Today we have a few new and exciting features that we would like to talk about with you today, as work continues on our next major update. Though before we begin, we want to thank you for all the feedback you have been sending on each WIP post. Your feedback and input is very valuable during this development process, as it helps us make the best possible game for our community. So, let’s jump into the new content!
You may have seen a teaser clip earlier this week on Wednesday, showing off Foraging! Now you will be able to find and gather your own food out in the forests of Deadside. You can find mushrooms growing around the bases of trees, bushes with nice berries, apples dropped from apple trees, and even leaves that you can craft into special tinctures!
The foraging system also comes with a new base item; the Drying Rack!
In this drying rack, you can dry out leaves, and berries. With these dried items, you can combine ten of them with a couple medicaments, and some vodka, to create special tinctures that will provide special buffs to your character. With mushrooms, you can roast them in a campfire for a tasty snack. In fact, many foods in our next update will each provide different buffs, and varying amounts of nutrition and hydration, adding even more variety to our selection of consumables.
This new foraging system also allows us to reduce the amount of roe deer that spawn in the forests, making their meat more valuable, and uncommon. We have also heard your feedback when it comes to wolf spawns as well. They will be more rare in general, most often found in groups lingering around abandoned campsites.
Next up, let’s talk about Bleeding! Unlike other games in the open world survival genre, our bleeding system will be relatively forgiving. The goal of bleeds is to add a bit more depth onto the existing combat gameplay, and healing system, without radically changing the Deadside gameplay that you all know and love. For example, the standard Bandit/Cannibal AI that you will find patrolling towns, will not cause your character to bleed when shot. Low tier weapons will not cause you to bleed either, like the IZH-70 pistol for example.
What this new bleed system will do, is slightly slow down the healing process, and encourage you to deal with critical wounds sooner. Bleeds take away a percentage of your current health per second, with each level of bleed causing more health to be lost each second. This means you will take the most bleed damage at maximum health, but not much damage if your health is already critically low.
Both normal and sterilized rags can be used to heal one level of bleeding, while bandages can quickly heal two at once. There are three levels of bleeding total, with each level multiplying the amount of health lost per second. All rags and bandages will be applied much faster in this version, to help quickly deal with bleeds. Additionally, it makes the new craftable barbed wire more consequential, as it will always cause your character to bleed on contact.
For those who really want all of the details on this system, here is a list of damage sources that have a percent chance to cause a bleed. Please keep in mind that this is a WIP chart, anything listed here is completely subject to change in the future. So let us know what you think!
Damage Source - % Chance to cause a bleed when damage is received
Before we jump into today's work in progress feature, we know that many of you are very eager to get your hands on our next update. We see the many comments asking for us to just release it now, or to start a public test, but the version simply isn’t ready yet. During our last closed test, we identified a handful of gameplay issues that needed to be addressed before releasing the update.
For example, all players will now be respawning in the “newbie zone” in our next update. It’s very possible that all vehicles around this area could be taken, driven to new locations, and stored. If you don’t have any sleeping bags prepared in advance, this could make escaping the spawn area feel slow and repetitive after a while, especially in the late game.
Our solution is an expansion to our already existing fast travel system!
This new system would use our now virtually stored money, to quickly travel across the map using an underground mining network. Each fast travel point is a small mini safezone, so that players aren’t killed while loading into the new area. You can think of these almost as an extraction zone, where you can pay money to quickly travel to the safezone traders. Here you can see a work in progress screenshot of the new map with this system, each fast travel point has been highlighted to make them easier to see:
As you may have read in our last post, money in Deadside will now be stored virtually on the server, meaning that you don’t have to carry money on you in order to utilize these travel points. The fee for each fast travel point will vary, although we haven’t come to a final decision on exactly how pricing will function just yet, so let us know what you think!
We know that adding more features into this update is going to require a bit more development time, which isn’t an exciting thing to hear. But we know this update is extremely important to Deadside’s future, as it's going to radically change and improve the overall gameplay experience. So, we need to make sure that this update is as good as it reasonably can be, even if that means waiting just a bit more. In the meantime, we will keep you updated and involved in the development process as much as we can
Thanks for reading, let us know what you think about this expanded feature!
