Deadside - Loaf


Hello Deadsiders!

Today we begin the public testing of update 0.12.0! This is going to be a game changing update for sure, we have some pretty major changes ahead, like the ability to go prone, as well as a complete gunplay rebalance. This update contains a lot of new systems to test out, so we hope to see you on the PTS!

PTS 0.12.0 Will Include:

  • The ability to go into the prone position
  • Huge gunplay rebalance
  • New weapon repair system
  • New item painting system
  • New AR4-M
  • Added tracers to only your shots
  • Many various bug fixes
#Discussions_QuoteBlock_Author
More details on these features, and full patch notes, are at the end of this post
Feedback:
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server
Survey:
Please complete this survey after testing: it helps us improve the game. You can edit your answers at any moment.

The community provides significant support in the development of the game when taking active part in testing updates as it helps us to make the game better. Join us.
Public Test Server is available to all players who have the game in their Steam library.
How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.


Prone Position


Now when you press [Z], your character will go prone! This feature will open up so many new gameplay opportunities, for example, AI will have a much harder time spotting you while prone, helping you remain undetected. It can also greatly reduce your silhouette, which could be useful for fighting more dangerous AI.

For PvP, we are excited to see what players do with this new movement option. This position could be useful in so many situations, like holding a hallway from under a tire, or keeping yourself hidden while a squad rolls by. Importantly for PvP, the prone animations are extremely slow, which allows for punishing counterplay.

Gunplay Rebalance

Version 0.12.0 has some major changes to gunplay, so many that we really don’t have the space to talk about each part in detail, so, here is a short rundown;

  • Weapon damage and cyclic rate rebalance, some weapons are going to change in “tier” by a lot
  • Weapon ballistics and accuracy rebalance, accurate weapons generally are now more accurate, inaccurate weapons now will be a bit worse.
  • Weapon default recoil is now less extreme, more predictable
  • Weapon recoil is much more predictable on semi-auto
  • Weapon recoil when looking down a scope with 2x or more magnification, now has 2x more recoil (does not apply to sniper rifles)
  • Weapon accuracy is slightly reduced when firing from the hip, M99 hip-fire is now very inaccurate.
  • Added visible tracers, but only to bullets that you fire, so that you can better track the trajectory
  • Chest armor now protects more of the chest hitbox
  • Chest armor now has greater protection to most weapon types
  • Helmets now offer much worse protection, one headshot will always deal 50 damage minimum
  • All helmets now protect the entire head and face hitbox
  • Made bullet impact effects larger

There are some seriously major changes here, and we understand if your initial reaction is a bit apprehensive. We ask you to go into this test with an open mind, and when you are ready, let us know what you thought in the survey, your feedback is very important in this process.

The AR4-M


This new weapon is a new variant of the standard AR4, offering a shorter barrel, and slightly better handling than your normal AR4. With a more modern and ergonomic look, this weapon will certainly be the main choice for some players out there

New Weapon Repair System + Backpack Buff

This new repair system will completely replace the old one, with this new system which incentivises looting guns out of areas, instead of breaking them down on the spot. Now, weapons can only be destroyed at a workbench. Luckily for those who don’t have a workbench at their base yet, we have added two workbenches at the safezones, however, you will be charged a fee whenever you use it.


Just like before, disassembling a weapon will give you the resulting spare parts. The amount of parts dropped, and needed for repair, has been rebalanced as well. Repair kits are now universal, and can be used on any weapon type. However, they now only drop from mission reward crates, and cannot be crafted.

This new system requires you to bring guns either back to your base, or to the safezone to be disassembled, so, we have given +1 weapon slot to backpacks that can hold weapons at all. This means you can hold up to 6 weapons at once with a stalker bag! And just to make it sweeter, all weapons can now fit in backpacks, with the exception of the M99.

New Painting Mechanic

Painting items at a workbench now requires paint, which can be found in the world, purchased at traders, or buried in stashes. You can use this paint to apply DLC skins to items in game.

Thank you for reading, enjoy testing!

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Deadside - Loaf


Hello Deadsiders!

After the release of version 0.11, we have been focused on improving and fixing some technical aspects of the game, however, we have continued working on new content in the background, and we would like to share some of that with you today. So, let's take a look at some of the features that may be included in our next update;

Weapon Accuracy & Balance:

For those who are unaware, weapon accuracy can vary greatly depending on which weapon you are using in Deadside. Some weapons like an SMG are much more inaccurate than your typical AR, however, even the most accurate snipers in the game still are not perfectly accurate, in fact, they are less accurate than most players realize. So, we have begun making changes to the accuracy of weapons, with accurate weapons generally becoming more precise, and inaccurate weapons generally becoming a bit less accurate. This should further diversify the weapon balance of Deadside, by making weapon accuracy a more important factor when choosing your weapon.

