Deadly Days - Pixelsplit


Hi survivors,

this week we release version 0.15 to you. Before we start explaining the changes we’d like to point out that this game is now on Winter Sale. This is probably the cheapest price you can get in the near future. We would be happy to see a few new players :)

Now let's start with the changes.

Achievements!

We finally added over 30 achievements to the game. Lets see if you can unlock them all ;)

Control changes (Important!)
This one is really important for current players! Previously we had the movement command as a third basic ability which you had to select and then could use left-click to send the command. We now made this “movement ability” an integral part of the game by binding it to left-click! Always. So you can quickly send your survivors to some place and thus have more control over them.



Since left-click was used for the basic abilities before, we had to move triggering the abilities to right-click (camera movement is now possible with middle mouse, edge panning or WASD). We also added a hotkey mapping (keys 1 and 2) and glyphs to the basic abilities, so you can easily switch between them. To make your life easier we also added the possibility to heal through the portraits. So select the healing ability, right click on one of the portraits and the respective survivor will be healed (if you have sufficient energy ;) ).

Furthermore we added hotkeys to the special powers. So you can activate them with the keys 3-5 when they are charged up. We also show a glyph now when they are charged.

We’d love to hear your feedback on these changes!

Melee weapon rebalancing
In the previous versions melee weapons were strong, but quite dangerous to use. In order to encourage using melee weapons we changed the system a bit. First important change is that melee weapons now can have a block chance which reduces the danger of being attacked. Furthermore melee weapons can hit multiple enemies now. That should make them quite strong in crowded situations.



Other changes
  • Activated the christmas zombies :D
  • Improved: Cleaner representation of the move + defend command.
  • Improved: Added a proper weapon level text representation
  • Improved: Weapon names scale now for long names
  • Balance: Buffed gym item to make melee even more powerful
  • Balance: Reduced common weapon drops
  • Fixed: Description of emergency heal power

If you have any feedback drop us a comment here, in the discussion or join the Discord ( https://discord.gg/4KCf5zt ).

We wish a you a good Christmas time!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

at first: it has been one year now since we released “Deadly Days” on Steam! Thanks to all of you who play the game and make it better with us.

Today we have a major update for you. You can find the changes for version 0.13 below:

Zombie Threat Level
In our efforts to improve the gameflow and make the game interesting from start to finish we added a system for making zombies more deadly. In the top left corner you will now find the zombie threat level. At certain milestones in the game this threat level will increase and with that zombies get much tougher. But don't worry we won't leave you with just stronger zombies. We rebalanced most damaging items and special powers to keep up with stronger zombies in the beginning but we have even more cool stuff that should even the odds.

Weapon Changes
With stronger zombies you need more firepower. Now every weapon has a level in addition to its rarity. This level increases the overall strength of the weapon. The level of the weapon you can find depends on your current day and on the loot level of your selected mission. This will give you the chance to find much more powerful weapons later in the game. We also adjusted the drop rates of weapons to be slightly lower and increased their selling price. This should make weapons feel much more special and help make comparing them much quicker. But wait there's more.



Special Power Upgrades
Now you are also able to upgrade your special powers. Like upgrading your items this costs 30 scrap and can be done once per power. Like for items you can upgrade via right click while inspecting a power. This has various effects and can increase damage or duration or reduce the costs. For the future we are planning to give each special power a much cooler unique upgrade but this needs some further balance testing.