We recently completed the first private testing stage of our next major update, with lots of valuable feedback to show for it. We really appreciate our testers for volunteering their valuable time, as well as the entire community for observing the test content, and submitting their feedback. All of you help make the game better.
As a result of this test, we have identified some areas of gameplay that need improvement, requiring a few new features to be developed. In this WIP post, we will be covering what we have completed so far, with more to come soon after.
One of the areas we identified as needing improvement was our method of storing money. Up until this point, money in Deadside has been a physical object, which can be looted and stored. This implementation was mostly effective, but it had some limitations. For example, players almost never risk bringing money outside of the safezone, making roaming traders largely superfluous. Additionally, transferring money between players is a quite manual process, requiring players to split and organize large stacks of cash, to then toss it all on the ground.
So in our next major update, money in Deadside will become virtual, no longer stored as a physical item in a slot. Your money will be stored instead on the game server, with your total displayed on the top right of your inventory. This means you can now buy items at a Roaming Trader without bringing the money physically with you first. It also removes the limit on money stacks, making storage much simpler overall.
In order to transfer money between players, we have added an ATM into each safezone! With this ATM, you can easily transfer money to any nearby players using its UI.
We hope that these changes and additions improve the quality of life for our players, making it much easier to manage your cash overall. This change lays the groundwork for another upcoming feature as well, that we will talk more about once it's ready to be shown.
Over the past few weeks, we have been covering various major features with standalone posts. Now it’s the time to take a look at the bigger picture!
Today marks the beginning of closed testing, which is being done by our private test group. While we aren’t ready for a large public test, your input is still very valuable during this period. So we have decided to allow our private test group to share as much information with the community as they like. They can even live stream their testing! Be sure to check out our community discord, where testers will be sharing detailed information for everyone to discuss, and give feedback on.
This test is absolutely packed with new content, it's by far our largest to date! So, let’s take a quick look at what will be included, to get everyone up to speed:
Cars - Found primarily in Kamensk, the North Island Military Base, and the new Airfield
Motorcycles - Found all over the map, typically in garages, or on the side of the road
Map Expansion - Opens a large area in the south east, adds the Airfield, new towns, and more events in the southern areas of the map
Added many new points of interest throughout the map - ruins, villages, caves, abandoned cars on roads, and more campsites
Scrap Metal - an incredibly important resource at all levels of progression, required to level up traders, and to upgrade your base to the highest metal tier. Spawns in most areas across the map, and will undoubtedly be fought over
Trader Reputation Levels - Requires the player to collect and deliver scrap to the trader, in order to raise your reputation level, and unlock better gear for purchase. Has 4 levels total.
Changed the distribution of loot across the map - now starter loot is placed primarily in the center of the map, with the best loot located on the outskirts
Removed the weapon storage limit in backpacks, allowing you to carry as many weapons as you like. Does not apply to the M99, or craftable backpack
Respawn System Rebalance - Removed town spawn points, raised the sleeping bag limit to 15, prevented sleeping bags from being placed inside of POIs, and removed the respawn beacon
Base Building 2.0 - Remodeled structures that can be upgraded to stronger materials
Improved Storage - Upgradable storage crates that can be upgraded to stronger materials, added a new craftable safe, vehicles can now be stored at bases
Raiding 2.0 - Will feature 3 server raiding game modes: raiding enabled, raiding disabled, and raiding enabled on decay. Closed testing is currently being done on the first option, raiding enabled
Base Decorations - Provides a comfort level that gives your player a buff, higher levels have better benefits. Buff can be retained after leaving your base for a short time
Small Chests can now be locked and upgraded, but can be disassembled if they are placed inside of your base claim area
Rebalanced the stack size of some items
Increased the consumption speed of food and water
Wells no longer dry up, and will always be active
Added music during gameplay
Made the MG36 less effective
Added Formalin to campsites and buried caches, is required to craft some comfort items
Added a wolf and deer heads, required to craft decorative stuffed trophy heads
Many various bug fixes and QoL improvements
Please keep in mind that these are only the features that were included in the current closed test. This is an intermediate test, the full version will be even more feature rich!
