Community Announcements - Michael_bhvr


We’re thrilled to announce that Deathgarden: BLOODHARVEST, our major update, goes live on May 30th 2019 at 1:00 pm EST! 

You’ll get to enjoy Deathgarden’s tense and riveting new gameplay loop, our darker art direction/fantasy, and discover our 8 unique characters, power-up progression system, and 4 thematic procedurally generated maps!

Updated Price Point
The release of this major update is the perfect moment for us to give Deathgarden: BLOODHARVEST a new price point:
  • $14.99 USD for the Standard Edition
  • $34.99 USD for the Deluxe Edition
Dead by Daylight/Deathgarden: BLOODHARVEST Bundle
You may now purchase the Dead by Daylight/Deathgarden: BLOODHARVEST Steam™ bundle for $29.99 USD (full price: $44.99 USD).

Those who already own Dead by Daylight may purchase Deathgarden: BLOODHARVEST for $9.99 USD

Furthermore, those who own Dead by Daylight and Deathgarden: BLOODHARVEST will receive crossover cosmetics in both games.
  • In Deathgarden: The TOTH mask and the Trapper’s mask, Fog and Poacher exclusives, respectively.
  • In Dead by Daylight™: The Scavenger Mask and the Hunter mask, Meg and Trapper exclusives, respectively.

Free Weekend, Steam™ Reboot Sale, & Extra Game Copy



We’ll celebrate the release of Deathgarden: BLOODHARVEST with a free weekend on Steam™, which will start on May 30th at 1:00 pm EST and end on June 2nd at 4:00 pm EST. Furthermore, all game editions, including the Terminator DLC, will be on sale from May 30th to June 6th:
  • $9.99 USD for the Standard Edition
  • $29.99 USD for the Deluxe Edition
  • $25.49 USD for the Dead by Daylight/ Deathgarden: BLOODHARVEST bundle
  •  $1.99 USD for the Terminator DLC
In addition, those who purchase Deathgarden: BLOODHARVEST during the reboot sale (May 30th-June 6th) will receive a free extra copy of the game to give to a friend!

Early Adopters Compensation Plan
We’ve created a compensation plan for our early adopters, those who currently own Deathgarden. You’ll find all information pertaining to the compensation plan right here.

Bloodharvest Dev Livestream


Join us on Twitch on May 30th from 1:30–2:30 pm EST! We’ll introduce you to the world of Deathgarden: BLOODHARVEST. We’ll talk about our unique characters, power-up progression system, and dive into the game’s gripping gameplay.

Thank you!
Finally, we’d be remiss not to thank our community members for their continued support throughout the reboot’s development. Thank you for believing in us and giving us the time we needed to transform Deathgarden!

Sincerely,

The Deathgarden Dev Team
May 3, 2019
Community Announcements - Michael_bhvr
We’ve overhauled Deathgarden’s progression system. Once the reboot patch goes live, you’ll earn currency for the various actions you accomplish in the arena. Use different types of currency to unlock and upgrade your characters’ Powers, Perks, and Weapons. You can also use your currency to access new characters.

Reaping the most out of the Garden
During a match, you’ll earn XP and different kinds of currency for the actions you accomplish. While the hunters’ primary objective is to kill scavengers, scavengers must gather as much blood as possible and attempt to escape the Deathgarden.

Furthermore, as you level up your characters and reach higher ‘player’ ranks, you’ll unlock new Titles.


This level 15 player, playing the Stalker, has unlocked the “Echidna” Title. Gain more levels to earn new, Titles, each more prestigious than the last.

Scavengers: Gathering Blood and XP/Currency-Awarding Actions
To maximize their rewards, scavengers must gather and deliver as much Blood as possible while trying to survive in the arena. Whether they chose to work as a team or adopt a lone wolf playstyle, there are multiple ways of exploiting the garden.

To prove that they are worthy of the trial, the team of scavengers must deliver a total of [125] Blood; this will open the exits and allow any remaining scavengers to escape the Deathgarden. Furthermore, this will grant scavengers bonus XP and resources.

