Mainlining - (Chase Carter)

Behaviour Interactive ceased development on the brutal survival shooter, Deathgarden: Bloodharvest Friday after nearly half a year of triage. The makers of Dead By Daylight are punting the idea of a dour funeral, though. Instead, every feature the team have been working on was pushed out the door for players to enjoy. It’s Deathgarden: Bloodharvest’s wake, and everyone is invited because the game has now gone free-to-play.


Deathgarden™: BLOODHARVEST

Deathgarden, which may be the most wonderfully pure videogame title since Bonestorm, launched into Steam Early Access last year, and it looked really promising: We called it a "weird, exhilarating game of lethal hide-and-seek" in our August 2018 preview. But according to Steam Charts, it was never able to find an audience. A "relaunch" in May of this year, with the even more awesome title of Deathgarden: Bloodharvest, turned things around briefly, but after a few months the average concurrent player count had sunk back to double-digits.

Today developer Behaviour Digital announced that after working through various scenarios and possible solutions, it has decided that "none of them would change the fate of this project," and it is therefore halting development.

"Two years ago, a handful of passionate game developers at Behaviour got together to develop a new game concept. This paved the way for great talents to join the team, and we want to acknowledge the work of every single person who took part in this soulful adventure," the studio wrote. "Deathgarden was, and still is today, a project of passion. A game that we wanted to make for ourselves, but also for players around the world to enjoy."

I don't think it really qualifies as "good news" under the circumstances, but the Deathgarden servers will be kept online until at least the end of the year, so players can continue to garden their deaths "as long as matchmaking is viable." As of today it's also fully free, as are the soundtrack and lore book, and all in-game cosmetics have been reduced in price to 1 Blood. The Terminator Set DLC will remain at regular price, however, in accordance with its licensing deal.

Behaviour said it's going to "give the game a meaningful last breath by finalizing every feature we've been working on," and a final "Play With the Devs" livestream will be held at 3 pm ET on December 12, on Twitch. Anyone who purchased the game within the last month and has fewer than six hours of playtime is also eligible for a refund, which can be requested directly from Steam. Details are available in the final update patch notes and FAQ.

Deathgarden™: BLOODHARVEST - Marilou
Dear Deathgarden Community,

They say all good things must come to an end. Over the past few weeks, our team has been rather quiet about the development of Deathgarden. Witnessing the decreasing player base, we’ve been working on finding solutions: we sought advice, considered many different scenarios, looked at various solutions, but unfortunately, none of them would change the fate of this project. Today, it is with a heavy heart that we’re announcing the end of Deathgarden’s development. To honour the production team’s work, we have decided to give the game a meaningful last breath by finalizing every feature we’ve been working on.

Two years ago, a handful of passionate game developers at Behaviour got together to develop a new game concept. This paved the way for great talents to join the team, and we want to acknowledge the work of every single person who took part in this soulful adventure. Deathgarden was, and still is today, a project of passion. A game that we wanted to make for ourselves, but also for players around the world to enjoy. 

This project made us go through a roller coaster of emotions, from the first version to the reboot, and we take pride in what we’ve accomplished. We grew a lot from the experience, as a team and as individuals, and we will keep on going, we will take risks and be innovative to meet our player’s expectations. As for the future, the Deathgarden team has been redeployed to other Behaviour projects, both live and unannounced.

All this work wouldn’t have been possible without you, the community. We want to thank you for your continuous support and contribution during the ride. We want to leave this adventure on a high note and make the work we’ve been doing these past weeks be worth it for you.

In the light of this news, we wanted to have one last moment to share with you. We will be hosting a Deathgarden’s sunset Play with the Devs livestream on December 12 at starting at 3 pm EST to share our love for the game with you.

We will keep Deathgarden’s servers up at least through the end of the year, and you will still be able to play the game as long as matchmaking is viable. We are also making the game free today, so more people can join you.

Thank you very much for your support these past two years and we will see you again soon,

The Deathgarden Dev Team

You can read the Patch Note and FAQ on your website
Deathgarden™: BLOODHARVEST - Marilou_BHVR

Hotfix October 15th

- Fixed the animation bug where you could see a scavenger drop down a structure while he was climbing up, only to reappear at the top of the structure after, making the scavenger untargettable.
- Updated the version of BattleEye to be compatible with the next Windows version.