See what happens to an orbital laser :D


Other changes
  • Added: Instruction to return to bus when enough medicine collected
  • Added: More sounds
  • Added: Flavour and effect texts for legendary weapons
  • Adjusted: Loot crate has a more wooden color now
  • Adjusted: Weapon comparison also shows numbers in addition to bars
  • Adjusted: Short zombie is now invisible until he is near your survivors
  • Adjusted: More noticable highlighting for basic abilities
  • Adjusted: Description of tinkering event
  • Adjusted: The burning state is much more dangerous for zombies now
  • Adjusted: Survivors can no longer burn
  • Improvement: Minor performance optimizations
  • Rebalanced: More special energy drops
  • Fixed: Bullets not able to shoot over lake
  • Fixed: Survivor leveling sound not noticable
  • Fixed: Upgrade description is prefixed with “!”
  • Fixed: Bus animation and sound not played every time
  • Fixed: Rating modifier percentage always being 0
  • Fixed: Anti Matter Gun Effect not properly destroyed
  • Fixed: Several rare exceptions
  • (Potentially) Fixed: Orbital Laser not getting destroyed sometimes
  • (Potentially) Fixed: In rare cases survivor health getting below 0

Update 07. December
We just released a hotfix for a crash on Mac.

Do you have any feedback, suggestions, bug reports? Whatever it is just drop us a comment here, in the discussion or join the Discord ( https://discord.gg/4KCf5zt ).

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

this week present to you version 0.12.0. You can find the changes below.

Weapon comparison
In the previous versions we had an average damage display which was mainly calculated by dmg x attacks / second. The problem with this is that the downsides of that weapon were not considered. E.g. the rocket launcher has really bad reload speed but high damage. When just looking at the avg damage you might get the wrong feeling about the weapon.

What we did now is getting rid of the whole avg damage display. Instead we prominently show the damage the weapon does plus several comparable bars which allow you to easily find the up- and downsides of a weapon. You will also see if two weapons of different type (e.g. Grenade launcher and Uzi) have different aspects like explosion radius.



Furthermore we made a rebalancing where each non-common weapon gets a slight damage mod at the beginning. So comparing really matters now.

Small secret
We added a small secret. Something new has appeared in the city. Keep your eyes open to find it.

Explodable pushback
The explosion of airstrikes, rockets, grenades, etc. will now have a pushback effect. This adds a bit more dynamicity and lets you actively move enemies.



Sounds, here and there
In the last patch notes we stated that we want to add more sounds. We did so. Can you identify which sounds are new? But we’ll further improve on this in the future, we are not done yet.

Other changes
  • Improved: Conquer building loot is thrown out of the building bit by bit
  • Improved: The red “none” sign on the special power slots looked like a locking. We replaced it with a “+” now.
  • Adjusted: The fourth challenge specialization is now always shown in the selection screen with a description how to unlock.
  • Fixed: The rain splashes are in correct size now.
  • Fixed: Some conquer building click areas were not placed correctly so you couldn’t throw airstrikes in front of the buildings.

Do you have any feedback, suggestions, bug reports? Whatever it is just drop us a comment here, in the discussion or join the Discord ( https://discord.gg/4KCf5zt ).

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

we just release version 0.11.0! Below you will find the changes and we’ll also talk about the rough future roadmap.

New (challenging) content!
The last two weeks we worked on some end game content. We came up with the “challenge” specialization. Instead of having your leader boosted (like in other specializations) you will get debuffs on your way. So which each level up this specialization will get harder. But we also added two new powers, 3 new items and a new legendary weapon which you can unlock there. The mode is unlocked as soon as you complete one of the specializations. We are looking forward to your struggle :)



We also added 6 new powers and one new item in the base pool (can be found in any specialization). We hope this gives you many new possibilities to play.



New structured run flow + many new events
We felt the game flow was a bit unfair sometimes. Sometimes you got events and sometimes you got easy conquer missions. Now we have a fixed structure where three times in a run you have a event selection and two times you select from conquer missions. Conquer missions now also got a lot harder since we spawn mini-bosses which you also have to take care of. Another important change is that we now have over 20 different event cards since we tiered the previous events now.



Help system / Tutorial
Since we really settled most mechanics now we added a help system. In the pause menu you can find a help section but in game you will find little “?”-Buttons. Click on these to get (hopefully) useful information. We’d love to hear your feedback if anything is missing or misleading. We didn’t add a fully fledged tutorial since we think most rogue-lite players don’t really like it. What is your opinion on that?