Here are some actions that award XP and Currency:
  • Gathering and delivering Blood
  • Escaping a chase
  • Escaping the arena
  • Assisting other scavengers
  • Deactivating Drones & destroying hunter constructs (e.g. mines and turrets)
  • Marking crates & other points of interest
​​Hunters: Executing Scavengers and XP/Currency-Awarding Actions
Hunters also earn XP and currency by accomplishing various feats within the garden, and, like their counterpart, may adopt different playstyles. For example, a hunter may ‘farm kills’ by downing multiple scavengers and ‘showing them mercy’ only to execute them later during the match. While this may potentially grant the hunter with a massive amount of XP and currency, it’s a “high risk high reward” approach. In effect, achieving multiple scavenger downs prior to executing a scavenger grants the hunter with a reward multiplayer (max of 5 charges, or 5 consecutive downs). Upon executing a scavenger, the hunter receives an amount of XP points and resources corresponding to his/her reward multiplier. The multiplier then resets after each execution. Failure to execute a scavenger, however, means that the hunter won’t earn their reward. So, more conservative hunters may decide focus on map control, i.e., activating Drones, hacking crates, which also grants XP and resources, and go for the kill when an unfortunate scavenger makes a mistake.

To prove their dominance in the Deathgarden, hunters must execute 4 of the 5 scavengers.  

Here are some actions that award XP and Currency:
  • Downing & executing scavengers
  • Dealing damage
  • Activating Drones
  • Hacking crates
Currency & Upgrades
Now that you know how to stack up XP and currency, here are the three different currencies and their use.


From left to right: Iron, Blood Cells, Ink Cells

Iron: trade in Iron to unlock new characters and upgrade your Perks, Powers, and Weapons

Blood Cells: trade in this Resource to unlock and upgrade your hunters and scavengers’ Perks

Ink Cells: trade in these cells to unlock and upgrade your characters’ Powers and Weapons.
(Note: Scavengers may unlock a second, alternate Vambrace power and hunters a third, alternate Weapon.)

Upgrading your characters abilities isn’t as simple spending Resources, though; upgrading a Weapon, Power, or Perk may require that you complete a specific challenge with and for that Weapon, Power, or Perk. (Note: the current max level for character ‘upgradables’ is level 10)


To unlock new characters, you must meet their specific level requirement & possess the required resources



Hunters may visit the technician, found in the locker room, to unlock and upgrade new Perks, Powers, and Weapons.

This should give you a general idea of Deathgarden’s new progression system. We hope that you look forward to trying out the new Perks, unlocking and improving the different characters’ Powers, and testing various character builds!

Sincerely,

The Deathgarden Dev Team
Community Announcements - Marilou_BHVR
Previously, we talked about the new Deathgarden’s gameplay mechanics coming in the next patch. Today, we’re going to walk you through the different game objectives.



Run for your life

Scavengers’ main goal is to escape. To get out of the garden, scavengers must survive the hunter’s onslaught and reach the exit. There are different ways to trigger exit spawning.

Blood delivery: The fastest way for scavengers to achieve their goal is to deliver blood. If scavengers gather and successfully deliver [125] blood by filling up the Blood Banks, the exits will open, and Blood Mode will activate. During Blood Mode, scavengers are revealed to the hunter and so begins the final chase.

Last scavenger standing: The exits open if the hunter executes [4] scavengers. The last scavenger standing will have a chance to run to the exits and survive Blood Mode.

Surviving until the end: If neither scavengers nor the hunter successfully triggers exit opening, the exits will spawn after [8] minutes.

Finding the right balance between delivering blood and staying safe is key to making it out alive. Daring to deliver blood, eluding the hunter and escaping the garden lead to the most rewarding actions scavengers can do. Other valuable actions include taking down hunter’s constructs and marking objects allowing scavengers to regain control of the map. Altruistic actions also grant a significant amount of rewards. These include, but are not limited to, healing, shielding, or reviving a fellow scavenger.




Shoot to Kill

The hunter’s main objective is to kill. This can be done by tracking, chasing, downing and executing scavengers. Hunters prove their supremacy by the number of scavengers they can down and execute. Once [4] scavengers are executed, the exits spawn and Blood Mode is activated. This will challenge the hunter to secure their 5th and final kill, showing their utter dominance in the garden.

Tracking scavengers and gaining map control can be done in many ways.

The primary way of achieving dominance is by using their unique powers and loadouts. Hunter powers can give crucial information to hunters when triggered. Some of them will help surprise scavengers, while others will get them out of hiding, zone them out or even hurt them directly.

Another important strategy is to activate drones. Drones are constructs that are scattered around the map. The hunter can activate them by using power cores, found in blue crates. Drones help force scavengers out of hiding by revealing scavengers standing in their range. These constructs provide map control to the hunter by limiting scavenger safe areas and restricting their movements.

Hacking crates also allows the hunters to gain map awareness. The hunter hacks crates by shooting at them. If a scavenger collects a hacked crate, their position will be revealed to the hunter for [8] seconds.



Nothing is given in the garden and winning it all is going to be a daunting task. Find your own approach and get ready to tackle the garden!

