeletons should now have a firmer place in your build beyond their stat distribution. Skelly passives appear as an adjective in your HUD, and a full description can be found in the shop and armory. This system has a few limitations to speak of. Currently, only the player and clones of the player will make use of these passives, enemies will spawn without them. This is because some of the passives are NOT fun to play against. Eventually Ill add a whitelist of all the passives enemies can spawn with so we dont have a weird break in symmetry between player and AI, but youll have to wait for the next update on that. The spread of passives also leaves some builds wanting for more right now. I have some ideas for more dedicated melee passives that I didnt have time to get around to. Meanwhile gun-heavy builds are getting a buffet of passives this patch. Special thanks to Koka productions for requesting this feature a long time ago. Be sure to check out their DDS video here! https://www.youtube.com/watch?v=D3h7e6sXAdE New Skelly Passives
Howdy Agents! () Quick hotfix for the last patch just dropped. Here are da notes.
Howdy Agents () Today I bring you DDS version 0.8.5. This update comes with a new mission, new mechanics, and some tweaks and fixes. Thank you to everyone who left a review since our last update. As always, be sure to join the discord! Today's update comes with some fantastic artwork from Emett, go check out their work here! Here are da notes. Da Notes
Howdy Agents () Here with a new update for you. This one is all over the place! Next update will be more focused featuring a substantial visual makeover for the entire game, and a new main-story mission for the early levels. Thank you to everyone who left a review since our last update. As always, be sure to join the discord! Today's update comes with some fantastic artwork from Emett, go check out their work here! New Stuff
Fixed a lil bug that disabled the new secret class if you had already unlocked it when the last patch went out.
Hello Agents! () Here with an extra spicy update for you. Work has been beatin my ass lately, but I finally eked out some time to get this done. A special thanks to everyone who left a review since the last patch. And as always, join the discord! to meet your fellow agents and get some help unlocking the new secret class. Anyway, here are the notes. Notes
Hello Agents () Here with another small update. This one was delayed by a little bit since the changes I made to DDS's sleep system were not good! I'll revisit sleep later but for now I'm just leaving the current system in place. Thank you to everyone who left a review since the last update. As always, be sure to join the discord so you can meet your fellow agents! Here are da notes.
whoopsie!
Hello Agents () This month I'm experimenting with a more rapid update schedule, so you can expect about 1 of these per week. We've just hit 400 reviews on Steam (yipee!) Thank you to everyone who took the time to leave a review. Just 100 more and we may have a shot at that delicious Overwhelmingly Positive rating. As always, be sure to join the discord if you have anything to request or report. Here are the changes. New Stuffs
Hello Agents () Just a few little fixes to 0.8, details below. Changes
Helloooo Agents () Been a while. Today I bring you DDS version 0.8! This comes with the finale to the stackhunter sidequest, new missions, new toys to play with, and lots of new story content. This update is brought to you with some excellent art from Emett! Theyre always a pleasure to work with. Go check out their work and commission something from them here: https://twitter.com/KSteakay A special thank you to everyone who left a positive review since the last update. Ill include some development details after the changelog for anyone interested. As always, be sure to join the discord if you have any bugs to report or suggestions to make. New Stuff
Howdy Agents! () Most of my dev time is focused on story and mission stuff for the final stackhunter update, so I don't have *too* much to share with you today. It's been a while since our last update though, so I wanted to deliver a few goodies. Thank you to everyone who left a review this month! As always, be sure to join the discord! for updates and cute pictures of frogs. The Notes
Hello Agents () This update is brought to you with some lovely art from Emett! Please go check out their twitter and commission some art from them. I overworked myself again. Oopsie! But I'm here with the 0.7.4 update which includes 2 new missions for the Stackhunter side quest (1 per route) and a comfy story scene with your client. I haven't had as much time to test this build so there might be some bugs lurking around. Be sure to join the discord! so you can help report them and see pictures of cool frogs! In addition to the new content there are a few other notes:
Heya Agents () Here with a little hotfix to correct some bugs and adjust some things introduced in the last update.
Hellooooo Agents () Here with another monthly update for y'all. I am extremely close to having two more missions done buuuut I'm not quite happy with them and I'm in the process of moving rn. I've decided to release the 0.7.3 update now and then put those new missions up once I've moved in and had the time to polish them. This new update still comes with a ton of stuff though! Check down below for a list of specifics. Thank you so much to all of you who picked up a copy of DDS during the Steam sale. And a special super thank u so much with a cherry on top to everyone who left a review! We've blasted past 300 and are on our way to 500! As always, be sure to join the discord! Here are da notes. New Perks!
Fixed a rare issue where one of the final missions would count as completed if the player died. That's all!
A mysterious treasure hunter arrives Hello Agents () Today I bring you part 1 of the Stackhunter side quest! In order to hold myself to reasonable deadlines, Im gonna release this in three parts with parts II and III arriving in July and August. Help your new client locate a mysterious treasure hidden in the depths of the corporate complex. Part I will kick off the story with three new missions and an introduction to Starbucc, a cold, calculating fortune seeker with many secrets, and a little bit of a tsundere side (O///O). This side quest will appear automatically after completing the Malicious Emails mission half way through the main story. Youll have to choose between two missions for each playthrough. If you wanna jump straight to the action or experience all three without starting a fresh save, you can use the following codes in your terminal. go_to_scene_ PrismTaster go_to_scene_ BathhouseGen go_to_scene_ PrismSwamp If youre working from a completed save, I recommend turning on the scale enemies with shop option in the gameplay options. This will increase the difficulty to match your character. Outside the new mechanics which I will not spoil here, there are a few bug fixes and changes to go over. Here are da notes.
Hey Agents () Here with a quick update for you. Still hard at work on the next sidequest. I'll have some missions to share in the open beta next month. Be sure to join the discord if you want access to them! As always, a special thanks to everyone who checked out the game or left a review! This update features some huge bug fixes, balance changes, and a quality of life improvement several of you have suggested. Check out da notes down below. Da Notes
Hello Agents () Kinda took the week off of development but I have a few important fixes.
Hellooo Agents () Today's update features some lovely artwork from Emett! Go check out their work! A special thanks to everyone who left a review this week. Be sure to join the discord if you wanna leave feedback, or see cool pictures of frogs! This update features a rework for the BBS side contracts. The goal was to make these missions more fun and interesting, and balance them better to fit with the difficulty curve of the main story. This system is also flexible enough to generate missions for the future roguelike mode. I'll also be writing a little development update underneath the patch notes for those of you interested. Here are da notes. Missions BBS Rework!