Other changes
  • Added new graphics for the max level abilities of survivors
  • Improved that following leader and regrouping is more important now
  • Rebalanced survivor leveling experience
  • Fixed duplicator boss dropping to few medicine
  • Storepage: New trailer (https://www.youtube.com/watch?v=4S1xHLLqotQ)

What’s next?
As mentioned at the beginning, we would now like to share our thoughts about our future roadmap.

We are confident that the game is fun at the moment, but here and there sounds are missing and bugs are lurking around. That's what we want to work on.

We've also started working on a daily mode where you can fight for a new high score every day. All players will play under the same conditions and there will be negative and positive modifiers, so the dailies will be unique.

An area where we still see potential is new map settings. This would make maps feel even more varied, but we would also like there to be a difference in gameplay. Examples would be forest or industrial areas.

New content like powers, weapons and items are also still very much on the table, but for now will slow down. We first need to make sure everything up to now is balanced.

When we're going to release, we'd like to add some Achievements and Trading Cards to the game, but we have to be unlocked by STEAM for the latter, so we can't promise anything. Otherwise of course polishing and new languages. We do not have an exact release date yet, but are confident it is not too far into the future.

But as always: Your opinion is important to us.

We’d love to hear your ideas and thoughts about the current state and the future outlook of Deadly Days. Whatever it is just drop us a comment here or join the Discord (https://discord.gg/4KCf5zt).

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

today we release version 0.10.8b to you. This patch is a bit smaller than the old ones since we put much effort in the next weeks patch - it’ll be great :) But we also hope you like the changes we made for this patch, see below.

Rebalancing and redesigned items
We did some slight rebalancings, since the game got a bit too easy (especially regarding special power energy etc.).

We also redesigned three items: Gasmask, Fire helmet and the broken teleporter. We felt they were quite weak or even useless in their old state. We won’t spoiler the exact changes, so go find out yourself ;)

Item usage feedback
Sometimes it was a bit hard to tell when an item effect took place exactly. So we added the “Item usage feedback”. For chance based items you’ll see either a short flash of the triggered item or if it is more a mechanical thing you’ll see it in a feedback bar at the top of the screen. We are also considering implementing it for non-chance based items, but we have to test that first. Please tell us your opinion. Is the feedback useful to you?

Better feedback of collected loot
Some patches ago we introduces “New” badges for the inventories. We now complemented these with actual weapons, items and powers which fly towards the respective UI position when you are back in base.

Other changes
  • Added localization to the unlock screen
  • Added new design for orbital laser
  • Rebalanced trashbin item
  • Fixed that item upgrades would still be equipped, even when taken out of slot
  • Fixed zombies spawning a bit on the map
  • Fixed bus not returning to base when character exited house in near range to the truck
  • Fixed that merchant is available on first day
  • Fixed hook zombie sometimes pulling survivors over whole map
  • Fixed missing upgrade description for Blue funnel item
  • Removed glyph bubble on continue button on game over screen
  • Adjusted the character portrait UI in the base slightly


As always: Please share your suggestions, balancing feedback and bug reports. Whatever it is just drop us a comment or join the Discord ( https://discord.gg/4KCf5zt ). We’d love to hear your opinion!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

today we release our first beta patch 0.10.7a (in contrast to previous pre-alphas). This means we’ll also release it publicly in Early Access today. With that we also changed the store description and look. We also added a gameplay trailer; a proper trailer will follow. What do you think about the changed store page for now?

Following are the changes of the new patch.

New main menu
We were not super happy with the “new” main menu we introduced in the last patch. So we made something completely new. We liked it so much, that we also adapted it to some of the STEAM graphics.

Rebalancings
With the improved fighting behaviour (see last patch) we made the game much easier. Therefore we added a new mechanism where the zombies get a lot stronger during night. So don’t stay too long.