This change is part of a larger effort to rebalance our weapons, which also includes recoil. While the recoil we currently have in game is functional, we would like to reduce the randomness of the patterns, and this is something we are currently testing. In general, we would like our shooting to be a bit more approachable than it is now, so that newer players aren’t put off by the steep learning curve of complex recoil patterns and gunplay. This also has the benefit of making our gunplay more consistent, so that better players are consistently shooting better.

AR4M:


This is a new variant of the AR4 that already exists in game, but with a shorter barrel, which gives it different handling characteristics, which makes it better suited for close range. However, the normal AR4 will do better at longer distances, with its longer barrel. While this weapon may not be totally game changing, it will give you the ability to further specialize with your weapon into a specific playstyle.

Armor Changes:

Sticking with the theme of rebalance, we have made some slight adjustments to armor values and protection. This doesn’t mean armor is going to become more tanky, the changes are mainly focused on lower tier armor, like the police vest and armored tactical vest. On top of that, both helmets and armor will cover a bit more hitboxes than before, so that sneaky bullets don’t get past armor in areas that players don’t expect.

Safezone Workbenches (pay to use):

We have added workbenches to both safezones on the map, which will allow players to use them to repair or paint their items, for a set price. This gives players more ways to spend their money, while also allowing players to skin or repair their items when it is more convenient. But unless you plan to spend lots of money renting the safezone workbench, it would still be best to construct one in your base

Prone

As we covered in detail in our last WIP post, prone is currently in development, and progress is still being made. We expect the prone feature to enter into closed testing in the next few weeks, hopefully with a release to follow soon after, although that depends on how well testing goes. Overall, the prone feature is looking good, and we are excited to release it for you all as soon as we reasonably can.

If you haven’t seen our video covering prone yet, you can watch it here; https://youtu.be/hyc3BqYEEt4

Thank you for reading!

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Mar 21, 2024
Deadside - Loaf
Hello Deadsiders!

On March 21st, at 11:00AM GMT / 4:00AM PDT, Hotfix 0.11.3 will be deployed!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.
This patch includes;
  • Re-introduction of crouch jumping, with revisions to prevent exploits
  • Changed the way character positions are saved, to prevent teleportation if a character logs out in a no-crouch zone
  • Fixed a bug that caused players to climb ladders silently
  • Fixed a bug that caused the inability to place stairs or decks on scaffolds
We would like to remind players that we are now more active in combating base exploits. If you find a base using any type of exploit, please send a screenshot of the base, its location on the map, and the server information to either the #feedback-and-report channel in the official discord, or to deadsidecontact@gmail.com


Thank you for reading, stay tuned for more news very soon!

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Mar 14, 2024
Deadside - Loaf
Hello Deadsiders!

In a few hours, the team will be releasing a hotfix to address the server lag problems included with version 0.11.1. We apologize for the inconvenience

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.

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Mar 14, 2024
Deadside - Loaf
https://store.steampowered.com/app/895400/Deadside/

https://store.steampowered.com/bundle/13993/Deadside__Supporter_Pack/


Hello Deadsiders!

Deadside and all DLC will be -60% off until the 21st! For those looking to try out our game for the first time, or experienced players looking to upgrade to the supporter pack, now is the time!

Don’t forget about our clothing skin packs, which give you access to a whole lot more customization for every piece of clothing;



https://store.steampowered.com/app/2060120/Deadside_Hooligan_Skin_Set/

https://store.steampowered.com/app/2060140/Deadside_Tribal_Skin_Set/



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Mar 13, 2024
Deadside - Loaf
Hello Deadsiders!

On March 14th, at 1:00PM GMT / 6:00AM PDT, Hotfix 0.11.1 will be deployed!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.
Patch Notes:

Building is now prohibited in the campgrounds in the Kamensk suburb and in the new settlement near Kamensk.

⚠️Warning:
Any bases constructed inside of these areas will be deleted with the release of version 0.11.1.
We fixed an exploit that allowed players to place storage crates, and other structures floating in the air

If you encounter any bases using this exploit in game, please report it to us so that we can delete them. You can send a report in the Official Discord, or by sending an email to deadsidecontact@gmail.com. Please include the location of the offending base on the map with a screenshot, and the server it is on.