Howdy Agents () April Fools is now over! Thank you to everyone who left a review during the event, and as always, join the discord! If you didn't have a chance to play during the event and claim ur pet rat, you can still unlock them by typing "have_sex_" into your terminal. I might find a way to tie this ability organically into the game some day, but for now you'll have to use a cheat code. A few additional things were added in the sex update, but were left out of the patch notes for comedic effect. Patch Notes
Patch Notes
Howdy Agents () Got another little update for you. If you haven't noticed, DDS is 25% off! So...go tell a friend I guess (_)? If you're a new to the DDS cool club, then u should join the discord! DDS has almost made it to 250 reviews! That's halfway to the delicious 500 review milestone where we might get updated to "Overwhelmingly Positive" :O Thank you so much to everyone who left a review! I wanted to provide a progress update while you're here. My life is super busy with job applications and finishing my degree, so the new sidequest is gonna take a while. I've only got two more missions to make, but they're both extremely complex :< Don't worry though, a substantial update is on the horizon in the form of the Missions BBS rework! As one user pointed out, the randomly generated missions in DDS feel way more "random" than "generated right now. I've written some hot n' fresh level generation code that fixes almost all of the problems I have with the current system, so look forward to seeing that in the near future! Anyways, here are da notes.
Hey Agents () Here again with another small update. This one features some fanart from SrslyTrash! Go check out their twitch n' twitter.
Howdy Agents! () This is a very small update with a few bug fixes and an ultra niche feature that a few of you have requested. Thank you to everyone who has kept up with the project and a special thanks to everyone who left a review! As always, join the discord! Here are the notes.
Howdy Agents! () Got a weird one for you. This week I had fun with a new feature and added a bunch of other random stuff. This update features some more lovely artwork from @saspicious! Go commission something from them on twitter here! As always, join the discord! Here are da notes! New Stuff
Fixed a bug that caused piloted units to become hostile after hacking a computer from them. There is still a bug that causes AI to freeze up sometimes when depiloting, you can pilot units again to fix this. Fixed some typos Breaker boxes in the train how hit connective segments as well Fixed several bugs with melee weapon generation, enemies dropping a different weapon after dying, that sort of thing
Hey Agents, this is a loooong overdue update featuring a big new mission! This post will also include a general update at the end talking about changes going forward, overall progress, and plans for the future. This update features some awesome artwork from @saspicious! Go check out their stuff on twitter here! If you wanna access this mission, all you gotta do is [spoiler]Pay 100k towards your debt. This means that finished save files can't currently access the mission. [/spoiler] I'm working on a way to make that happen tho. As always, Join the Discord! New Stuff
Happy Holidays Agents () Lots of you have purchased the game during this Steam sale, so welcome! This is a smol update with some very important bug fixes! New Stuff
Hello Agents! () Here with a weird and chaotic DDS update. This one features some amazing artwork from Emett. Go check out their work on twitter! Btw, did you know DDS has a difficulty slider that reduces the damage you take? A lot of agents didn't! You can find this in the gameplay section of the options menu. Here are da notes. New Stuff
Removed a secret ability from the gunmeister class that was not supposed to be there (O_O)
Howdy Agents () Very quick weekly update for you. This comes with save file corruption protection, and a bunch of tweaks and fixes. New Stuff
Hellooooo Agents! () This update is crazy late. Sorry about that! My life is still pretty busy but I've got some fun bite-sized changes to share with y'all this week. Here are da notes!
Hello Agents! Here with a quick little announcement. The Steam awards are fast approaching and that means you get to nominate your favorite games for funzo categories :O I would be absolutely honored if any of you would like to nominate DDS for the Most Innovative Gameplay category! That is all. Have a wonderful day (oo)
Hello Agents (oo) My personal life will be very busy for the next ~2 weeks as try to complete my PhD proposal! Most of my dev work is also being directed at the Stackhunter sidequest which will remain under raps until it's done. I'll still be releasing weekly updates but for these reasons they'll be a little sparser than usual. Here are da notes! New Stuff
Helooooo Agents! () Lots more of you bought the game this week :O Welcome! I was down bad with food poisoning so the weekly update is a little late. But it's got some cool new stuff! Here are da patch notes. New Stuff
Hey Agents () Here with a quick hotfix fixing one critical bug and one small bug. + Fixed a bug where doors could become permanently locked if a large number of enemies tried moving through them. I did not stress test doors as hard as I should have for the last patch but things are looking good now. +Fixed a bug that prevented sleep grenades from activating properly when thrown by a clone of the player.
Hello Agents! () As alluded to earlier, updates will be a little sparser for the next ~2 months as I focus my attention on new story content. Here are da weekly notes. New Stuff
Hey Agents, quick hotfix cleaning up some of the bugs I missed last time around. Due to my schedule its convenient to put out the updates friday or saturday, and then do a mini touch up at the end of the weekend. Let me know if this is annoying and you want it to stop! New Stuff
Hello Agents! () Today I bring you the 0.6.9.2 Update. This comes with some new abilities, some love for the acrobat class, a new grenade type, and lots of bug fixes. With the start of the new month I'll be directing more of my time to the next sidequest and other new story content, so apologies if these regular updates may get a little more sparse. In other news, I'll be trying to upload the DDS soundtrack to my youtube channel tomorrow since so many of you have requested it. Here are da notes. New Stuff
Hey Agents, This is a little hotfix to address a critical issue. Also you get the ability chiplet rework a week early because I can't be bothered to deal with version control rn.
Hello Agents! () This is the first minor update for DDS. It's aimed at addressing lots of bugs and providing some commonly requested features. Next update will probably come out next weekend. Planning an update to security cameras, and the perk system so experimentation isn't so expensive and discouraged. Here are da patch notes. New Stuff
Hello Agents! This is a quick hotfix to fix one major issue with a late game mission and a few small ones pointed out on the forums and in the discord. Here are the notes.
Hello Agents! () Deadeye Deepfake Simulacrum is out in Early Access! Grab it now to experience the completed main story and unlock two new character classes: The Knight and The Necromancer. New to DDS? Its a top-down immersive sim with crazy character customization, hand crafted missions, and a hacking system so granular you can hack the individual bullets flying at you! Here are some things you can do in DDS that you cant do in real life.
Hello Agents () If you haven't seen, DDS is releasing in early access soon! We're gonna participate in the Steam Next Fest this October to get some last minute eyes on the demo. We'll be doing another stream for the Steam Next Fest on October 8th at 8pm CDT. Come meet the developer and learn what DDS is all about! We'll be playing the game, talking about games, talking about anime, having a jolly good time, etc. What is Deadeye Deepfake Simulacrum? It's a top-down immersive sim set in the horrific shadows of the far future ()*: Its a game about conquering challenging missions at the behest of your corporate masters. Check out our new trailer to see things in action! [previewyoutube=4G7rHJ8g3ng;full][/previewyoutube] Face off against rogue agents, automated defense systems, and shambling monstrosities. Build relationships with with a cast of colorful characters as you navigate a branching narrative. While youre at it, enjoy a comfy soundtrack of original lofi hip hop beats to relax / commit cyber atrocities to. DDS encourages player freedom with open-ended level design and more than a 100 abilities and perks to customize ur little guy with. These abilities include cloning yourself on the fly, inducing mass hysteria, and riding a horse! Dont tell anyone, but you can even summon a succubus (>) Need more customization? Take your pick from 16 billion pieces of lovingly, caringly, procedurally generated weapons and equipment pieces. You can also hack anything! Bring the system to its knees using DDSs text-based hacking system. Hack computers, enemies, even live grenades and the individual bullets flying towards you!!!!!!! () Kill God. Become God. We hope to see you at the streams!