Leader follow option
Last week we introduces auto following the leader. In order to give you more flexibility you can now disable this behaviour. You can find a toggle below the leader portrait in the survivor sidebar now.

Flavor texts for items
Maybe some of you saw some of them in the last patch already, but now we finalized flavour texts for all items and special powers. Tell us your opinion!

Several new graphics
We overworked / changed several ingame graphics. This includes:
  • Rain
  • Leader badge icon
  • Event cards (like crafting a weapon etc.)
  • New stuff in the base
  • New final day UI
  • New loot progress UI
  • New back to base UI
  • New emotes for survivors

Further changes
  • Added localization for items
  • Added custom mouse cursor
  • Rebalanced some of the powers
  • Fixed missing zombie kill drops in lower loot levels (especially on last day)
  • Fixed that special powers don’t deactivate your basic abilities anymore
  • Fixed missing gore when killing zombies
  • Fixed cards sometimes overshooting display when “newspaper” item is activated and upgraded
  • Fixed a bug when a survivor died while entering a lootable house
  • Adjusted sounds of map freeze

Feel free to share your suggestions, balancing feedback and bug reports. Whatever it is just drop us a comment or join the Discord (https://discord.gg/4KCf5zt). We’d love to hear your opinion!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors,

we are coming closer to the public Early Access Release of the “new” Deadly Days. The alpha branch contains the newest version 0.10.6a which includes the following changes.

Overhauled survivor AI
We made some major changes on the AI. The survivors are now able to fight against zombies on their way to another target. Example: You send your survivors to loot a house. On their way they now shoot zombies the encounter while running. This is useful in all kind of situations.

Furthermore we changed that survivors now ignore survivors when sight checking. This makes the survivors much more efficient when fighting in a group. Since we don’t have friendly fire this is fine.

Survivors now automatically pick up parts and common weapons in their vicinity. Furthermore we added some sort of magnetism, so loot slowly is pulled towards survivors.

We also adjusted the pathfinding of our survivors. They no longer look like drunks when walking around corners.

All this makes the survivors more efficient, competent and autonomous thus we need your feedback regarding balance now.

Thanks to GeoffSmites for the suggestions and ideas!

Changed command structure
In the course of changing the AI we also changed the whole command structure. Basically there is now only one command: Focus. It behaves like the previous “Regroup”, but it stays until you remove it. This allows to defend areas (useful in front of conquer buildings). In combination with the other mentioned AI changes you can really have a devastating squad now :)

Another change in this course is that we added auto-following the leader now. Like this your squad will stick together more. We are considering to add a toggle to enable / disable it thus staying in a group reduces loot a bit. What do you think? Is it needed?

For now we also got rid of the “Focus enemy” command since it was rarely used and you can archive the same effect now with setting the “Focus” on the area of the enemy to focus on.

New graphics!


We finalized the special power and basic ability graphics. Now open the game and find them all ;)

Overhauled powers
We also started polishing some of the powers to be more interesting visually. We changed “Invincibility”, “Speed Boost”, “Crossfire”, “Map Freeze” and the “Orbital Laser”.



Improved inventory UI
We made some tweaks to the inventory UI. We made the inventory more consistent, moved the cancel button and changed the sell all buttons. Furthermore we won’t sort your inventory again when you just want to switch to another character. Also the item and weapon inventory got a little header.

New Main Menu
The main menu got a new design. We’d love to hear your opinion!

Energy orb loot feedback
We added an effect that splashes energy orbs into particles that fly to the respective ui position.



Further changes
  • Added weapon muzzle flash effect
  • Improved animation when entering / leaving house
  • Improved color of anti zombie gas
  • Changed that lootable houses are now just spawned if there is enough space in front of house
  • Re-balanced railgun to also target enemies through buildings
  • Fixed speed boost stacking persistently
  • Fixed that selected progression path wouldn’t be persisted when you leave game during run
  • Fixed animations breaking, especially energy orbs in final mission

We are eagerly waiting for your suggestions, balancing feedback and maybe bug reports. Whatever it is just drop us a comment or join the Discord (https://discord.gg/4KCf5zt). We’d love to hear your opinion!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors!