Known issue: The hunter challenge Merciless indicates 3 Executions to trigger Last Scavenger Standing mode. The requirements for Last Scavenger Standing have changed, but the challenge still works as intended.
Deathgarden™: BLOODHARVEST - Marilou_BHVR

Hotfix October 10th: Last Man Standing

Bloodmode is now triggered when there is only one scavenger left and at least one exit completed.
Deathgarden™: BLOODHARVEST - Marilou_BHVR

Hotfix October 9th: UI changes

  • Progression Indicators: Blood Deposit Progression Indicator numbers were removed. The red progression bar is still filling. The player can see the blood count from a distance, over the respective Blood Deposit Point. Marked Deposit Points will display the blood count more clearly.
  • Blood Deposit: once close enough to a Blood Deposit Objective, an indicator reveals how much blood remains to open the Exit.
  • Blood Deposit Progression: The amount of blood required to open the Exit now counts down. i.e. It requires 50 blood to open, if you deliver one, the UI will indicate 49.
  • Hunt with a Friend (2v10): Scavengers need to deposit 60 blood in each objective and the UI will also countdown.

  • Progression Indicators: Blood Deposit Progression Indicator numbers were removed. The red progression bar doesn't fill.
  • Blood Delivery: When scavengers are delivering, the Blood Deposit Point letter will pulse, and the icons at the top left of the screen will pulsate to indicate which objective is being delivered too. It will not reveal how much blood is left to be delivered.

  • When a Blood Deposit point reaches 5 (5 blood left to be deposit), both Hunters and Scavengers will be notified of its progression. The respective icon for the delivery point will rotate and show the remaining blood value to both parties. Hunters will also see the value appear over the Blood Deposit point.
Deathgarden™: BLOODHARVEST - Marilou_BHVR

Hotfix October 7th:

- Fixed scavengers respawning under the map after being executed.
- Fixed a bug that prevented players of prestiging their characters.
Deathgarden™: BLOODHARVEST - PierreBHVR

Visual & Cosmetics
[Ready Room][Scavenger] The ceiling pipe is misaligned with the wall panel.
[Garden] Some structures disappear during Blood Mode.

[Menu][Scavenger] In the “Loadout” and “Cosmetic Vendor” menus, the character model clips with the fern.
[Garden][Gold Rush] Wheelbarrows clip to the boxes beside them.

[Hunter][The Inquisitor] When reloading the “Snake Bite”, his claw shakes at the animation’s end.

[Upgrade Vendor] Players can get stuck on the screen if they press “ESC” quickly after opening the “Prestige” menu.
[Character Select][Controller] In the Character Select screen during matchmaking, “LB” and “RB” button icons are displayed.
[Settings] When in the Settings menu, the “enter” key doesn’t work after players select a drop-down option using the arrow keys.
[Spectate][Controller] Spectate mode displays two button prompts with “Y” when using a controller.

[Spectator Mode] Swapping between spectated players will reset the displayed amount of blood for each Blood Needle.

[Challenges] The amount of experience towards “Gain Experience in the Resources Category” challenge overlaps with the progress bar.
[Scavenger][Character Select] The scavenger’s stamina bar doesn’t refresh correctly when exiting the “Character Select” menu.
[Locker Room] When looking at a vendor while aiming down sight, an extra yellow exclamation mark will appear behind the character.
[Weekly Challenge] The “completed” banner on the weekly challenge overlaps with its countdown timer.
[Text][Scavenger] When players switch languages, the scavenger’s rank doesn’t update until they have entered a match or a menu.
[Hunter][Recycling] Upon initiating a recycle on a scavenger who has not been recycled yet, the execution UI text briefly shows that execution is enabled.
[Hunter] The Veteran’s “No Way to Hide” ability is shown as both a “Shock” and a passive ability.
[Hunter][Perk] The Veteran’s “About to Blow” perk fails to mention that the hacked blood piles explode as well.

[Locker Room][Scavenger] There’s an invisible platform above the Cosmetic Vendor in the scavengers’ Ready Room.
[Garden][Gold Rush] Some water towers miss projectile collision.

[Hunter] In rare instances, hunters are unable to hear their audio and hear the scavengers’ actions instead.
[Hunter][The Inquisitor] A chain chimes SFX play for The Inquisitor’s skins that do not have chains.
[Garden] The match ending countdown SFX is not sync with the visual text.
[SFX][Perk] When selecting a perk at its max level, the “equipping” SFX can be heard.

[Cosmetic Vendor] The “Cosmetic Vendor” name is not localized.
[Audio] The announcer voice line “Scavenger Death” stays in English in all other languages.
Deathgarden™: BLOODHARVEST - PierreBHVR
Hello Deathgardeners,

Coming up in this week’s patch: new Origin Skins, a new map, the Harvest your Exit implementation as the “Default” mode and some balancing.

Important: Custom key bindings will be reset following some changes we made. Please make sure you remap them before hitting the garden!