Hello Agents! () The 0.6.7.5 update has arrived on Steam. This contains lots of overdue bug fixes and some last minute editions I wanted in before release. Many of these apply to the Beta / Finished product so they might not be relevant if you're sticking to the demo. This announcement features some lovely fan art from The Great Avv over at https://twitter.com/TheGreatAvv Don't forget we're gonna be attending the Steam Next Festival in October! Be sure to check out the streams on our store page this October 4th at 2pm CDT, and October 8th at 8pm. And as always Join the discord do it now!!!!!!!! Now for da notes. New Stuff
Hello Agents () If you haven't seen, DDS is releasing in early access soon! We're gonna participate in the Steam Next Fest this October to get some last minute eyes on the demo. We'll be doing two live streams for the festival on October 4th at 2pm CDT, and October 8th at 8pm CDT. Come meet the developer and learn what DDS is all about! We'll be playing the game, talking about games, talking about anime, having a jolly good time, etc. What is Deadeye Deepfake Simulacrum? It's a top-down immersive sim set in the horrific shadows of the far future ()*: Its a game about conquering challenging missions at the behest of your corporate masters. Check out our new trailer to see things in action! [previewyoutube=4G7rHJ8g3ng;full][/previewyoutube] Face off against rogue agents, automated defense systems, and shambling monstrosities. Build relationships with with a cast of colorful characters as you navigate a branching narrative. While youre at it, enjoy a comfy soundtrack of original lofi hip hop beats to relax / commit cyber atrocities to. DDS encourages player freedom with open-ended level design and more than a 100 abilities and perks to customize ur little guy with. These abilities include cloning yourself on the fly, inducing mass hysteria, and riding a horse! Dont tell anyone, but you can even summon a succubus (>) Need more customization? Take your pick from 16 billion pieces of lovingly, caringly, procedurally generated weapons and equipment pieces. You can also hack anything! Bring the system to its knees using DDSs text-based hacking system. Hack computers, enemies, even live grenades and the individual bullets flying towards you!!!!!!! () Kill God. Become God. We hope to see you at the streams!
Hello Agents, Felt like fixing some stuff tonight. Here are the changes
Heloooo Agents! () Tonight I bring you the 0.6.6 update. It comes with the end of the main quest, a new secret mission, better difficulty options, and so much love! To access some of the new story content, you'll need to grab the beta from our discord. Join join join! Join the discord do it now!!!!!!!! Our early access release is fast approaching on October 13th! I'm happy to announce that DDS has all the content I wanted by that date. I'll be spending the next month and a half polishing, fixing bugs, responding to feedback, and shilling the hecc out of it to anyone who will listen. Anyways here are the patch notes. New Stuff!
Hello Agents! () Today I bring you the 0.6.2 update, featuring a photograph from Stefan Zier! This update was sadly delayed by some Steam related technical difficulties. I'm currently wrapping up the main campaign as early access is fast approaching. We'll be doing the Steam Next fest in October so keep ur eyes peeled for that. This comes with an update to grenades, stun effects, and a bed to sleep in. If you want access to the beta, be sure to join the discord! We got frogs, neco arc, and a brand new mission! https://discord.gg/Jvv3kU8TKS Anyways here are the notes. New Stuff
Hello Agents () DDS has hit version 0.6! This is a pretty big update that comes with a new mission (for beta testers) , a new class, improved UI, and lots of delicious fixes. With this update comes a release announcement! DDS will be launching in Early Access this October! The planned date is October 13th but this may change slightly depending on coinciding Steam Next Fest. Reminder that if youd like to join the closed beta, you can get access on the official DDS discord! https://discord.com/invite/Jvv3kU8TKS Thats all for now, patch notes down below. New Stuff +New mission for the closed beta! Some VIPs are blocking an important merger. Not good! +Added ending sequence for paying off your debt. +Added a new secret class with 5 new abilities and 2 perks. +Better upgrades! You can now upgrade your skeleton and grenade. The new upgrade system just levels up the weapon instead of adding a flat two damage like before. +Better shop UI. They now display each stat with its full name instead of using abbreviations. Hopefully this will make things easier on new players. This also applies to the armory. +Updated the way proc gen mission colors are chosen. +Construct enemies now apply a slowing effect to their target while hacking them. +Added the ability to apply slow debuff to hacked enemies. +Added a secret and extremely brief conversation to the closed beta. Fixes +Vac Bois no longer throws up an exclamation point when seeing you. +Tweaked the effects on several abilities that were not fading properly. +Fixed some computers that did not snap properly in the Safehouse mission +Added a fade effect to the Im In ability. +Disabled sprinting in dialogue sequences +Fixed bug where players first gun was not being placed in the armory. +Fixed an AI issue where enemies were sometimes unable to pursue targets after losing sight of them while hacking. +Fixed a bug where piloting a turret would disable its alert sound from there on out +Selective Relativity spell now only applies to gunfire. +Enemies will now wait until you are 5 meters within their line of sight before attempting to hack you. This cuts down on enemies repeatedly hacking and failing while at the edge of your line of sight, and makes them a little trickier to deal with. +Many other small bug fixes.
Howdy Agents () After a night of tinkering with Steamworks, the Mac and Linux demos are now available through Steam. These new demos also come with some notable mid-month fixes. +New Stuff---------- +New Beta Mission! Negotiations have fallen through between the corporation and a local cartel. Go kill em I guess. If you want access to the closed beta, come join our discord! https://discord.gg/Jvv3kU8TKS +New 'assistance option. You can now have story missions scale based on your spending limit in the shop. This allows you to maintain the challenge of a mission without fear of over leveling. +Updated camera alerts. Cameras now alert ALL enemies within 2 line of sight distance instead of summoning the nearest enemy. This makes them much more dangerous. This change was made because a) cameras could feel inconsequential and b) agents using a camera to lure enemies to a guarded position would have to play tediously. This change makes the game harder, but also more fun! +Improved intro configuration. Instead of unskippable scrolling text, you get skippable text that fades in quickly. +Thats it! -Fixes--------------- -Your character will now stop sprinting when opening their laptop. Previously the gun wobble animation would continue even when movement was disabled. -Made some deep changes to the main UI that will provide a substantial performance increase on older machines. -Spiking your horse will no longer cause line of sight to clip through walls while moving. There are some bugs with secondary line of sight cones atm. Drawing line of sight is one of the most expensive operations in DDS and the cost-saving measures have led to a lot of jank. Im working on overhauling how this all works. -Fridges in the shopping mall level no longer have the exact same name. -Fixed an issue with kick hitboxes that caused them to be affected by gravity. -Item buttons in the shop window are now deselected when swapping categories. -Fixed issues with the rain effect on several levels, where only half the particles were appearing. -Fixed an issue where the email inbox could break if you opened a beta save file in a demo version of the game. -Added framerate to resolution settings. -The bow now shoots larger arrows when using the Engorge Knight ability.
