Deadside - Loaf


Hello Deadsiders!

We are excited to announce that Deadside will be leaving Early Access on December 5th, 9am Pacific Time!

Thank you to everyone who has been participating in our ongoing public test, and to our dedicated community who has stuck with us throughout early access. Your feedback has played a huge part in crafting the awesome game we have today.

This is a huge milestone for us at Bad Pixel, and the path to get here has not been easy. Building a game of this scale has its challenges, and that's not considering some of the tough real world problems that the team has had to overcome during this journey. So much work has been put into our game over the past 5+ years, and with the coming 1.0 update, we are ready to bring all the pieces together to share an awesome experience with the world!

So what does this mean going forward?

In the short term, continuing public testing is very important. For those who are unaware, we are currently running a large public test of our 1.0 update that you can participate in right now! You can find out how to participate in this {LINK REMOVED}, while also getting to look at some of the exciting features included in this gigantic update. Public testing has already been very productive so far, thanks to our community, we have been able to identify important issues to fix.

In the long term, we will continue to improve and update Deadside for as long as we have a community to support. Leaving early access won’t be changing that. So let us know what you would like to see in future updates! While the focus might be on the release now, we are always looking to the community for ideas on future content.

If you haven’t seen it yet, here is what you can expect from Deadside version 1.0:
  • New Vehicles: Cars and Motorbikes - All vehicles can now be stored at bases long term
  • Base Building 2.0 - Upgradable structures with tier progression and improved logic
  • Raiding 2.0 - Added auto-turrets, cameras, and a discord bot to notify you when your base is being raided
  • Progression 2.0 - Added trader reputation leveling, rebalanced item spawns for better map progression
  • Huge Map Expansion - Added the airfield, our largest POI ever. All areas of the map have been improved
  • Added lots of comfort items for your base that provide useful buffs to your character, while looking nice
  • New endgame locked bunkers - guarded by tough auto-turrets and traps
  • New foraging system with powerful craftable tinctures
  • Added fast travel stations across the map - fast travel consumes money based on distance
  • Added bleed damage
  • Tons of other minor features, including optimization, QoL changes, bug fixes and rebalancing

Thanks for reading, stay tuned for more news!

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Deadside - Loaf
Hello Deadsiders!

We will be deploying a hotfix to the Public Test Servers at around 19:00-20:00 CET

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

Patch Notes:

  • Cigarettes and watches can now be sold to wandering traders for reputation. These items are no longer sold for money
  • Base upkeep has been reduced, maintaining the base now requires fewer resources
  • Increased stack sizes for logs, planks, metal, and branches up to 1000
  • Increased stack sizes for sliced meat, fish, and duck, as well as their cooked versions
  • Medicinal plants can now be eaten
  • Rebalanced the health points of T2 and T3 base structures
  • Improved the design of the Green Zone
  • Renamed the M18 Tripwires to Smoke Tripwires
  • Added construction loot in the unfinished building near the “Kamensk” monument
  • Fixed issue where turrets couldn’t be destroyed in missions and bunkers
  • Fixed an issue that caused some sleeping bags to become inactive
  • Fixed an issue with sending raid notifications through discord
  • Added labels to the lock UI to make it clear when the lock is being changed
  • Adjusted engine sound competition
  • Fixed various level design bugs

We appreciate that so many of you continue to participate in this test, thank you! If you have more feedback for us, one of the best ways to send it would be through the #pts-feedback channel in the Official Deadside Discord.

Thanks for reading, enjoy testing!

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Deadside - Loaf
Hello Deadsiders!

Today we would like to take a detailed look into the comfort item system, to keep everyone informed and up to date with the ongoing public test. At first, comfort items might just seem like fun items to decorate your base with. And while they certainly do allow you to make your base feel more like home, they also come with some potentially powerful buffs for your character!

First you will need to either find or craft comfort items. To find them, you will need to locate these decor crates. By far the best place to find these crates would be the city of Kamensk, though they can be found in most large towns. These crates will spawn random comfort items, each providing +3% to your character's comfort level.


