Set in the near future, DEATHGARDEN™ revolves around a spectacular real blood sport that became the most popular entertainment on the planet. Players choose to team up as one of the five agile Runners or to embody the Hunter, a heavily armed competitor whose mission is to kill the Runners.
All Reviews:
Mixed (221) - 65% of the 221 user reviews for this game are positive.
Release Date:
Aug 14, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The purpose of Early Access is to ensure that the game experience is as fun as possible! We wish to establish a relationship of collaboration and trust with our players. Therefore, we will immediately begin gathering feedback and data, communicating our decisions and iterating on the game together. This way, once we launch the game, we will be confident in the quality of the content and service we provide.”

Approximately how long will this game be in Early Access?

“Our current estimation is between 6 months and 1 year. We want to reach a certain level of quality and quantity before officially launching the game. Iteration and communication with our players will be key in this process.”

How is the full version planned to differ from the Early Access version?

“Over the coming months, we aim to deliver:
• New gameplay elements such as Perks, Powers and Weapons.
• New arena elements such as Garden Conditions (weathers).
We are investigating adding a new Garden (biome).
• New cosmetic progression elements to highlight and reward player dedication.
• Quality of life improvements such as game optimization and regular balancing efforts.
• Live service features such as in-game news and anti-disruptive behaviour measures.
• Regular hotfixes for maintenance and bug fixing.
• Surprises!

Note that this plan is subject to change, as we will be carefully reviewing player feedback and data before locking in our intentions and priorities.

Once we officially launch, we are planning on adding an in-game cosmetic store. All gameplay content and updates will always be accessible for free (and to all players). This ensures that we can keep supporting the game for the long-term, support our dedicated server costs and grow with our community.”

What is the current state of the Early Access version?

“As of August 14th, our game consists of:

A WORLD, set in the near-future, revolving around a spectacular blood sport that is the most popular entertainment on the planet.
• Locker Room (central HUB)
• Character creation
• Ready Room (matchmaking physical lobby)
• Training area (tutorial)

A GARDEN, a procedurally generated arena in which Runners and Hunters compete against each other.
• 1 Garden (arena)
• 3 Garden conditions (weathers)
• 1 Dynamic Garden Event
• 2 Game modes (Capture, Gather & Deliver)

HUNTERS, powerful contenders equipped with deadly Weapons, Abilities, Powers and Perks.
• 3 Hunter Abilities
• 6 Hunter Weapons
• 4 Hunter Powers
• 6 Hunter Perks

RUNNERS, fast and agile contenders capable of scaling any structure found in the Garden.
• 3 Runner Classes
• 9 Runner Powered Bolts
• 9 Runner Caltrops
• 8 Runner Perks

REWARDS, in the form of cosmetics and titles that you can collect to learn more about the lore, showcase your performance and express your personality.
• 30 Hunter Career progression cosmetics (10 Complete Sets)
• 10 Hunter Career Emblems
• 30 Runner Career progression cosmetics (10 Complete Sets)
• 10 Runner Career Emblems
• 130 Hunter Seasonal Titles
• 130 Runner Seasonal Titles
• Exclusive cosmetics for: Early Access players, Deluxe Edition owners, Dead by Daylight owners

LIVE SERVICES, to ensure an enjoyable experience for our players.
• Dedicated servers (located in Ohio, Frankfurt and Seoul)
• Anti-cheating measures
• Opt-in voice chat
• Play with friends
• Pop-up news”

Will the game be priced differently during and after Early Access?

“While we intend on doing sales and free weekends in the future, we currently do not intend on changing the regular price tag. To thank our Early Access players, we will grant them exclusive ‘Groundbreaker’ Hunter and Runner Outfits. They will also get to keep their progression and the rewards associated with them when we launch the game.”

How are you planning on involving the Community in your development process?

“We believe gathering feedback is key to the success of our Early Access. We will obviously be regularly reading all discussion on our social media, forum, Discord as well as on Steam forums and the community-run Reddit.

We also believe that two-way communication is crucial. Therefore, we intend on regularly posting news on our website, social media platforms and forum as well as try to reply to questions.