Important for community server owners: the “|” symbol can no longer be used in server names

Other Fixes:
  • Fixed an exploit that allowed players to shoot without recoil by switching weapon modes rapidly while shooting
  • Fixed an issue that caused hints to not appear on the queue screen
  • Fixed the audio of AI gunshots SFX being too quiet
  • Fixed a bug that caused players to jitter rapidly when pressing Space+C
  • Fixed an exploit that allowed players to gather wood much faster than intended by using the emote wheel
  • Lowered the height of grenades thrown while crouching so that it correctly lines up with your hand
  • Bases now block loot spawners in its territory
Added the ability to sell the following items:
  • Whole Ducks: 500
  • Raw Duck Meat: 250
  • Cooked Duck Meat: 400
  • Raw Deer Meat: 250
  • Cooked Deer Meat: 400
  • Raw Fish: 250
  • Cooked Fish: 400

Thanks for reading, enjoy version 0.11.1!

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Mar 12, 2024
Deadside - Loaf
Hello Deadsiders!

Our Lead CM Loaf has created a short video covering the development and current state of the prone feature in detail!

Translated subtitles are available for the RU, ES, and DE sides of our community.

Be sure to check it out to get a preview of this highly requested feature!

https://youtu.be/hyc3BqYEEt4

Thanks for reading, enjoy the video!

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Deadside - Loaf


Hello Deadsiders!

On March 4th, at 12:00PM GMT / 4:00AM PDT, we will begin the release of version 0.11.0!

Plus, we have lots to talk about in this post regarding our new official server host, GGHost! If you haven’t read our 0.11.0 PTS post and would like to see the update content and patch notes, they will be at the bottom of this post.

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.



The release of version 0.11.0 to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.
Introducing: GGHost!

GGHost is a high quality server hosting company, who will be our new official server host going forward. This means all of our official servers will be moved from G-Portal, to GGHost machines in the near future. One of the biggest factors of this decision is the selection of quality hardware, which you can see here;
  • Ryzen 9 79XX CPUs
  • DDR5 Memory
  • NVMe Storage
  • 20Gbps Connectivity
This selection of hardware has higher clock speeds, as opposed to more memory and cores. For Deadside servers, this is actually more efficient, so, we do expect at least slightly better performance on GGHost servers. In addition, GGHost will allow us to start hosting in completely new regions of the world, like South Africa for example.

We have made this decision not only to improve the performance of the game overall, but to help our community expand and flourish. We have heard complaints for our community about the lack of hosting options, which become especially pronounced during periods of poor server performance and uptime. So, with the introduction of GGHost, we hope that these concerns are adequately addressed.

For our Community Server admins, both GGHost and G-Portal will offer servers for you to rent, with GGHost being a more expensive option.

If you are interested in renting a server from GGHost and would like more information, the best place to go would be to visit their website here.

Once our GGHost servers start running and become available, be sure to use the promo code “GGDEADSIDE” for -50% off the first month! (monthly billing only)

Thanks for reading, enjoy version 0.11.0!

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Sleeping Bags


Sleeping Bags can be crafted using 10 rags, and then added to your hotbar. Once added to your hotbar, you can place them almost anywhere on the map, be sure to hide them though, as other players won’t think twice about destroying any they find. Once placed, you can respawn on them after waiting for the 5 minute cooldown timer. This cooldown timer will be present again after each respawn.

While many can be placed around the map, any sleeping bags within 300 meters of each other will be automatically grouped together. This means when you respawn on one bag in the group, both sleeping bags will be on a cooldown timer.


Respawn Beacons have been changed to keep them relevant with the introduction of sleeping bags. Instead of just being available to only you, now respawn beacons are available to your squad members too. And finally, base respawn markers will be removed, and replaced by sleeping bags

Explosive Charge Throwing Animation

Explosive Charges are now placed in the game world through a throw animation. This is much faster and easier than using the base building UI, especially during tense PvP situations.

Kamensk Area Expansion - Caves, Campsites & Achievements


Sticking to our plan to expand the map southwest of the map around the city of Kamensk, we have added two new caves, and some campsites in the area.

In one of these new caves to the southwest, it's even possible to catch a rare cavefish! This fish can be sold for 5000, and it is now needed for the fishing achievement.

This area expansion also comes with the addition of a nice new achievement, earned by visiting all of the caves on the map.