To craft comfort items, your options are flags, and trophies. While these comfort items are easier to acquire, they provide slightly less comfort (+2%). It's worth noting that stacking multiple of the same comfort item will start to have diminishing returns, so variety is key.



Once you have collected a substantial amount of comfort items, you will start to achieve higher levels of comfort bonus for your character. This comfort bonus will last for an hour after leaving your base, with each level providing better and better buffs for your character. Here is the current implementation of the comfort level bonus:

  • Level 1 (0-20%) +15% Satiety
  • Level 2 (20-40%) +6 Regeneration per minute
  • Level 3 (40-60%) +10% Healing Effectiveness
  • Level 4 (60-80%) +10% Run Speed
  • Level 5 (80-100%) +10 Max Health
High comfort bonus levels can provide a substantial boost to your character, especially when combined with our new foraging tinctures. For example, with the green tincture and level 5 comfort, you can get up to 130HP!


So let us know what you think! While comfort items might not be the most flashy addition in the public test, it's certainly a substantial one that needs to be playtested. As always, if you have any feedback for us, the best way to send it would be through the #pts-feedback channel in the Official Deadside Discord.

Before we go, keep an eye out for another PTS Hotfix coming later this week. We see all the bugs that you all have been submitting, and we are working to find a solution. We really appreciate all of the feedback that has been sent, it's going to make this update one of the best so far!

Thanks for reading, enjoy decorating your bases!

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Deadside - Loaf


Hello Deadsiders!

We will be deploying a hotfix to the Public Test Servers at around 19:00-19:30 CET

Additionally, we have opened more PTS servers in different regions to account for the increase in testers. Thank you for such increased activity! We have opened two more PTS servers in both Europe and America, and opened PTS servers for Australia, one PvP server, and one PvE server.

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required.
Patch Notes:
  • Corrected vehicle sound drop-off - Some audio overlap issues may still be present, we are working to fix this issue
  • Fixed door replication issues
  • Hotfix for a server crashing bug
  • Adjusted the locations of character spawners in the “newbie zone”
  • Minor adjustments to the map in the “newbie zone”
  • Rebound the default VoIP activation key from (F6) to (V)
  • Rebound the default auto-run key to (Home)
  • A character does not change place correctly on the vehicle if he is holding an item from quick-slots
  • Pressing (Esc) now cancels any active construction
  • Allowed sleeping bag placement without restrictions in any zone
  • Destroyed cars and motorbikes will now drop their stored items in a small loot bag
This will be fixed in our next PTS update, we didn't have the time to include it in this hotfix:
  • If critical damage to the base is inflicted by a registered player, the raid icon will not appear, and the base raid will not be activated.
We appreciate that so many of you are participating in this test, thank you! Your feedback has already made this update better. If you have more feedback for us, one of the best ways to send it would be through the #pts-feedback channel in the Official Deadside Discord.

Enjoy testing on the now improved PTS!

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Deadside - Loaf


Hello Deadsiders!

Today we begin public testing of our largest update so far! This massive version is packed full with new features and content, and will revolutionize the gameplay loop of Deadside as we know it. So we would appreciate your help in testing such an important update! With so many new features and systems in play, finding and eliminating potential bugs and exploits is more important than ever. Here is how you can participate in this test:

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.
⚠️Warning:



The release of this update 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.
Once you load into the test server, here are the most notable major features that you can expect to see:
  • New Vehicles: Cars and Motorbikes - All vehicles can now be stored at bases long term
  • Base Building 2.0 - Upgradeable base structures with tier progression
  • Base decorations that provide a comfort level buff to your character
  • Raiding 2.0 - Added auto-turrets, cameras, and a discord bot to notify you when your base is being raided
  • Progression 2.0 - Trader reputation leveling
  • Huge Map Expansion - All areas of the map have been improved, added the airfield, our largest POI
  • Rebalanced loot spawning across the map
  • Rebalanced Respawns - Removed town respawns, added a “newbie zone” respawn area
  • New locked bunkers - an endgame loot room guarded by auto-turrets
  • New foraging system with powerful craftable tinctures
  • Added bleed damage
  • Added fast travel stations across the map - fast travel now consumes money based on distance
  • New admin panel tab that allows community servers to schedule wipes and restarts
  • Money is now stored virtually, added ATMs to the safezones to allow players to exchange money
  • Many weapon models have been improved
  • Moved and remodeled the crafting UI to a new crafting tab
  • Improved the visuals of the skybox and day night cycle
  • Rebalanced the crafting recipes for many items
  • Increased the stack size for many items, most notably ammo and consumables
  • Added the ability to saw off the barrel of the IZH-43, the IZH-43S can now be stored in the pistol slot
  • Removed the limit on the amount of weapons that can be stored in backpacks, excluding the M99
  • DirectX12 will now be enabled by default
  • Tons of rebalancing, optimization, and bug fixes
While this list is very exciting, it only tells part of the story. Over 6 months of hard work have been put into this version, with nearly every aspect of Deadside seeing changes and improvements in this update. So it's really not possible for us to cover every detail of this version in this one post, it would simply be too long. So we encourage you to hop on the PTS to have a look for yourself!

Thanks for reading, enjoy the PTS!

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Deadside - Loaf


Hello Deadsiders!

As many of you likely already know, raiding in Deadside is going to be completely overhauled in our next major update. When we originally published this news back in July, we got lots of feedback concerned about the potential negative effects of offline raiding, and how it may impact the health of the game. After discussing with our community, by far the most common suggestion to address this issue was to create an auto-turret system, so that's exactly what we did!


Above is the tier one turret, the most simple to construct, and to defeat. This turret can be made with a handful of shotgun parts, branches, and some rope, although the crafting recipes in this post are still not final. Its field of view is limited to the direction that the barrel is pointed, and fires when an unauthorized player steps into view. Electricity isn’t required to make this turret function, making it the best choice for the early game. Even still, these turrets will have a place in large late game bases, likely for sneaky traps.


Tier two turrets are much more expensive to construct, requiring rare materials, and multiple base modules to function. First, you will need to make a turret control unit. The control unit is the central node of your turret network, and your tier two turrets will cease to function without one. To craft a control unit, you will likely need a camera, and a microprocessor, two new rare items that we will talk more about later.


Once you have created a control unit, we can place our first tier two turrets. These can either be mounted to the ceiling, or placed on a tripod. Once placed, you will need to load them with ammo, and charge them with electricity. With two full cycles of your base generator, turrets can be charged for up to 72 hours. Tier two turrets have a wider field of view, and currently fire when an unauthorized player is within view.


With this new turret system, your base will now have a lot more than just walls keeping your loot safe while you are offline. Along with explosion sounds traveling kilometers, and a raid marker appearing on the map when a base is damaged, any potential offline raider will also likely have to deal with third parties as well. With these new turrets, we are really excited to see what kind of fortresses and base designs that you all create. We have already discovered a sort of “killbox” strategy, created by combining metal bars, and camo netting:



The cameras required to create turrets are functional as well! Along with turrets, we have created a base surveillance system. Cameras can be placed on walls, and can be viewed by constructing and placing a laptop. This laptop is charged just like the turrets, and can be interacted with by pressing (F). This gives you a view of each camera you have placed, allowing you to pan the cameras around, and switch between each camera. With your own custom surveillance network, you can now safely gather info around your base, without the risk of sticking your head out of a window. Keep in mind however, that these cameras can be easily shot and destroyed by hostile players.


Outside of the re-designed sheet metal walls that you probably already noticed in the screenshots, that's about everything we have for you today. Stay tuned for our next post, where we talk about the new unique locations that microprocessors are found!

Thanks for reading!

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Deadside - Loaf


Hello Deadsiders!

Today we would like to talk a bit more about Base Progression, as it's a major part of our next update, and we have seen some new people in our community who are unaware that this feature will be coming in our next update. Plus, we can talk in a bit more detail about Base Progression now that there has been more development time spent. Nearly everything about base building has been improved or re-worked, so we have lots to talk about!