Hello Agents () Here with a quick update to fix BBS Spike missions. Here are da notes.
0.5.3 Update (Cow + Shrimp) Hello Agents () Here with a pretty chonky update before my dev time is replaced with elden ring time. Here are the notes! New Stuff Added a new level to the Beta. Accessible by completing the mainline lilypad shrine mission. Melee attack replaced with a kick! Still uses the [c] key by default This move can break glass, and sends enemies, furniture, and grenades flying. You can kick enemies and furniture through windows too! New effect for the optical stabilizer ability. The old one was lazy, this one is lazy, but looks much better! New effect for the Running in the 90s ability. Should make you feel like a real life car. The sneaky weasel ability now disables, cameras, turrets, and opens locked doors in addition to silently breaking glass. Previously this ability was too niche, I hope the added flexibility makes it relevant. Killing enemies now causes enemies nearby to begin patrolling. New Grenade throwing system. The old throw was purely physics based and a little imprecise as a result. The new system has the grenade fly exactly to your cursor position. This may feel less natural but it should be far more reliable. Might change it back if people dislike it, idk. AI can now utilize the Mind expansion ability with a unique interaction. 3 New Abilities! Infiltrator - Rat Trap - Throw a silent trap to your cursor position. Necromancer - kill urself :( - die! Acrobat - Deep Breath - Cast abilities for FREE while the effect is active. I hope this rounds out the acrobat class a little bit. Im planning a perk or two that does something along these lines. This ability is also BUSTED probably but idc. Expanded Concierge Dialogue tree after completing the AMS mission. You can now ask about some of the suspicious goings on and get a little bit of insight. Fixes Fixed pathfinding error where enemies would no longer pathfind through locked doors in some levels. Fixed bug with engorge ability that allowed u to infinitely grow your weapon by swapping it out. This was kind of a fun bug so Ill try to incorporate it back in later Concierge is now immortal for realsies. She should ignore your attacks too. Its just beneath them. Fixed a bug where unstoppable force would kill you when swinging some weapons. Fixed an issue where weapon attachments like silencers or shields would persist on dropped weapons after the carrier died. All that stuff just gets deleted now. Enemies mid alcubierre dash no longer bleed 1000% more than they should. Overlord forced unload and forced discharge attacks now swap the player to ranged combat so they can take effect. Melee weapon cooldown times are now listed in the shop and armory Fixed bug where classes required chiplets but only cost one upon purchase. Added new audio sources so that melee weapon sounds dont cut each other off.
Howdy Agents. () Uploading some work I got done this weekend. Here are the changes! New Stuff Added Mac and Linux builds to the beta page. Player UI now reflects piloted units. Your UI panels are now tied to whatever thing youre controlling. You can now use the abilities of units you pilot. Added melee weapons to the armory, you can now upgrade their damage like you can with guns. Updated the self superschism ability in the Esper vocation. This ability now creates a much purer clone of your character, including your laptop, grenades, melee weapon, abilities, and even perks! Clones cannot use the clone ability though, it breaks clone law. Dont break clone law! Improved AI patrol behavior, After being alerted, enemies would previously move in random directions. This led to them getting stuck on walls and ending up in corners. Enemies now choose nearby positions to pathfind to, making for more natural and efficient patrolling. Improved AI pursuit behavior. In some of the new environments, enemies were having trouble following the player after they ducked around a corner. Im allowing the AI to cheat just a little to remedy this. They will now move to your last known position 1 second after they lost the ability to see you. This helps them follow you through doors, and immediate corners. Its still pretty easy to lose them if you straight up run away so hopefully it doesn't feel cheap. Improved pathfinding efficiency. Cleaned up a lot of the pathfinding code so that its time sliced far more efficiently. Enemies pathfind using a resource budget that causes them to give up if the algorithm fails to find a path in 1000 steps. In virtually all scenarios, enemies only needed 50 to 100 to reach their goal, so this resource pool was reduced to 400. --- Fixes Perk pop button now has the correct error message when lacking chips. Spectre effect on the The Slip ability now renders on the effect layer as intended Fixed a bug where the dialogue panel would play a click sound after sliding out. Fixed an error where haunters could not be killed when summoned by the system overlord Terminal now closes automatically when dialogue begins Raised skeltal warriors now leave corpses...which can be used to raise MORE skeltal warriors Fixed bug where only enemies without guns would not wobble their melee weapons when sprinting Fixed bug some story missions would reload with identical weapons, enemies, etc. This was due to the players skeleton customization corrupting the level gen seed. Fixed piloting bug where enemies would retain partial control over themselves for a few seconds when piloted in the middle of a combat routine Ressurected Succubi now flap their wings.