We updated our alpha branch to version 0.10.5a. We once again have many changes you can already try for yourself and we hope the to have the official update ready in a few weeks.

Price changes
With these huge changes to our game in our alpha branch, we are confident that we are delivering a much more fun and engaging experience for you all. We spend much more time than we usually intended (and we love it!). While we will not leave early access in the near future, we will hopefully bring our changes over to the main game in the next few weeks. With that our plan is to increase the price of the game from 4.99 $ to 7.99 $. If you are on the fence about buying this game, now would be a great opportunity.

New event: The Merchant
Now you have a chance to find an event card that lets you visit our merchant. While not really human, it will still offer you great items, powers and weapons. But don't forget your scrap. Everything has its price.

New Weapon Modifiers
We added new modifiers that can be found on rare (purple) weapons. Some are unique to weapon types while others can be found on any weapon. Now you can find melee weapons that heal with every kill, assault rifles with infinite magazines and much more.

Start Equipment
You also now start every game with a power and an item. The item you start will depend on your chosen specialization path. This will make your game feel even more different depending on what you choose.

Map sizes
We redid our size calculations for our maps. They will now offer some more variety while making the difference more consistent. You will be easily able to tell the difference between the sizes now.

New Graphics
We added completely new icons for every available base item at the moment. With that also come some name changes. But now it will be much easier to tell them apart. We also added new graphics for:
  • All superweapons
  • Scrap
  • Lootable house indicator (white banner + smoking chimney)
  • Power and item pickups
  • Airplane replaced with a drone

We hope you enjoy these as much as we do.

Other Changes
  • Added: Popup at the start informs now about early access.
  • Added: STEAM Cloudsave now compatible with alpha.
  • Added: Camera bound padding. You can now zoom and move much better at the edges of the map.
  • Adjusted: Pause screen to fit UI style
  • Removed: unused tactics from tactic menu
  • Removed: the ability to return to base one selecting missions.
  • Fixed: Settings font being blurry
  • Fixed: toggle for windowed mode not working properly
  • Fixed: Endboss layering. You can now see them properly
  • Fixed: Medikits having “Pickup” frames

As always: If you find any bugs or if you have any suggestions, balancing feedback or whatever just drop us a comment or join the Discord (https://discord.gg/4KCf5zt). We’d love to hear your opinion!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Hi survivors!

Today we present you the newest alpha. Version 0.10.4a. It is a huge milestone for us because it somehow completes the set of systems and mechanics for the public launch of the alpha version of the “new” Deadly Days. (You can already play this version by checking out the STEAM “alpha” branch)

The new Meta Progression System
The “new” Deadly Days is definitely a Rogue-lite now. This means you lose your run progress when you die. HOWEVER you will unlock plenty of cool stuff for your subsequent runs! This includes items, special powers, skins and new weapon types.

How does that work? Basically when you die or win your game is rated in points. These points are converted to experience which will level you up. The trick now is that there are three different specialization paths that you can level up. Currently we named them: Research, scavenge and warfare. If you want to find new heal stuff just play the research path. You need more devastating powers? Take the warfare path. Most of the unlocks you make will be available in subsequent runs of any specialization. BUT there will also be signatures which will also be just available in the specialization you are currently playing.

This signature system also includes a leader system. One of your survivors will be appointed leader. This special survivor will get signature buffs that you unlock along the way leveling up. For example in the warfare path your “leader” will get buffs that increase damage and give you an advantage in fights.

Rebalancing
In the state of the last patch the game was really hard. We like it that way, but it was a bit too much. We rebalanced the spawn amount, damage output, etc. to have a more linear difficulty curve. Furthermore we adjusted the threat levels that are rolled on the first day. Just green missions, yaih! We also improved the weapon drop probabilities. Higher loot levels increase the chance for rare or even legendary weapons.
Improved fighting
We adjusted the survivor AI slightly so that the movement around the enemies is reduced. The saved time is invested in shooting lethal bullets. This makes the survivors much more effective in fighting.