Today we would like to show you the largest point of interest in Deadside so far; the Airfield! This huge location will be included in the next update, as part of a map expansion in the south east. So, let's take a quick tour of the area!
Starting in the outskirts, we can see that the airfield is surrounded by steep hills, and dense forest roads. Sniper towers are very common, and can be seen dotted around the perimeter of the base. Moving in closer to the airfield, we can see that this location is so large, that it extends way past our render distance!
The airbase is filled to the brim with military hardware and infrastructure, with separate installations dotted around the base that each serve a different purpose. Many of these installations will feature new custom made structures, like these underground hangars for example. Each area has been made with PvP in mind, with the goal of turning the airfield into a dangerous, but very fun high risk location.
The airfield will offer a variety of loot, anything from weapons, materials, equipment and more. You can even find large dumps of scrap metal in a few locations! Additionally, the airfield will be one of only a few locations to spawn new cars, making it potentially one of the most rewarding areas on the map.
That’s everything we have to show for today! We will begin testing with our private test group as soon as we are able. But unlike most private tests, we have allowed our testers to share much more information with the community. So you may see some gameplay streamed live directly from the test servers! Just remember that you may see some unpolished content still present, as we are testing slightly earlier than normal, with more tests planned to follow in the future.
The team at Bad Pixel has been working hard on our next major update, so we have some cool new work-in-progress features to talk about today! But before we begin, we know that a lot of you are probably hoping for a release date, so let's touch on that first.
This update will include some huge features that continue to be complex to develop, for example; our netcode architecture for vehicles is completely original, created in house. This requires research, experimentation, and lots and lots of testing to be done in order to create a viable system. It’s entirely possible at this stage in development for time consuming problems to pop up during testing, so it wouldn’t make sense for us to confidently give out a release timeframe just yet. But in the meantime, we will keep making posts like these, your feedback is very helpful! So, let's dig into the new stuff!
As you may know from our previous posts, we are currently in the process of reworking base building and raiding from the ground up. One aspect of this rework that we haven’t touched on yet though, are storage crates!
Just like our other new base objects, all storage crates can now be upgraded to different tiers of material. You start by building out of weak sticks, then you can upgrade to wood, and finally metal tier. Each material upgrade will make your crates tougher, and more resistant to explosives.
Additionally, storage crates can now be locked! This means raiders will now need to break into each storage box, giving your items another layer of protection. You could also use locks on small crates that you have hidden in the open world, creating a locked cache for later. Storage crates are unlocked using a custom code that you set, just like the front door of your base. But what would happen if a locked storage crate of yours unexpectedly explodes? Well no need to worry, storage crates with items inside will drop everything on the ground when destroyed.
Next up, let's talk about flags! We have created a handful of different flag designs that can be put on a flagpole, or placed on a wall. These flags have lots of potential, they could be used as a symbol for an in-game faction, or as a warning for passing players. Combined with the other decorative base items that we have shown in the past, you will have lots of ways to personalize your base.
But maybe you are the type of player who would prefer a sneaky low profile base instead. Well, we have created exactly what you need, camo netting! These camo nets can be used to help your base blend into the foliage of the world, keeping it hidden from potential raiders. It also makes you much less visible through windows at longer distances, making your windows safer overall. You will be able to craft a camo net by using items found in the open world
So those are all of the new features for today, but if you aren’t following our socials, you may have missed these motorcycle teasers that we posted a couple days ago. While we can’t post the video clip here, you can see that we have added a sidecar for an additional passenger, as well as 6 different color variations. This means you will have 12 possible motorcycle configurations to find in the open world!
Thanks for reading, stay tuned for our next post about the airfield!