Helloooo Agents () I've been rolling out pieces of this update over the past ~two weeks but now it's all here along with the full patch notes. Before we get to that, I wanted to announce the DDS closed beta. This will be available starting Feb 4th and will include the first 50% of DDS's narrative content for your testing pleasure. If you'd like to participate in the Beta and give us feedback, you can request a spot over at the *very* official DDS discord server linked below. https://discord.gg/Jvv3kU8TKS Apparently lots of you are actually clicking on these updates! Thank you all for your continued support. On to the patch notes! ---------------------------------------------------- NEW STUFF Hacking punishment redux! The system overlord now dishes out punishment in response to computer hopping, rather than passively over time. Many of the attacks are now persistent, such as those distorting your camera. You'll need to 'scrub' your system for 5 data in order to get rid of them! Hacking more computers increases the severity and likelihood of punishment. Updated the tutorial to better explain hacking punishments, and system scrubbing. Your gun now comes unloaded, forcing players to learn that the [R] key reloads their gun. Added text auto-completion. You can now press [Tab] while typing in the terminal to attempt an auto complete. There are still a few issues with how this works but it's very close to where I want it. New hacking attacks! This includes the Dead Pixel attack that places a opaque blob on your screen, the UI attack that removes either your gun, grenade, or skeleton panel, and the grumpy grumpy overlord attack that makes future attacks more likely, and the scrub cost increase attack that increases the cost of scrubbing increase scrub attack scrub scrub bub blub blerp. New ammo type! Barb ammo applies a -50% damage modifier to your weapon, but slows enemies proportional to their missing health. FIXES Fixed many issues with melee weapons and wall collisions. Duplicated sounds and particles should no longer appear. Fixed issue with overlord where you would receive warnings instead of real attacks. most of the time. Distribution of attacks has been tweaked as well. Added snapback instructions to the terminal after snapping to a computer. Thanks to OrthelloDev for reminding me to do this. Enemy pathfinding has been improved. Friendly units will no longer get stuck trying to pathfind through locked doors. They will now give up, or find a new path around them. Melee attacks can now be made while sprinting, but will cancel the sprint for their duration. Lots of sound bugs fixed. Objects would sometimes double apply the volume level to sounds, making them very quiet. This applied to grenades and abilities. Their volume should be consistent now. Restored sound to repair station. Guns spawned during slowdown no longer have high pitched firing noises to compensate. Changed priority of attack and reload key registration. You can now hold down [R] and the attack key to "lever" a single shot weapon. Before it would reload indefinitely without firing a shot. Melee hitbox display is now locked in place when a melee attack is activated. Camera Boi enemies now return your vision on death, you no longer have to snap back manually unless you want it back early. Added variance to how hard enemies will throw grenades at you. Orange planet mercenaries in the Duvet Alliance mission now use grenades instead of the dash ability. AIs with no offensive vocabulary besides hacking can no longer hack unhackable enemies. AIs no longer switch targets while hacking. Removed bug where hackers could sometimes instantly kill you after entering and leaving their line of sight for exactly one frame. Added a grenade timer to enemies equal to twice grenade's cook time. This prevents enemies from spamming grenades like crazy. Removed compass jamming attack from Overlord, and removed compass jamming mission variant. The concept of a level without a compass will be explored in a secret mission, but these modifiers were frustrating and confusing to new players. Evil Twin enemy can now use hacking and grenades. They will eventually be able to use your abilities as well. Changed scene transition fade time from 1 second to half a second. Makes things a little more snappy. Fixed a """memory leak""" issue with mimics that could cause the game to freeze up with two many on screen. Fixed an issue with the technician class that could break your unlock window Fixed particles to align with global orientation instead of camera orientation. camera distortion effects should no longer produce weird sideways rain or water ripples Improved grenade throwing accuracy, the greande should land closer to your cursor now. Nerfed the health of dialogue character NPCs. Fighting characters will probably need an overhaul at some point. Fight against fallen_angel changed, they now use grenades+hacking and have a nerfed health pool. More bug fixes lost to the sands of time because I shut my computer down before saving the notepad I was keeping track of them in ;_;
Helloooo Agents () I was planning on pushing this update out at the end of the month with some other stuff, but I noticed a critical bug and decided to push out a piece of it now. Here are the changes! New Hacking System! ------------------------ Well, not entirely new. These changes apply to the system overlord. Previously the overlord would randomly send attacks at fixed intervals depending on its anger level. No more! Attacks are now dished on when you make a hop to a new computer. The chance of being punished increases as you hop to more computers. Some attacks are now persistent, such as those that mess with your camera, or flip your movement controls. To remove these pesky effects, you'll need to 'scrub' your system for the cost of 5 data. If you don't have 5 data handy, you're gonna have to live with those penalties for a while! Some new types of attacks are in the works, but those won't appear in the demo until the end of the month. I might do a video based devlog about these changes and why I made them. Basically, the passive attacks from the overlord felt like little annoyances you just had to wait out. The overlord hurling attacks at you after a single hack also didn't feel good to a lot of players, who would prefer to hack and stay quiet at the start of a mission. This hacking update comes with some helpful messages that will appear in your terminal walking you through things, keep an eye out for them and you should be fine. Bug Fixes ------------------------ Fixed a critical bug where guns couldn't be picked up from enemies! This bug only appears in the compiled game and not in the editor for some reason! Fixed several bugs relating to enemy sprinting. Fixed several bugs relating to melee weapons not completing their swings properly. Removed a couple of duplicated rain noise generators in levels. Changes ------------------------ Remote Arsenal ability is absurdly busted, cut cast time to 30 seconds from 60 and raised cost from 5 to 9. This change will appropriately stat is as an ultimate ability.
Hello Agents () This is a huuuuuge update with tons of additions! New Additions ===== -Added melee weapons (22 varieties!) -- Hard to learn, impossible to master! But they don't make noise and never run out of ammo. You can switch between ranged and melee combat pressing [MIDDLE MOUSE] by default. (Don't tell anyone, but a well timed swing can even reflect bullets ;^) -Skills can now be cast from the command line. -- You can do this by typing skill [NUMBER] in your terminal. This is especially helpful for dedicated hackers, but has some uses for other classes as well -New Hacker ability: Spoof -- Prevents the overlord from registering your hops for a brief period. The next update will involve some changes to the overlord and QoL fixes to hacking like autocomplete. This ability will be much more useful by then. -Squad commands -- You can order your combat-oriented allies into position with the [X] key. -You can now disable the chromatic aberration slow-mo effect in the options menu. -Updated wardrobe menu. -- You can now customize the color of your skeleton, gun, melee weapon, and grenade. The menu should be a lot more intuitive to use now. -Grenade Update -- Removed the FRC (force) stat from grenades. This previously dictated how far they would fly. Distance thrown is now determined by mouse cursor position. Grenade explosions are also the color of your grenade now. New Perk for Each Class ===== Technician Boomer - Ignore explosion damage. Weapon rotation difficulty increased by 35% Gunmeister Ol Reliable - Interacting with fallen guns refills your current one, rather than replacing it. Medic Heart-Under-Blade - Killing humanoids with a melee swing refills your armor. Begin each mission with 1% of your maximum armor. Acrobat Weight Loss - Movement speed reduced by 20% Gain 2% movement speed for each 1% armor ur missing. Esper Energy Vampire - Begin missions