Other Changes:
  • Fixed the issue where the sound of looting a corpse could be heard on the death screen.
  • Fixed the issue where it was not possible to dismantle some items during a raid (tripwires, explosive charges, respawn beacons, campfires, small wooden box)
  • Omul can now be sold to a trader for 500
  • Omul and Perch now yield 2 fish meat instead of one
  • Burbot now yields 3 fish meat instead of two
  • Homemade Fishing Rods will now only catch Omul and Electric Fish
  • The price of Wolf Pelts has been raised to 1000
  • The collision of characters and doors has been redesigned in order to reduce the likelihood of characters getting pushed into objects nearby
  • Added SFX for roe deer in an idle state
  • Corrected/Added sounds for the rooftops of skyscrapers and cranes
  • Fixed a bug that caused the VSD SFX to not play correctly
  • Fixed missing interaction sounds with water in some swamps
  • Fixed a bug that caused the registered base icon to disappear for registered players after the initial timer expired
  • Fixed a bug that allowed you to deal melee damage through walls
  • Optimized the technical performance of SFX
  • Lots of work on server optimization and GGHost integration


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Deadside - Loaf


Hello Deadsiders!

Today we are beginning the public test of version 0.11.0! This test is sure to be a fun one, plus, it is an important test. There are some big changes included in this update, so we will be paying special attention to feedback gathered from this public test. So, let's take a look at this update, and get to testing!

Version 0.11.0 Will Include:
  • Sleeping Bags
  • Explosive Charge Throwing Animation
  • Kamensk Area Expansion; Caves, Campsites, and Achievements
  • Balance changes to fishing, and one new secret fish
  • Server Optimization
  • Many various bug fixes
#Discussions_QuoteBlock_Author
More details on these features, and the complete patch notes, are at the bottom of this post


The release of version 0.11.0 to the live servers will require a wipe. All items, bases, safezone storage and player inventories will need to be reset for the update to function correctly on release.
Feedback:
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server

Survey:
Please complete this survey after testing: it helps us improve the game. You can edit your answers at any moment.

The community provides significant support in the development of the game when taking active part in testing updates as it helps us to make the game better. Join us.
Public Test Server is available to all players who have the game in their Steam library.
How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.


Audio & SFX (Important For PTS Participants)

We optimized the technical performance of sounds. During the test, pay attention to catch any interruptions in sounds, or FPS drops during large shootouts

Sleeping Bags


Sleeping Bags can be crafted using 5 rags, and then added to your hotbar. Once added to your hotbar, you can place them almost anywhere on the map, be sure to hide them though, as other players won’t think twice about destroying any they find. Once placed, you can respawn on them after waiting for the 5 minute cooldown timer. This cooldown timer will be present again after each respawn.

While many can be placed around the map, any sleeping bags within 300 meters of each other will be automatically grouped together. This means when you respawn on one bag in the group, both sleeping bags will be on a cooldown timer.


Respawn Beacons have been changed to keep them relevant with the introduction of sleeping bags. Instead of just being available to only you, now respawn beacons are available to your squad members too. And finally, base respawn markers will be removed, and replaced by sleeping bags

Explosive Charge Throwing Animation

Explosive Charges are now placed in the game world through a throw animation. This is much faster and easier than using the base building UI, especially during tense PvP situations.

Kamensk Area Expansion - Caves, Campsites & Achievements


Sticking to our plan to expand the map southwest of the map around the city of Kamensk, we have added two new caves, and some campsites in the area.

In one of these new caves to the southwest, it's even possible to catch a rare cavefish! This fish can be sold for 5000, and it is now needed for the fishing achievement.

This area expansion also comes with the addition of a nice new achievement, earned by visiting all of the caves on the map.

Other Changes:
  • Fixed the issue where the sound of looting a corpse could be heard on the death screen.
  • Fixed the issue where it was not possible to dismantle some items during a raid (tripwires, explosive charges, respawn beacons, campfires, small wooden box)
  • Omul can now be sold to a trader for 500
  • Omul and Perch now yield 2 fish meat instead of one
  • Burbot now yields 3 fish meat instead of two
  • Homemade Fishing Rods will now only catch Omul and Electric Fish
  • The price of Wolf Pelts has been raised to 1000
  • The collision of characters and doors has been redesigned in order to reduce the likelihood of characters getting pushed into objects nearby
  • Added SFX for roe deer in an idle state
  • Corrected/Added sounds for the rooftops of skyscrapers and cranes
  • Fixed a bug that caused the VSD SFX to not play correctly
  • Fixed missing interaction sounds with water in some swamps
  • Fixed a bug that caused the registered base icon to disappear for registered players after the initial timer expired
  • Fixed a bug that allowed you to deal melee damage through walls
  • Fixed many graphical and level design errors
  • Lots of work on server optimization ;)

Thank you for reading, stay tuned for news on the release of 0.11.0!