Sincerely,
The Deathgarden Dev Team


[ * ] Values are subject to change
Mar 27, 2019
Community Announcements - Marilou_BHVR
First Strike is our fourth map being added to Deathgarden's new iteration.


“Our attack was swift and expertly executed - the city had fallen in hours. Pockets of resistance remained, but they were tracked down and eradicated. A perfect campaign result.”

First Strike’s topography is virtually flat, but the arena’s grounds are peppered with building ruins and overgrown vegetation.
  • Biome: British Columbia
  • Atmosphere: The calm before the storm
  • Garden elements: Ruined city, trees, even ground.


Mar 21, 2019
Community Announcements - Michael_bhvr


“The oil field detonated, killing our people but destroying the enemy and denying them their prize. Victory comes at a cost, and there are always sacrifices to be made.” 

Blowout is a large open oil field shrouded in a dense fume cloud. The arena is crammed with rust-covered drilling and pumping machinery.
  • Biome: Desert
  • Atmosphere: Choking Fumes
  • Garden elements: Oil rig, pipes, barrels, pumpjack, oil Derrick, ruins, cacti, scarce trees, trenches, scattered flat patches of land surrounded by cliffs.
  









Mar 19, 2019
Community Announcements - Michael_bhvr


“Cut off from high command, and with little prospect of reinforcement, the 'Death’s Heralds soldiers' set up a base of operation in a cemetery and drew up plans for a counterattack.”

Tombstone distinguishes itself from the other maps thanks to its towering obelisk and countless tombstones and mausoleums.   
  • Biome: British Columbia 
  • Atmosphere: Night 
  • Garden elements: Tombstones & mausoleums, central obelisk, trees, ruins, tunnels, irregular terrain with frequent elevation changes








Mar 15, 2019
Community Announcements - Michael_bhvr
When we release Deathgarden’s major update, you’ll see that we’ve made several changes to the game’s maps. We’ve kept the British Columbia and Arizona biomes and, from these, created four thematic arenas, each with a unique look and feel.   



As you know, one of our main goals with Deathgarden’s revamp is to further your sense of immersion and reinforce the game’s fantasy. To achieve this, we started by darkening the universe and creating individual characters. Our next step was to revamp the arenas, your ‘playing field.’ Many of you expressed the desire to see more nuanced and varied maps. By reshaping the game, we’ve given ourselves the opportunity to do so.

Each new map is comprised of: 
  • A specific biome (e.g. Arizona or British Columbia) 
  • A gameplay-affecting weather condition (e.g. sandstorm, dusk, fog, etc.) 
  • Thematic & garden-specific structures/assets (related to the lore) 
  • A procedurally-generated elevation/depression pattern (to further vary your gameplay experience) 
The changes we’ve made aren’t only aesthetic, though; they will have a direct impact on your experience. As hunters and scavengers, you’ll need to adapt your playstyle and strategy to the map in which you play. 

Salt Creek


"The endless convoy of civilians must take the road that runs alongside the river. Its waters are shallow, but the river’s winding course slows down the wanderers’ eastward movement. These are ideal grounds for those seeking to hunt down the vulnerable." 

Salt Creek, our newest map, stands out from the others thanks to its winding river and the towering rock formation found at its heart. 
  • Biome: British Columbia 
  • Weather Condition: Foggy 
  • Garden elements: Rivers, waterfalls, boulders, trees, ruins, open fields & gullies 
Salt Creek is nearly devoid of buildings, and the river that flows through the arena doesn’t provide much cover. And so, scavengers, for whom hiding is essential, may find themselves having to stay out in the open for extended periods of time.  



Hunters, on the other hand, may exploit vantage points to keep track of scavengers; the vast openness of Salt Creek will allow hunters to effectively spot and track scavengers from afar.  If scavengers are to survive the hunter’s brutality, they’ll need to use the variance in elevation to their advantage and hope that the fog will break the hunters’ line of sight, and their wits about them.  



Salt Creek is just one of our four maps. Over the next few weeks, we’ll be showing you the rest of them, so be sure to check back here regularly and to follow us on social. 

Thanks for reading! 

The Deathgarden Dev Team 
Community Announcements - Michael_bhvr
Scavenger Reveal: Switch 
Default Vambrace Power: Clone—Upon impact, creates a clone that’s capable of moving in different directions

Switch is an artful illusionist that can create clones to throw the hunter off track. While she can use this ability to selfishly save her skin, Switch will willingly stay behind to help exhausted allies escape the hunter.