We intend on sending monthly surveys to our players, as well as some more specific punctual surveys when we feel the need to cover a topic in-depth. We will be tracking data to identify player patterns and help balance the game to make it as fun and understandable as possible.”
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Recent updates View all (14)

November 23, 2018

Rethinking Deathgarden's Core Experience



Over the past few weeks, we’ve hinted at our next steps and at the future of the game. Today, we’re pleased to announce that we’re rebuilding Deathgarden’s core experience. The new gameplay elements we’re introducing will allow us to realign the game with what we’d originally envisioned; we want Runners to have a tense but exhilarating experience and want Hunters to feel powerful and utterly unstoppable.

Deathgarden is no longer a glorious sport—it’s a trial of unnatural selection.

A Battle for Resources
In the Garden, your objective is to collect as many resources as possible. The resources you successfully secure during the match will allow you to upgrade your characters’ abilities after the match (persistent upgrade on the character). This applies to both Hunter and Runner players.

Runners must locate and collect resources found within the Arena. To secure resources, Runners must deposit any resource they've collected at “resource banks.” On the other hand, the Hunter is rewarded by eliminating Runners and preventing them from collecting resources.

Bloodpost Removal
We’ve made several significant changes to Deathgarden’s gameplay. The first major change is the removal of the Bloodpost. The Hunter’s gameplay now focuses much more on the tracking and killing of Runners.

We wanted Hunters to be and feel unstoppable and make them feel in control of the arena. Therefore, we removed a major element that would force them to disengage from a chase (something that is enjoyable/exciting for Runners and Hunters).

One Life
The second major change is that each Runner possesses one life. Runners must now adopt a stealthier playstyle if they are to survive the trial and gather as many resources as possible. It increases tension for the Runners and makes killing Runners feel more rewarding for the Hunter.

Survival Vambrace Powers
In addition to this change, Runners now rely on “defensive” or “survival” Vambrace powers instead of offensive ones. In other words, we’ve removed all directly confrontational Vambrace powers (Stun, Blind, Slow, etc.) and replaced these with new tactical powers. (There are several new powers, which we’ll unveil in the weeks/months to come). We are still iterating on those to figure out which ones are most enjoyable and useful. This change further reinforces the fact that the Hunters are an utterly unstoppable force and that Runners are nimble escape artists.

Individual Rewards and Scoring
The final and perhaps most important change is that Runners will now adopt a more individualistic playstyle. While we’re not removing teamplay from their core experience (we will reward Runners for completing actions that benefit their team), Runners are now rewarded for what they accomplish within the Garden and awarded only what they manage to take out of the Garden.

If one Runner is carrying a set amount of resources and they see a downed ally, they’ll think twice before attempting to rescue their friend. Should the Hunter also “down” the Runner carrying resources, that Runner will lose everything he or she carries. As for the Hunter, they will be rewarded for all Runner kills.

In short, everything you accomplish in the Garden, (deliver resources, rescue Runners, down Runners, etc.) grants you XP and, ultimately, the resources you’ll need to further your characters’ progression.

A Different Balancing Mindset
On several occasions, we’ve mentioned that, in our initial vision, the Hunter was a brutal and unstoppable force. The new gameplay experience allows us to realize this fantasy. It lets us balance the game around the notions of tension and brutality rather than around those of agility and strength. The Runners and Hunter are no longer in a direct competition—everyone strives to complete the match with as many resources as possible. This means that more players should come out of the match feeling rewarded. Realigning our direction also gives us freedom as to how far we can push the asymmetry of power and experience for Hunters and Runners.

Ensuring Coherence Between Gameplay and Fantasy
We sincerely believe that the changes we’re making will ensure a strong coherence between gameplay and fantasy. Rethinking Hunter and Runner power dynamics allows us to transform Deathgarden into a much more enticing and heart-pounding experience.

Runners, will you become lone wolves, or will you work together in the face of the unstoppable Hunter? Hunters, will you allow those Runners to survive your onslaught.
28 comments Read more

November 13, 2018

November Transition Patch



OVERALL DESIGN INTENT:
  • As mentioned last week, Deathgarden is in a transition phase. We’re working towards making the game a more rewarding and meaningful experience. This patch is the first step in that direction
  • The changes we’re implementing today should empower the Hunter and provide Runners with a tenser, more heart-pounding experience.
    • We want to make sure that the Hunter is feared and that their capabilities cannot be disrupted.