with 0 ego. Killing a humanoid with a melee weapon grants 5 ego up to your maximum. Chronomancer Endless Cycle - Your slug is reduced by 90%. It now automatically recharges after a 3 second delay. Empath Become Succ - Become a succubus. Your top ability is locked to Kiss X and free to cast. Sprout cute wings. Hacker Out of Bound - Discover and hop to computers through walls. Opening your laptop creates a sound reaching 1 line of sight distance. Infiltrator Shocking Reveal - Enemies take 1.5 seconds longer to initially notice you. They immediately call for backup after doing so. Balance Changes ===== -The Gorilla Grip and Optical Stabilizer abilities now last 10 seconds instead of 5 -Enemies now wait 3 seconds to call for backup instead of 1.5. Im working on a better visual for this but its not ready yet. -Ammo stations now empty your current mag, but grant 1 mag above your maximum cap to your reserve. Ammo stations were a little too easy to abuse, they now require more consideration since they empty your current mag. -100% ability is now limited to 1 refill instead of 3. Hopefully this doesnt disappoint anyone too much. I want characters to get to the point where they have absurd amounts of sustain, but this ability made it too easy from the start. Ill be introducing new ways to refill your ego, or substitute other resources for it. Bug Fixes and Adjustments ===== -Security cameras now alert the closest enemy instead of a quasi-random one in the level. -Added nicer trail effect on kiss x ability -Enemy alert code was largely rewritten to be more reliable and fair. A lot is happening under the hood when enemies call for help and these changes will set the stage for better visual feedback in the future. -The Concierge is no longer hackable. This was done so that players wouldnt get bogged down messing around with their terminal in the intro scene. There are story reasons why they shouldnt be hackable as well. -Fixed a bug where picking up a weapon dropped by a turret would give it infinite ammo. -Changed the stun effect from gross lighting to cute sleepy zees -Fixed a bug where stunned sprinting enemies would remain in the sprinting animation Secret Announcement ==== For those of you who made it this far. I promised during the last update that I would arrive at a release date for the game by now. I have *sort* of done this. There will be 2 Steam Next fests next year, and I plan to do the full release immediately after the second one. I believe this will be in October. Whenever I get the exact date for that Ill put the date up on steam. More DDS content is coming soon though. At the end of this month there will be an early build available on itch with the first 50% of the game fully complete. This will sell for a discounted price and come with a steam key when the full release is ready. (This is being done on the DL though, so dont tell anyone :^)
Howdy Agents () Not sleeping well tonight so I'm throwing a little update up with some bug fixes and balance changes. NEW: New sprites for beds! CHANGE: Allied units now pause for shorter periods of time while following you. CHANGE: Color of Stem Cell Injection ability now matches others in the medic class. CHANGE: Weapons that shoot multiple projectiles now have their damage divided by total projectiles / 2. CHANGE: Range of generated armor values on skeletons increased from level => level * 3 to level^.7 => level^1.3. This tweak and the previous one were done to make slow tanky builds more viable in the late game without dramatically altering the lethality of combat leading up to that point. CHANGE: Kiss X ability no longer passes through walls. Casting it in crowded levels basically set the entire thing on fire. The Mass Hysteria ability and seducer perks are meant for this outcome. Kiss X is now for precision smooching only! CHANGE: Allied Succubi received a buff to account for Kiss X nerf, and now have 10x more armor than before. They were previously way too fragile, this should help them stick around and make them feel worth the cost of summoning them. CHANGE: Tables are no longer transparent. This is done so they look better with endgame levels. CHANGE: Changed the display names of some ammo types. TAZER is now STUN and FIXER is now ORB. BUGFIX: Penetrator perk no longer disables system overlord. BUGFIX: Penetrator perk no longer makes hops to previously hopped computers take data. BUGFIX: Fixed an issue where AI could hang on enemies with laptops after being team changed via Kiss X or other empath abilities.
Howdy agents! () Big update this time. This post is a two-parter! First part covers the patch notes and the second part will cover the state of development. Here's the patch notes! Additions Added 9 passive perks, 1 per class
Howdy Agents () An update just dropped. Some of these changes were going to come with perks at the end of the month, but I decided to just push them out when I noticed a few major bugs. Most of these have to do with generated missions. Here's what changed. + Fixed a major bug where hub computers stopped working properly if their first child was destroyed. + Fixed a bug where the desktop shutdown sound would play when hitting the escape key in your apartment. + Fixed a bug where black knights were only being summoned if all humanoids died in a level, instead of half of them. + Fixed a bug where the infested level type would sometimes only spawn 1 enemy. + Fixed a bug with the Selective Relativity ability where overlapping bubbles would annoyingly flicker. + Overhauled the way ammo types are selected for guns. It should prevent weird edge case bugs where turrets could spawn with non-lethal ammo and infinitely stun lock you. + Added 13 new skeleton bodies that I doodled in class. + Expanded the palette selector in generated missions. There should be a wider variety of colors in missions now. + Added non-transparent floor variants to generated missions. + Added some decoration spawning to generated missions, such as arches, flowers, trees, and outdoor floor tiles. I plan on adding a lot more decoration and stuff but the system is at least in the game now. + Lowered the magazine-is-empty sound by 50% I found it kind of loud and annoying during my last play test session. + Lowered the volume of rocket impacts by 30%. I need to do some sound overhaul stuff to truly fix a lot of these issues but this should make it a little less annoying to hear multiple rockets impact at once. +Added a new silenced sound effect to the Noir ability. +Defenses panel now has 2 bars instead of 3 to match a change made to the overlord long ago. + Changed the way spare magazines scales with level. Instead having a celling of level x 4 they now have a celling of level + 4. Mid-tier weapons were sometimes spawning with so many spare mags that ammo stopped being a consideration entirely, even if the spare ammo amount was considered mid-tier by the generator. That's all for now! Perks *should* be made available around the end of the month.
Howdy Agents () Coming at you with a new devlog video hot off the grill. This one's about the hacking system. Enjoy! [previewyoutube=9YCVkEExlzw;full][/previewyoutube]
Howdy Agents () Finally got some time tonight to deliver you an extra cool update. This was supposed to contain a big overhaul for stealth, but those changes ended up making the game worse in almost every way so I scrapped them. A few little things stuck around though. Here's what changed!
Hello Agents () Coming at you with a bite sized weekend update. This one has some meaningful impacts on gameplay! Check out what changed below.
AGENTS (;*_*) WE HAVE AN EMERGENCY UPDATE!!!!!!!!!!!
Hello Agents () One more smol update to cap off the weekend. These are some changes I meant to make in the last update but forgot about!
Hello Agents () I've been working on story content the last few weeks which you unfortunately don't get to see until release! This update has a few changes I made along the way.
Howdy Agents () Got off work a little early so I'm taking some time off to deliver you this sweet and salty hotfix. Here are the changes.
Hello Agents () Very small hotfix today to eliminate a little bit of jank. In the deluge update I improved the way the lighting mesh updated so that you didn't get weird gross gaps when walking away from walls. This unfortunately introduced an issue where the lighting mesh would freak out when snapping your camera to computers, allowing you to see through walls. I've *mostly* fixed this issue. There is still a small flicker when snapping to things which I am. not. happy. with ( ) Buuuuuut it's probably unnoticeable for 99.9% of players, and you no longer see through walls like before.
Hello Agents () The D E L U G E mode previously had no music! You were meant to use your own with the in-game music player, but that's no fun >:| An anonymous donor has generously gifted a song to us! It's pretty dang good sounding too. Go play the D E L U G E mode and listen to it! Here's the list of fixes.