Bloodshed has just begun in the Arctic circle! These desolate lands covered in everlasting snow are the final resting place of scavengers bold enough to go out in the open, as hunter may gun them down from icy cliffs.

Biome: Arctic

Weather: Bleak Winter

Garden Elements: Radar towers, wind turbines, living pods, snowcats, research station, generators, containers, icebergs.


With today’s patch, Harvest you Exit will now be Deathgarden’s default mode.

We gathered feedback on the game objectives, and we now feel confident in implementing it permanently. As we’re constantly looking to improve the experience, we’ll keep on balancing the game and address gameplay concerns.

We adjusted the delivery goal for each Blood Needle; to open an exit, scavengers now need to deliver 50 blood in 1v5 and 60 during the Hunt with a Friend events.

The “Last Man Standing” situation has been a recurring topic since the release of Harvest your Exit. We decided to change how the game ends when there’s only one scavenger left. When no Blood Needle has been filled, and only one scavenger remains, every exit delivery quota will be set to 1 blood. An exit will trigger as soon as another blood is delivered.

On Sunday, the Hunt with a Friend still occurs and will remain a Harvest your Exit experience.


The Origin skins collection will expand with the addition of the Ghost Origin “Prodigal Son” full set. This set shows Amini’s origins before he became Ghost.

You can check the lore and the concept arts that inspired us right here.

We’re also adding alternate versions of The Inquisitor and Ghost’s Origin skins. Grab your resources and be sure to pay the Cosmetic Vendor a visit.

With today’s update, we’d like to gradually address an issue frequently brought to our attention:

Players disconnecting during the game. Our intent is to give incentives for them to stay for the match’s duration.

The benefit system works as follows: Players now earn honour points by completing games and may earn resources as a result. On the Tally Screen at the end of each match, players can see their own honour dial with its five distinct bars, each corresponding to an honour point.

All players start with the dial full—with 5 honour points. If the number of honour points is higher than or equal to 5, players will earn 20 iron per match completed. Scavengers don’t have to spectate the whole match in order to earn honour points; they can leave after they died and reached the Tally Screen.

If they leave a match early—which means a situation that prevents the Tally Screen showing up such as leaving mid-game, disconnecting, etc.—they will be notified by a pop-up for their behaviour and how much it impacts other players’ games. First offenders are granted a second chance.

If a player leaves a match early again, they will lose all their honour points and won’t receive their rewards. They will have to regain their honour, one bar at a time. Please note that honour points don’t reset between game sessions and that the consecutive number of games played is displayed right above the honour dial.



 Balance: Drone Health Change
o    Drone health is reduced from (45) → (22).
o    Fog can destroy a drone with only (1) bolt; all other scavengers can do so with (2) bolts.
o    Vambraces can still destroy drones with (1) bolt.

Gameplay: Daily Challenges Adjusted
o    Both “Domination” challenges have been reviewed
      - Scavenger’s daily challenge is to open at least one exit.
      - Hunters’ daily challenge is to kill 4 scavengers in a match.

Gameplay:  Turrets and Drones
o    Both active drones and turrets are revealed to hunters and scavengers once deactivated.

Quality of Life: Game Controls Brought Together
o   Each control options, whether for controller or mouse, are now together under the “Control” section in “Settings”.
o   Controller and mouse options are now shown side by side.


Balance: “Deny, Deny, Deny” Power Reduced
o    The Inquisitor’s ability to regain stamina is reduced from (30)% → (15)% per Health Crate.
Design Goal: This change brings The Inquisitor perk’s balance in line with those of other hunters.

Balance: Auto Turrets Reviewed
o    Turrets now deactivate like Drones; when disabled, a timer bar appears over them.
o    Turrets health decreases from (75) → (60).
o    Turrets no longer disappear after (90)s.
o    Turrets’ range increase has been reviewed.
      - Level 1: (31)m → (28)m
      - Level 10: (40)m → (55)m and has been adjusted in between.
o    Turret cooldown increased from (45)s → (90)s.
o    Turrets regenerate health faster, from (8)s → (4)s.
Design Goal: The Turrets’ original intent is to restrict the access to certain areas. These changes will allow hunters to effectively use them as area denial tools.

Balance: Snakebite Assault Recoil Increased
o    The Inquisitor’s Snakebite assault gun has more recoil vertically and horizontally.

Balance: Trisyknt Burst Rifle Magazine Reviewed
o    The Trisyknt burst rifle magazine now collects (60) → (45) ammunition from Ammo crates.

Quality of life: Add Control Option for “Sprint” 
o   A default movement checkbox for “Sprint” added in the “Controls” menu.