SOFT WIN CONDITIONS
  • Design intent: to begin rewarding individual performances and to diminish Runners’ dependency on teamplay Once the Hunter has Killed 3 Runners, or the Runners have completed 2 of the 3 Objectives, the Exits open. However, this does not end the round
  • The team that opened the Exits has ‘won’ the Round and receives an XP bonus for their actions (‘Exit Opener Bonus’ for Runners, ‘Merciless Bonus’ for the Hunter) (viewed on the end of match Progression Tab)
  • Escaping as a Runner, when the Exits are open, provides an XP bonus (‘Escape Bonus’ viewed on the end-of-match Progression Tab
  • Additionally, Killing Runners as the Hunter provides XP (‘Runners Executed Bonus’ viewed on the end-of-match Progression Tab)
     
RUNNER HEALTH BARS (from the Hunter’s perspective)
  • Design intent: to provide the Hunter with visual feedback on confirmed/registered shots
  • When damaging a Runner, the Hunter sees that Runner’s health meter for a short duration


HUNTER
  • Design Intent: this a first step towards making the Hunter more powerful and more brutal
  • Increased default Vambrace Power immunity time (5)s->(10)s
  • If Hunter gets hit with a Vambrace Power within the 10s after the ‘immunity time,’ increase immunity from (2)s->(5)s
  • Increased base Stamina (10)->(11.5)
  • New Perk: “Lucky Charm” – 25% chance of gaining an additional Upgrade Part from Upgrade Part Crates
  • New Weapon: TriSynkt .45c Burst Rifle – a highly accurate medium range 3-shot burst rifle
     
RUNNER
  • Design intent: we want Runners to fear the Hunter and to think twice before taking the Hunter head-on
  • Full stamina meter: (5) Evades -> (4) Evades
  • Full NPI meter: (5) shots -> (3) shots
  • Available Tier 3 Vambrace Powers (3)->(1)
  • All 3 are available until 1 of the 3 is purchased
  • New Perk: “NPI Hoarder” – Increases maximum NPI by 20%


GATHER & DELIVER OBJECTIVE TYPE
  • Design intent: Because we reduced the Runners' ability to rapidly travel across the map, we decided to adjust the key delivery time to ensure that Runners may retain the possibility of delivering keys
  • Key delivery time (4.5)->(3.5)s


PREFERRED SERVER QUEUE
  • Design intent: to improve the (technical) quality of matches so that players across the world may enjoy better communication with the game’s servers.
  • We’re introducing a new server (EU, NA, & Asia) selection mechanic. When joining a match, each player passively and automatically votes for the server closest to them. The server will then be randomly selected according to the players’ passive votes.
    • E.g. 3 players are in NA and 3 players are in ASIA, there is a 50% (3/6) chance that the match connects to the NA server and a 50% (3/6) chance that the match connects to the ASIAN server

  • BattlEye now automatically launches upon launching Deathgarden
  • Various bug fixes
20 comments Read more
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OVERVIEW

Digital Deluxe Edition

The Deluxe Edition includes the base Game, the Silent victory Hunter set (one male Armor, one female Armor, one Weapon skin, and one helmet), the Sentinel Runner set (one male Outfit, one female Outfit, one Vambrace skin and one Mask), the digital Art book, and the Digital soundtrack.

About This Game

ENTER A SPECTACULAR DYSTOPIAN BLOOD SPORT



Set in the near future, DEATHGARDEN™ revolves around a spectacular real blood sport that became the most popular entertainment on the planet. Players choose to team up as one of the five agile Runners or to embody the Hunter, a heavily armed competitor whose mission is to kill the Runners, preventing them from escaping The Garden.

Deathgarden pits individual cunning against strategy and teamwork–a lone but lethal Hunter against a team of dextrous Runners. Both sides must prove their skills and take control of the procedurally-generated Garden.

Asymmetric Confrontation


Power vs Agility: In this fast-paced action title, one powerful Hunter must hunt down five agile Runners, who seek to complete an objective and escape the Garden.

The Garden


A Procedurally Generated Garden: Each map is procedurally generated within the ‘Garden’, a nano-printed environment in which Runners willingly enter to compete against the powerful Hunter. Each match boasts a different ‘Garden’ layout, which forces both sides to adapt their strategy to the environment and creates exhilarating, memorable moments.

Long Term Support


Gameplay First: Deathgarden embraces the “no grind” or “no pay to win” philosophy. New gameplay content (Gardens, Weapons, Abilities & Perks, etc.) will be instantly available to all players upon the content’s release.

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8, 8.1, x64
    • Processor: Intel Core i5-2500K or AMD FX-8120 Eight-Core
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 770 or AMD Radeon HD 7970 / R9 280 X
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system

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