Starting at the absolute beginning, you will need a knife, and a hammer. Hammers can be crafted simply, with only a few branches. The knife will be needed to gather these branches, simply swing at a bush to collect them. Once the hammer has been crafted, you can place it on your hotbar to open the new base building menu. With this UI you can place most base structures, disassemble them, or upgrade them.


Base structures can be made out of three materials, or three “tiers.” You will start with stick tier, made out of just branches collected with a knife. This tier is extremely weak, anyone with a handful of ammo can quickly blast through your front door or wall at this level. In order to make a more defensible base, you will need to upgrade to plank tier.


This is where we need our first machine, the generator! Crafted with ten spare parts and scrap, this little generator consumes fuel in order to generate electricity for your base. Electricity will be needed to power your other machines, and some comfort items like base lights. This will make fuel cans a more sought after item, while also setting the framework for more electrically powered base features in the future. Fuel consumption is slow, however the generator doesn’t have much fuel storage, giving you only 30 minutes of electricity


To continue working towards plank structures, next we need a wooden planer. This machine is made with 10 scrap metal, wood logs, and spare parts. You will also want to gather some Axes to collect logs with, so that you can feed them into the wood planer. Axes will now have durability, requiring players to collect a handful of them, or to craft Improvised Axes from scrap and branches. Along with axes, don’t forget your nails! These can be gathered in the world, or purchased directly from the traders.

Once you have enough logs, you can place them inside of the wood planer, which will be slowly converted into planks. Wood planers can also be found in some POIs, making it easier to create planks if you are unable to make a generator first.


At the plank tier, your base structures now have three times more health points, making them much more defendable. Wooden doors have enough health at this level to resist a single explosion from dynamite, a new raiding item, but will be destroyed with a single explosive charge. So while your base is much safer, it still leaves something to be desired. This is where we can begin upgrading to metal tier.

Upgrading to metal tier is very similar to upgrading to wood tier, you will need to make a metal planer out of ten spare parts, logs, and scrap metal, or you can find a metal planer in some POIs. You can place scrap metal inside of the metal planer, in order to convert it into sheet metal. In addition to sheet metal, you will also need rebar, a rare material that is typically found in scrap piles. Upgrading to metal tier will triple the health points of your base structures once again, giving them the best level of protection possible. Metal doors can stop an explosive charge, with the walls and foundations able to soak up much more damage than that.

The metal planer isn’t just used to create sheet metal though, it can also be used to convert items directly into scrap metal. This can be done by placing weapons and armor inside of the metal planer, where those items will be destroyed and converted into scrap. So if you just completed a mission and your backpack is full of weapons, you can now convert them all into scrap or sheet metal for your base.


Along with improvement to our base structures, we have removed a lot of the existing base building limits. For example, you are now able to place a lot more storage crates, build much taller bases, own multiple bases, and store vehicles in your base long term. In addition to that, you will have access to a handful of new base building objects, which you may have already seen posted to our socials. These items include barbed wire, window shutters, and window bars.

Our next major update is absolutely huge, if you want more details on it, we recommend our other recent steam posts. There are so many details that we didn’t cover here, like upgradeable storage, base decorations, and our new raiding systems.





Thanks for reading, be sure to follow our socials so that you don’t miss any teasers!

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Deadside - Loaf


Hello Deadsiders!

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

Tier 1 Weapons (Excluding Snipers) - 0%
Tier 2 Weapons (Excluding Snipers) - 5%
Tier 3 Weapons (Excluding Snipers) - 10%
Grenades & VG-25s - 25%
Wolves - 25%
Improvised Knife & Axe - 50%
Sniper Rifles - 50%
Regular Knife & Axe - 100%
M99 - 100%

Craftable Barbed Wire - 100%

Bandit/Cannibal AI - 0%
Military AI - 5%
Convoy Guard AI - 5%
Heli Crash Guard AI - 10%
Convoy Boss - 15%

Thank you for reading, and stay tuned for even more new features coming soon!

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Deadside - Loaf


Hello Deadsiders!

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!

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Deadside - Loaf
Hello Deadsiders!

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.

Thanks for reading, stay tuned for more news!

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