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Deadside - Loaf


Hello Deadsiders!

Since the start of the new year, our developers here at Bad Pixel have been quietly working and preparing, with the hopes of making 2024 the best year for Deadside so far. In order to make this a reality, many of our developers are focused on very time consuming, large scale features. This means our post today might not have as much teaser content compared to previous WIP posts, however, we still have some very big news to talk about, so let's begin!

Sleeping Bags!

While we have already put some teasers out on sleeping bags already, we thought it would make sense to take the time and talk more in detail about how this feature might function. It's no secret now that this feature has the potential to radically change how respawns work in Deadside, so we have lots to talk about. Before we begin though, please remember that this is still a WIP feature, anything and everything about sleeping bags is subject to change. With that cleared up, let's talk about this feature;


The sleeping bags are actually quite simple on their own, they can be crafted with rags, and placed in most areas around the world. Once placed, these sleeping bags will allow you to respawn on them. Once you respawn on a sleeping bag, that specific bag, and any other sleeping bags within a certain radius, will have a cooldown timer.



The respawn marker inside of bases will be removed from the game with the introduction of sleeping bags, with the sleeping bags themselves essentially replacing the marker. While this might seem like just a visual change at first, the ability for both base defenders and raiders to have access to their own selection of sleeping bags, has the potential to completely change the way raids are done.

We have also re-balanced the respawn beacons to function better within this new sleeping bag system, now instead of just providing a single respawn point for yourself, a respawn beacon will now be a shared respawn that anyone in your squad can access and use.

While this might seem like a lot already, we have lots of other ideas regarding other aspects of the respawn system that we may change with the release of sleeping bags. Unlike what we have already written about though, these ideas are not nearly as finalized, so it wouldn’t be wise to write about them today. This means it's very possible that the final version may include more changes than what we have talked about here, so make sure to keep an eye out for future posts!

Overall, the sleeping bag mechanic should give our players a lot more control over their respawns, making it a more important part of the game that our players will need to actively participate in, ideally adding more depth to the game in total. They are being tested on the Closed Test Server currently, so you should be able to try out this mechanic for yourself very soon

Ground Vehicles!

As you may know, the Bad Pixel team has been working on ground transport intermittently for a very long time. It has always been our most requested feature, and one of our biggest development challenges. Today we are happy to report a bit of progress on these highly anticipated automobiles;

The biggest challenge when it comes to ground vehicles in Deadside, is netcode optimization. Compared to the boats which we already have in game, ground vehicles require more complex physics interactions. This means more processing power needs to be spent by the central game server, in order to correctly sync the vehicle on each player's client.

Essentially, our goals with ground vehicles are to have them functioning smoothly, and to have enough of them on the map so that they are accessible for most players. Both of these attributes require efficient netcode, which is why our vehicle team continues to spend most of their time focused on further optimizing the network architecture of the vehicles.

So far this year, we have already had some promising internal tests of ground vehicles running on test servers. That being said, the vehicles are still very much a work in progress and far from any sort of release, but if development continues to run smoothly, that might start to change

However, a system this complex could seem like it's functioning great in one moment, only to have a critical error hidden away that requires potentially months more development time to be spent. This is something we have experienced in the past when developing boats, it's just the nature of working on vehicles in a game like ours. With this in mind, it wouldn’t be responsible for us to give you a time-frame for the release of ground vehicles. In any case, we will keep you updated on progress.

Now, we understand you may have read “ground vehicles” in the title, and were hoping for maybe more exciting news than what we have presented so far. But don’t worry, we wouldn’t leave you completely empty handed.

Similar to the two different types of boats in game, we have decided to add two different types of ground vehicles;

The first type will be a car made for transporting people and cargo across a range of road types. Nothing too out of the ordinary there, especially if you have seen our old car teasers.The new second type of ground vehicle however, isn’t meant for squads at all. In fact, it might end up only using two wheels! This second type of vehicle will be much smaller, with less room for cargo and passengers. But, just like the inflatable boat, this second type of vehicle will likely have its own specialized advantages for its role.

So, that is all the news we have for today. We can’t wait to show you what else we have been working on in the background. In the meantime, if you have any feedback we would be happy to hear it. You can send your feedback to any of our socials, but the best places would be our Nolt, for suggested features, and our Discord, if you would like to have more in depth conversations with our community, or community managers.

Thanks for reading, stay tuned!

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