Hello Agents () The D E L U G E Update is finally here! It comes with a new survival mode, weapon armory, save slots, skills, enemies, level generation, performance improvements, and tons of fixes! Let us know what you think of this update in our discord, and be sure to follow me on twitter too! https://discord.gg/Jvv3kU8TKS https://twitter.com/deaddeepsim If you're having fun with the demo, be sure to spread the word! Without further adieu, here are the patch notes. Big New Features
Hello Agents () Taking a little trip this week along with a little break from development. I'm pushing a few fixes and adjustments before I do. +Buttons are no longer cliccable behind tutorial messages on your desktop. +Fixed the lil flower face on the death screen to match the others. +Nerfed sprint speed bonus from 50% to 40% Some agents found the sprint a little too quick and disorienting but I think I've hit the sweet spot now. +Nerfed Alcubierre Driver speed bonus from 250% to 200% Same reason. +Moved desktop icons back to Unity's base input system. I was constantly finding little bugs using the new input system so we're back to the basics. +Adjusted the gun position during the sprint animation so it looks more """natural""" +Added separate audio sources for click and hover events on UI elements. This should prevent those sounds from munching each other constantly. +Probably some more minor stuff I forgot to write down. As I said before, gonna try and take a little break to avoid burnout and focus on real work. The endless survival mode is very close to being done. It's super fun and I've wasted a lot of time playing it lately!
Hello agents () I was gonna hold off on adding these features until the end of the month, but I think these changes improve the experience a lot and wanted them in ASAP! If you wanna report bugs or discuss these changes head on over to our discord https://discord.gg/Jvv3kU8TKS or hmu on twitter @deaddeepsim Here's what got added! +Added sprinting! You can hold [SPACE] to move fast. It cute! Careful though, your gun needs a little recharge after sprinting. +Enemies can sprint too! They'll sometimes do so while covering long distance or moving to cover. +Added a tip of the day program to your employee desktop. Contains useful reminders and awards $5000.00 just for checking in! +Added a nicer mirror to the apartment that reflects everything. Can't wait to put this asset to use in other levels. +Added a new mission BBS variant where enemies can use their own grenades. +Added some tutorial messages to the MissionsBBS, and Abilities programs on your desktop. These appear the first time you open them and just fill in the gaps of the tutorial. +Moved the continue game up a space to reduce chance of accidentally clicking new game (multiple profiles coming soon!) +Modified skeleton speed level scaling. Should begin slightly higher, scale slightly lower. +Fixed a visual bug that occasionally garbeled the terminal when opening the laptop. +Fixed several bugs associated with the Trace ability degrading your weapon and resetting your skin. +Modified the way weapons and skeletons are serialized (you shouldn't be able to tell). That's it! We're actually ahead of schedule for our big update next month. Check back for an armory that saves and upgrades the level of your weapons, multiple save slots, a survival mode, and other secret stuff! Hopefully I'll get that to y'all soon. Sprinting gives yet another verb to the player and can change combat a lot! Hopefully for the better since y'all kept complaining about how slow it was ( ). If you had fun with the demo be sure to spread the word! There's never been a better time to check it out.
Hello Agents () This will be the last update for a while unless something totally broken gets discovered. Here's what you get! -Added key rebinds. these are available in the options menu. I moved DDS over to Unity's new input system to do this ,which broke every UI element in the game and required me to rewrite a lot of the movement code, in addition to rewriting all the input handling. Unfortunately, Unity's own key rebinding example doesn't even work even in an empty project for me so I ended up using some free asset that works with Unity's default input system and none of this was necessary #turningintothejoker. But we got a reworked movement system out of it! -Reworked Movement System. This should feel almost identical from the player's perspective but enemies now accelerate between velocity vectors instead of snapping to them, so their movement is a little less frustrating to play against and looks better too! -Added new ability for Chronomancer Vocation: Homura Protocol. Your agent can move independently of time dilation while this is active. This was an ability that I wanted to have in time for Steam Fest but the old movement code couldn't handle it. There is a LOT of hacky code that makes this work so let me know if you find any bugs here. -Reduced The World's time dilation effect from 1% to 2% of original speed, but doubled duration. This was done to avoid jankiness. I found a ton of stuff breaking when time was slowed this much, and I couldn't get Homura Protocol to work with it either. I don't think this change matters too much to gameplay, it should feel about the same. -Lot's of little UI adjustments. ---------------------------------------------------------------------------------------------------------------- I probably will not be updating DDS for a while unless a critical problem is found. There will be a big update released sometime around the end of next month with the endless survival mode, an armory to store your past weapons, starting equipment, and a bunch of content sprinkled around. Thank again for all your support!
Hello Agents () I'm up late tonight. So here's a dumb little update that won't matter for most of you. -Did you know that you know that you can press Alt-Enter on your keyboard to fullscreen / window almost any game? A streamer playing DDS didn't! Added dedicated fullscreen toggle button to options menu. -Made the game a little friendlier for ultrawiders. Still not a great experience in its current state, but UI windows should now stay within the confines of the screen, and some elements loaded underneath UI elements now load immediately for ultrawiders to prevent pop in jankiness. -Made a small change to how enemies call for help. They previously called for a friend IMMEDIATELY after spotting you. Now they take a whole, entire, 1.5 seconds before they radio for assistance, allowing sneaky agents using a silencer to get the drop on them without consequences. Can't call for help when ur dead! -Fixed a small bug in which players could sometimes resurrect themselves to a completed BBS mission. Don't want that! -Fixed some small typos deep in The Concierge's dialogue tree. ---------------------------------------------------------------------------------------- That's all for now. I should have time this weekend to finish adding rebindable keys.