New event card
We added a “Training” event card. Play it and all of your characters will be leveled up. Including the refreshing effect of full health!


We also fixed some smaller bugs (and probably introduced some new ;)). If you find any or if you have any suggestions, balancing feedback or whatever just drop us a comment or join the Discord (https://discord.gg/4KCf5zt). We’d love to hear your opinion!

- Your “Deadly Days” team
Deadly Days - Pixelsplit


Dear survivors,

there's something for all brave adventurers today. As you may have noticed, we've been working on a completely new version of "Deadly Days" for a long time.

We think the latest version (Pre-Alpha) is now playable, many new mechanics are included and filled with content. If you dare, switch to the "alpha" branch in the Steam Client.

We ask you to send us your ideas, suggestions and of course bug reports (in the comments or in Discord (https://discord.gg/4KCf5zt)). The game will have bugs, maybe even many. Also many graphics are still missing or old and the content is of course not complete. But we think that some of you might have some fun anyway!

Oh, one more important point: There is no tutorial yet! Therefore possibly a few hints. Otherwise if you have questions, we are there for you on Discord (https://discord.gg/4KCf5zt).

Here the hints:
- If you are on a mission, return to the base by HOLDING the green "Recall to truck" button on the truck
- You can loot the houses above which a treasure chest is displayed (just click on the front of the house, then a survivor will run there).
- There is a crate on every map, you can loot it by clicking on it (like houses).
- In the base you can see on the left side "Special Powers", which you can find in the game (red beam)
- In the base you can see the slots for your items at the bottom of the screen. These replace and extend the upgrades of the old version. Items can be found in the game (green ray)
- On the right side you can see your survivors. Click on one of them and you can assign new weapons to them if you have found any. But you have to repair the weapons first!

Just to be sure it is heard we'll repeat it: Please be aware it is Pre-Alpha, it will be buggy, it is not complete, but it should be fun!

UPDATE3 0.10.3a2 [05. October]
Another week, another patch. This time just minor changes, since we are working on the meta progression system. Here are the changes of version 0.10.3a2:
- Added feedback when abilites or special powers don't have enough energy to be used
- Added feedback when special power was activated
- Added highscore button to game over screen
- Improved UI in base so you can close the inventories when clicking somewhere in the base
- Changed text color on brown weapon comparison bubble
- Fixed a bug where you couldn't use abilites near the edge of the screen
- Fixed fire helmet item not working as intended
- Several small bug fixes

UPDATE2 0.10.3a [28. September]
We just released another update (v0.10.3a), now available on the"alpha" branch. Changelog:
- Added conquer missions (map with a large building where you can expect very good loot)
- Added some first events [example clean the base] (not final, especially graphics)
- Added reload sounds and visualization
- Changed special powers to be activated immediately now (you don't have to click on the screen again)
- Added cemetery to base
- Added new map border visualization (black foggy thing now)
- Alive survivors will be shown in victory screen
- Improved performance on final wave

UPDATE1 0.10.2a [24. September]
We just released a little update (v0.10.2a), now available on the"alpha" branch. Changelog:
- Added modifier system for mission cards (we'll add more content for that in the future)
- Added loot notifications
- Added display for required energy to special powers
- Added red timer when in night
- Some rebalancings of level up skills
- Rebalanced map sizes
- Some UI adjustments
- Fixed bug where game over wouldn't be detected correctly
- Fixed bug where characters could get stuck when returning to truck
- Fixed bug where run rating points would be way to high after several runs
- Fixed bug where scrap wouldn't be reset on new run
- Fixed bug where freeze strike could permanently freeze the zombies
- Some minor fixes


Let's go!

- Your Deadly Days Team
...