Over the past couple weeks, we have been experimenting with ways to improve our new raiding system based on recent feedback. We want to thank you again for your detailed ideas and suggestions, they’re valuable input when working through these types of development challenges.
The team has been working hard to create a system that provides offline raid protection, while keeping gameplay fair and lag-free. So today we have three new server options for raiding that we would like to test out, and discuss!
Please keep in mind that these server options are not final, and are still actively being tested and iterated upon. It's important to us that the community is involved in this process, so be sure to send us your thoughts! Here are the three server raiding options that we are currently working with:
Raiding enabled at all times
Raiding disabled
Raiding enabled on decaying bases
We believe that these three options provide the most balanced and exploit free gameplay, while giving our community more ways to customize their experience.
The third option is the most complex, allowing our players to get raid protection by maintaining their base. For those who are unaware of our new WIP building system, materials will need to be placed in a central resource vault to keep the base from slowly decaying away. This will be very important to test with the community so that we can correctly balance base upkeep, and the gamemode itself.
Settling on these three options hasn’t been easy, especially considering the many good ideas that we have gotten directly from the community. Exploits though, specifically alt accounts, typically challenge our favorite raiding ideas. Server resource management is also an important factor to consider, as any system too complex could cause performance issues.
So, let us know what you think! We will begin testing these options with our private test group soon, with possibly a public test to follow in the future depending on how fast we are able to make progress.
Thanks for reading; keep an eye out for teasers dropping soon!
Alex from tinyBuild here. Thanks for voicing your concerns regarding the upcoming updates. Heard loud and clear. Offline raiding isn't something you're interested in, and I can totally see why. I am also very happy about the feedback we're getting regarding other in-dev features.
TLDR We need to find a way to allow players to secure their bases when logging off -- while controlling the amount of player created structures on each server.
Will be prototyping a few ideas on this, and want to hear what ideas come from the community.
The challenge is 3 factor:
How to protect your base when offline
How to make online raiding clear, intuitive, risky, and rewarding
All while keeping the server lag free
Feel free to chime in your own ideas in the comments, we'll be reading
Today we are able to give you all the juicy details on some major upcoming features, some of which you may have seen in our last post. Many old systems like Building and Raiding have been completely overhauled, with a focus on more player progression, and freedom during gameplay. We also have cars, trader leveling, decorations, and a whole lot more to talk about as well! The team has been working hard to make these ideas a reality, and we are very excited to be able to present our progress to you today. So, lets not delay anymore and get right into these new features;
Progression 2.0
One of the most exciting aspects of this update is Progression 2.0, a complete overhaul to gameplay progression within Deadside. We want to provide clear long term objectives that our players will want to work towards, while still giving them the freedom to play however they like. All of the features we are going to talk about today were designed with this goal in mind, but please remember that everything is still subject to change.
Scrap Metal
When it comes to progression, the most valuable resource will be the new Scrap Metal item. It can either be used to level the safe zone traders, or used to upgrade base structures to metal tier. Meaning that even in the late endgame of Deadside, Scrap will always be a valuable resource.
Collecting Scrap Metal is simple, it can be found nearly anywhere around the map, sometimes even in large heaps laying on the ground. This means that roaming around the map and looting like normal now directly contributes towards your overall progression. Plus, the safezone trader doesn’t care where the scrap comes from, giving our players the freedom to play however they like in order to progress.
As players start to fill up their free safezone storage, eventually they will want to construct a base to store additional items. Bringing us to one of our largest features in development; Base Building 2.0!
Base Building 2.0
The first thing you may notice with this new building system, is that the structure support logic is completely different. Foundations are no longer huge wooden cubes, now they are a square block that acts as the bottom floor for your base. The new foundation will provide the support needed to build, but if that foundation is destroyed, any base objects left without support will come crumbling down with it!
Designed to work well with our new model of progression, base building will follow a three tier system, starting with stick structures, then planks, and finally metal. To start building, all you will need is a knife to collect sticks, and a hammer to access the build menu. Stick structures are very simple and easy to create, but don’t provide very good protection . Axes and firearms will break through them reliably, leaving you pretty vulnerable to raids at this early tier.