Control: Add “Turn Around” Option
o   The “crouch” action is replaced by a new action: a 180° turn.
Design Goal: We want to increase the hunter’s mobility and a 180° turn will help them in tracking down scavengers. We’ve decided to remove the barely used “crouch” option to free an active key.


Balance: Fog’s “Heat of the Moment” and “Fleet Feet” Reviewed
o    Fog’s “Heat of the Moment” and “Fleet Feet” no longer stack. The highest value increase takes precedence over the lowest value.
Design Goal: We realized that the combination of these perks was unbalanced. With that change, we want to align the value of Fog’s perks with those of other scavengers.

Gameplay: Switch’s “Sudden Insight” and “Treasure Hunter” VFX change
o   Switch’s perks now use different VFXs.
Design Goal: This change allows identifying which perks is being used and removes confusion with “marked” objects.

Control: Add a Toggle Option for Crouch
o    A “crouch” toggle option is available in the “Controls” menu.

Challenge: “Destroy Constructs” Reviewed
o    The challenge “Destroy Constructs” now include both drones and turrets. 

[FIXED][HUD][Spectate] When spectating, all the information in the upper left corner isn’t displayed.
[FIXED][Animation][Hunter][The Stalker] The Stalker’s arms bend unnaturally when performing an emote.
[FIXED][Garden] Scavengers overs slightly above the ground in almost all maps.
[FIXED][Progression][Hunt with a Friend][Hunter][The Veteran] The Veteran receives a “Friendly Effect” XP if another hunter is hit by her “shock”.
[FIXED][Visual][Garden][Blowout] Some ground textures don’t appear correctly.
[FIXED][Audio][Hunter][The Veteran]The reveal SFX plays when The Veteran uses her shock ability near a crate.
[FIXED][Menu][Text] The Cerberus 3BC has two skins with the same name and lore text.
[FIXED][Visual][Scavenger][Fog] All of Fog’s coat interiors miss some texture.
[FIXED][VFX][Garden][Scavenger] While spectating, Dash’s “shimmer” VFX remains on the Exit platform after escaping with his “Speed Boost” active.
[FIXED][Hunt with a Friend][Hunter] The Veteran’s shock ability will reveal the second hunter.
[FIXED][VFX][Locker Room][Hunter] The “supercharge” VFX persists when opening a menu.
[FIXED][SFX][Garden][Hunter] When the hunter is out of bound, the scavenger’s SFX play.
[FIXED][Visual][Garden][Fire in the Sky] Blood splatters appear blue.
[FIXED][Animation] Clones run erratically and may float.
[FIXED][Animation][Hunter][The Poacher] The Poacher’s arm texture stretches when using a shotgun.
Deathgarden™: BLOODHARVEST - PierreBHVR

Grab a blanket and get ready for a new frozen map! In the next patch, we’re bringing you a new arctic map: Desperate Expedition! 

Inspired by the North Pole, Desperate Expedition boasts three distinct areas: the living pods; the frozen sea; and, the snowy forest.  

Biome: Arctic 
“Far inside the Arctic Circle, the Tarkkaavainen Lepakko early warning station was a key part of the Unity missile defense system. It prevented attacks by Collective forces over the Barents Sea and so was a prime target at the start of the war.” 

The remains of an old Unity warning station stand frozen in the Arctic circle. During the war, snipers used the icy cliffs to bolster their visibility and defend the station from the Collective troops. They made their last stand near the living pods, where a fierce battle among the snowdrifts unfolded. The Collective’s hazardous mission ended in their favour, and the station was soon abandoned and forgotten. 

Weather: Bleak Winter 
“As the stars rose and the long darkness began, the soldiers would hunker down, afraid of something that stalked them from afar.” 

The Arctic white landscapes stretch beyond the horizon. The snow stacks over the research station, and the blizzard penetrates through bullet holes and fractures.   

Footfalls crunch the hard snow and break the white North’s chilling silence. Breathing becomes difficult as the temperature plummets below zero. Time and again, shots are heard somewhere in the distance. 

Garden Elements: radar towers, wind turbines, living pods, snowcats, research station, generators, containers, icebergs. 
The Tarkkaavainen Lepakko station used to be a key part in Unity’s missile defense system. The soldiers stationed there lived through an endless winter that slowly ate away at their patience and sanity. Now deserted, the missiles have been repurposed to be used in the Deathgarden.  

Scavengers should cleverly avoid the hunters’ gaze by hiding behind icebergs and snowdrifts. Hunters will enjoy a vantage point at the height of the cliff but should think twice before taking a stroll in the forest. 

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