Hello Agents () Were gonna boot up the livestream one last time Tuesday at 8pm Central time if you wanna come hang out ()/ The end of Steam Next Fest is upon us. But dont worry! The Deadeye Deepfake Simulacrum demo is here to stay. Several of you have reached out with concerns regarding this. Its been a blast showing off DDS to all of you, and your feedback has been extremely helpful! Some of you have been getting a...suspiciously large amount of play time out of it _ Did you leave the game on in the background?? Quick! Go turn it off! Id like to use the demo as a public testing ground for new features, something a little more accessible than the closed beta well eventually have. That means Ill keep updating the demo between now and release! Not everything being developed will appear there though. Here are some things that will be added to the free demo over time. --- Quality of life improvements! (such as key rebinding, ultra wide support, and multiple save slots) --- Bug fixes! --- Balance adjustments! --- New abilities for existing vocations! --- New randomly generated mission variants! --- New core features! (sprint button, new ammo types, grenade types???) --- An endless survival mode! This game mode is still in development. Itll involve defending a randomly generated playground from endless waves of increasingly difficult, and increasingly bizarre enemies! Itll offer experienced players a more challenging way to relish in the combat and hacking of DDS while testing out future features. Here are some things that will NOT be added to the demo over time. --- No new story content, character encounters, or missions! Spoilers! --- No new vocations! --- No new enemy types! [spoiler]This *might* not apply to agents who make it *very* far in the new survival mode. Youll just have to play and find out ( )[/spoiler] Im gonna be pushing out little periodic updates starting next week. Expect a big BIG update with the survival mode in the next month or so! -------------------------------------------------------------------------------------------------------------- Next, I wanna go over some of the common pieces of feedback Im hearing, and how I plan to address them. If you wanna submit your own feedback head to our subreddit and post in the pinned thread there! https://www.reddit.com/r/DeadDeepSim/comments/o06grb/deadeye_deepfake_simulacrum_feedback_thread/ Now for y'alls feedback. I got my starting gun and it sucked! Gimme a better starting gun! Gimme gimme! Its important to me that players discover weird and wacky guns, rather than build perfect boring ones! However, I dont want new players feeling frustrated right away just because they lost a dice roll. I plan to give agents a little more agency in choosing their starting gear. Stay tuned for that! I like the surrealist undertones of DDS! More weird stuff! Gimme gimme! Surreal encounters and especially strange phenomenon are pretty limited in the demo, but have received lots of positive attention regardless. There was already some weird stuff planned for the rest of the game and I now plan to lean into that direction a lot harder for the rest of development. Movement is way too slow in the beginning of the game. Gimme speed! Gimme gimme! Movement *is* slow in the beginning. Its supposed to be! I want the players speed to reflect the power they amass during their time with DDS. With slow movement speed early on, the player is forced to get a better grasp of weapon mechanics and abilities to find an edge in combat. HOWEVER, I acknowledge that situations where the player is sluggishly traversing empty territory are not fun. Im gonna introduce a sprint feature to address this. I already have a cute lil gun wobble animation ready to go. And if sprinting ruins the game, well just take it out! Where the HELL is my Mac Version???? Wheres my Linux version you goddamn son of a bitch?! GIMME. Look people, messing with Steams nightmarishly jank upload system is literally the last thing I wanna deal with right now. But dont worry! Ive put up a Mac and Linux version of the demo up on the DDS itch.io page here: https://nodayshalleraseyou.itch.io/deadeye-deepfake-simulacrum These builds havent been tested nearly as much (actually they havent been tested at all lol) so be weary of bugs! The game is too hard! Gimme an easier game! Gimme gimme gimme gimme. No. [spoiler]But I will introduce more options to reduce difficulty in the Assistance menu, just for you ()[/spoiler] -------------------------------------------------------------------------------------------------------------- Finally, for those of you still reading this tremendously bloated post, I wanna full disclosure some things about the timeliness of DDS development. As Ive mentioned before, game development is not a full time job for me, its just a hobby that consumes a lot of my nights and weekends. The Steam page has our release date ambiguously listed as Winter 2021 That is still the plan! But theres a lot of work to be done and hearing all your kind words makes me wanna make DDS the very bestest it can be before asking for ur hard earned money. An *extended* release date is somewhat likely at this point, so Im just warning yall about that now. Thanks again to everyone who tried out the demo! I never expected so many of you to check it out. It's been an incredible experience getting to show DDS to all of you <3 As mentioned before, I have a BIG update planned for the demo about a month from now so keep an eye out for that! Little updates will trickle down in the meantime. If you wanna support the project, spread the word! Tell friends about it, tell family, tell the people...whom you have wronged >:) Also follow me on twitter. https://twitter.com/deaddeepsim k thanks bye!
Hello Agents!! :O It's time for the 2nd Demo hotfix. Here's what got changed! 1. A certain individual will leave *actually* leave your shower as promised. 2. A certain gun will no longer generate with a level of >14,000 (note that the maximum obtainable firearm in the demo was supposed to be 6) 3. Enemies in a certain level no longer have a mislabeled pilot cost printed in response to helpremote command. 4. The custom musicc player now loads songs dynamically based on demand so there shouldn't be any stuttering if youve loaded a ton of songs into the game folder. When loading a large sound file you may still experience a brief stutter. Please note that there is a soft ~40ish custom song limit due to the amount of text the terminal can handle displaying at once. However the game should no longer die if you try to load 90 hours of audio into the game folder as one of you did () 5. The musicc player now lets you set a custom song specifically for your apartment! A lot of you asked for this so I've thrown it in there. Type 'musicc' into your terminal to see the new commands associated with this. Be weary of bugs when using this. I wasn't able to break it myself but I usually like to wait longer before putting out new features. 5. Fixed an issue where it was sometimes impossible to earn income from Mission BBS missions after completing the first optional mission. 6. A small number of users reported that text was not visible within the games hacking terminal. I have not been able to reproduce this bug, but Ive made adjustments to the terminal that I suspect will solve the problem. If you were experiencing this issue, please let me know in the steam discussion if this update resolved it for you! 7* Forgot this one! Previously DDS would force fullscreen after entering a level. This no longer happens and you can actually play the game in window mode. Just use the ALT-Enter shortcut to do so. -------------------------------------------------------------------------------------------------------- Ive received a lot of questions about whether the demo will remain up once the festival has ended. It will! Youll be able to play the demo as long as you like! The demo will also receive a few exciting additions in the weeks after the festival, and periodic updates between now and the full release. Details on those exciting additions will be released with an end of festival wrap up post / live stream Tuesday at 8pm Central time. Unless something is *totally* broken there probably won't be another update until the end of next weekend at the very *very* earliest. I gotta get back to my actual job now that the weekend is over. Thanks again to all of you who reported bugs and gave feedback! ()
Hello agents () I pushed out a small hotfix last night to address a few issues. 1. UI should no longer spill off the sides of the screen for 16:10 aspect ratios. UI should also look a little crisper for those of you who disabled the screen warp effect. Apologies to those of you playing the game in ultra-wide, DDS does not quite work with such RIDICULOUS aspect ratios :O Support for that will come soon so stay tuned. 2. Fixed several spelling mistakes. 3. Fixed a small bug in the shop where skeletons and grenades had incorrect prices listed in their details. Special thanks too all the anonymous gigachads who brought these issues to my attention! If you've encountered bugs of your own, or have some feedback you wanna give, pls let me know about it in the reddit thread below! https://www.reddit.com/r/DeadDeepSim/comments/o06grb/deadeye_deepfake_simulacrum_feedback_thread/
Come join us this Friday 8pm Central at Steam Next Fest for a friendly developer stream and learn what Deadeye Deepfake Simulacrum is all about! We're gonna be playing the game, and taking questions, and hacking computers, and shootin' dudes, AND listening to lofi hip hop beats, AND talking about anime.
Hello agents () We're posting a public demo of Deadeye Deepfake Simulacrum from June 16-22 next week for Steam Next Fest! You'll get the first three levels of the main story (plus some secret ones ), along with lots of abilities, weapons, and procedurally generated side content to play around with! Check out the sizzle reel for a taste of what the demo will have to offer :P [previewyoutube=TTa92w-xPvI;full][/previewyoutube] We'll also be doing a live stream of the game this Friday at 8:00pm. Find it here on the store page!
Hello Agents. Here's a quick development video about how the guns in DDS are procedurally generated, and how they operate a little differently from those in you typical top down shooter. Even though the weapons are created by an algorithm, I assure you that every one is generated with love and affection ( )( )( )( )( ) That's all for now. Stay tuned for more updates! [previewyoutube=hQt64nrruX8;full][/previewyoutube]
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