Scavenging blood gives Switch a surge of adrenaline and heightens her sense of awareness. After depositing blood, she’ll typically rush towards the closest body pile, where she can extract even more blood.

Her recovery skills are enigmatic; when Switch gets up after being knocked down, she gets back to scavenging as if nothing happened—despite having narrowly escaped death.




Early Concept art of Switch

Backstory Concept Art of Switch



“Nothing is ever truly useless; it can always be broken down and rebuilt. That applies to people too.” — Su “Switch” Bai
Community Announcements - Michael_bhvr
It’s time for a dev update! As promised in last week’s DG Insider, we’d like to give you information about a few of Deathgarden’s new features and about its revamped gameplay loop.

The Blood Harvest
Hunters and scavengers have an entirely new motive for entering the arena: harvesting blood. This precious resource grants players (scavengers and hunters alike) with XP and currency, which they can spend to unlock and upgrade new characters, perks, and powers. 

While both sides seek to gather as much blood as possible, their means of doing so differs greatly.

Scavenging for Blood
Scavengers drain blood from the bodies of brutally slaughtered scavengers. Our agile contenders must always be on the lookout and ready to make an escape when gathering blood lest they become like one of the mangled bodies.


*Body pile asset not final*
Players will find body piles scattered across the garden

Scavengers can only carry a limited amount of blood. And so, if they reach maximum capacity and want to gather more blood, they will need to deposit the blood they’ve gathered at any of the blood banks found in the arena.


There are three blood banks in every garden

There’s another motive for depositing blood; if the hunter executes a scavenger, that scavenger loses the blood they’re carrying on them. However, the scavenger will keep all the blood they’ve deposited—regardless of whether or not they escape the arena.

Hunting for Blood. Pure and Simple.
Unlike scavengers, hunters harvest blood through the sport of killing—by executing the unlucky few who enter the arena.

We’re tweaking the hunting experience so that hunters may follow through with their chases. There are no more objectives to defend and no more bloodpost executions to secure; there is only the hunt. We want to make sure that nothing tears the hunter away from the excitement of chasing and gunning down scavengers.

Drones: a new Hunter Construct

Hiding is an integral component of the scavengers’ new survival strategy. And so, to counterbalance this, we’ve created drones. This feature was designed to give hunters better map control and the means to force their prey out of hiding.



Upon entering the garden, hunters should look for power cores, which they can use to activate drones.



Scavengers who enter an active drone’s line of sight are revealed, that is, their position is made known to the hunter.



Although Scavengers can shoot at drones, they can only temporarily disable the hunter’s drones. And so, as a match progresses and as the hunter activates more and more drones, scavengers will find themselves running out of places to hide.  

We hope you enjoyed the read and that you’re looking forward to learning more about Deathgarden’s future. We’re definitely very excited to share our next steps with you all.

Sincerely,
The Deathgarden Dev Team
Community Announcements - Marilou_BHVR
Hunter Reveal: The Poacher
Introducing the Poacher, the final hunter to join Deathgarden’s starting lineup! The Poacher will stop at nothing to terminate scavengers.

Default hunter power: Anti-personnel mines – Place several proximity mines.

Default loadout: LMG and automatic shotgun

The Poacher indulges in the sport of killing. He’s an expert in map control and, thanks to his extended stun field and hard-hitting weapons, close-range decimation.

Throwing scavengers over the edge feeds the Poacher’s thrill of the kill and rewards him with more ammunition to mow down his filthy prey.




Early concept art of the Poacher


“Scavengers are simple enough to track. The stench of fear is all over them.” – Declan “the Poacher” Krefft


T-800 Hunter & Poacher Cosmetic


We always felt like the Terminator franchise would be a perfect fit for our game, for the universe in which we’d evolve, which is why today we’re thrilled to announce the release of our Terminator cosmetic set!

For the price of 2.99$ USD, hunters playing on the current live build will be able to embody the franchise’s iconic T-800 Terminator.

Once Deathgarden’s major update goes live in spring, the T-800 will become an exclusive Poacher set.

The Terminator DLC is now available on Steam™.

DLC Release Specifications
When we shared our roadmap back in August, we said that we’d release a licensed cosmetic bundle sometime in November/December. While we were gearing up towards releasing the Terminator DLC then, we had to delay its production because we needed to shift our focus and pour our efforts into revamping the game.

Our decision to release the T-800 set today might come to you as a surprise, but, when we put the project on hold, we agreed that we’d release the Terminator set before March 2019. We’re truly excited to bring this franchise into our universe and look forward to continuing its development into the near future.

Sincerely,
The Deathgarden Dev Team
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