Another interesting aspect of this new base building system, is that base structures placed on their own will now start to automatically decay. In order to prevent this, players will need to construct the new Resource Vault object. Players will need to place the required items inside of this new vault to prevent their base from slowly decaying over time. The amount of required items depends on the size and tier of your base, with larger upgraded bases requiring more expensive upkeep. The vault essentially replaces the old base claim object, but with a few pretty cool differences that allows for much more player freedom.
For example, unlike the old base claims, players can place as many Vaults as they like. The limiting factor now is upkeep, meaning that players will be able to have multiple bases! Most importantly though, Resource Vaults can be destroyed and replaced by raiders, meaning it will now be possible to completely take over someone else’s base! This opens up a totally new dimension of base raiding, with players possibly fighting over high tier base locations, or hunting down decaying bases for a quick snowball.
Base Upgrades
In order to progress to the next tier, we have taken the opportunity to implement a highly requested and anticipated feature, electricity! Players will now be able to construct and place a base generator that can be fueled using fuel cans. Electricity is spread throughout the base automatically, and requires no manual wiring to function. Once the player has access to electricity, they can use it to power a woodworking machine, which consumes logs in order to progress into the plank tier. An important detail here is that Axes now have durability, so trees will no longer essentially provide infinite logs.
Electricity can also be used to power base lighting, which you will need at night in order to see all of the fancy new base decoration items included in this update! Players will be able to customize their home with these items, making each base look more visually distinct and personalized. This is our first iteration of these decorative items, with future iterations providing passive buffs for nearby players.
Along with multiple tiers of structures, we have also added a new explosive, Dynamite! This new item will be more common than your standard plastic explosive, at the drawback of dealing less damage. Additionally, the fuze on Dynamite can be unreliable, potentially not even detonating at all. Dynamite is better suited for early to mid tier raiding, with Explosive Charges becoming the rarer high tier raiding tool.
The last tier of base structure is sheet metal, which has the highest stats, and price tag. You will need to feed the already valuable Scrap Metal into a Metalworking Machine, in order to create Sheet Metal. Sheet Metal is needed for the initial upgrade of structures, and for future upkeep. Being the max level upgrade, metal structures provide the best protection from raiders, requiring multiple explosive charges to take down a single wall in its current state.
While building with metal is expensive, it will be worth it to protect your base and all of the utility that it will provide. Especially considering that resource vaults will now prevent vehicles from despawning! You will be able to store and protect your own personal vehicles for use later, which we are really excited about. The added utility provides a really useful endgame objective to work towards, while making raids potentially much more exciting and profitable. That brings us to another major change with this update, Raiding 2.0!
Raiding 2.0
In this new system, players will be able to raid any base at any time, provided that they have farmed up enough explosives. While we liked our previous raiding system, a raid would only start depending on your PvP activity, and random chance. This enables players to construct huge bases, without much fear of their base being fully looted, or even seriously damaged due to its sheer size. The result heavily impacts server performance over time, caused by the abundance of base objects, and items stored within them.
With Raiding 2.0, we are able to give our players a lot more freedom with their own gameplay, while they naturally self regulate the buildup of items and structures across the map. Plus, allowing players to raid much more frequently will make the endgame of Deadside more exciting and engaging overall.
Respawns
Keeping with the theme of better balance and progression, this update also sees some major changes to our respawn system. We will be removing the ability for players to select towns on the map to respawn at, as it causes various balance issues, and makes stream sniping way too easy. So, unless you prepared a sleeping bag, your only option will be to randomly spawn on a beach,
Beach respawns are very important for the balance of early game progression, where players will be constantly fighting over Scrap Metal. If we allowed players to still respawn at towns, the early game could be dominated unfairly by squads, using their town respawns to farm scrap from new solo players. Plus, this respawn system will help evenly spread players across the map, leading to more unique player interactions across many different locations.
If you would like even more details on what you can expect from these features, we have created a video for you demonstrating them in action!