The feedback so far on the playable demo has been incredible. Thank you very much for spending some time with Death Trash and telling us about it.
Since launching the demo we have been trying our best to fix the most pressing issues.
Patch 2021-06-17
- added German localization - fixed a few crashes - fixed "not available in demo" UI from implant merchant persisting - fixed a few typos - fixed exploit of hiding behind Fleshkraken to kill it
Patch 2021-06-18
- fixed some crashes - minor update to visuals of humanoid enemies - made invulnerability frames on roll more generous on normal and relaxed difficulty - fixed some typos - set default graphics API on Linux to Vulkan (fixes stealth visuals)
Feedback
We'll continue listening to your feedback and bug reports through the in-game tool (F1) and the forum.
Of course we'll also be reading some comments about items, systems, balancing etc. that are not working out as good yet. It's very helpful to get feedback on that.
At this point I would also like to remind you that the demo is really a fraction of the final game, and it's still in development. This is pre Early Access. Elements like wandering encounters on the world map, for example, mentioned a few times, will be in the Early Access version. They're just not there yet in the demo because we wanted it to be smaller and focused.
The game will continue to grow and improve.
Thank you for helping on this with your feedback.
Some Issues and solutions
Ranged combat when using a trackpad on a laptop - Switch the Mouse Combat Input Mode in the User Settings to anything else then Automatic.
Can't play on Apple M1 MacBooks! - 1. Go to Applications folder, 2. Right click the app you want to force to use Rosetta, 3. Click Get Info, 4. In the general Category there's a tickbox "Open using Rosetta" (If the app is not in the Applications folder, it might be here: Application Support > Steam > steamapps > common > Death Trash Demo) open ~/Library/Application\ Support/Steam/steamapps/common/Death\ Trash\ Demo
Additional technical issues - Controller bindings on Linux and Mac can be wrong - Sometimes you roll into places and can't walk out of there. You should be able to roll out there again. We're aware of the problem. - Malwarebytes might flag the application, but you can whitelist it: https://steamcommunity.com/app/941460/discussions/0/3069747601654183526/
For six years now we've been working diligently to bring the post-apocalyptic / flesh / sci-fi world of Death Trash to life, in all its glory.
Early Access Release
The game is still in development but we believe we have a great foundation in place: Gameplay that feels satisfying and is complex enough, a good amount of content, a solid framework and tools, many design problems figured out, platform features implemented, and a plan where we want to go with the game.
Now is the time to open it up to more people, getting feedback and testing. We always had a firm grasp on the personality of the game and its genre but we also listen to player feedback when it comes to usability and gameplay range.
Join us on August 5th and take part in the journey of Death Trash and help us in making this game the best it can be!
Full announcement trailer
Playable preview
To give you a taste of Death Trash there will be a playable preview from June 16th to June 22nd.
The Early Access version will differ from the preview demo by having improved features and a lot more content. We'll write about the details closer to release.
The final version of Death Trash is targeted for next year.
Wishlist Death Trash now to get a notification when the Early Access starts:
Six years ago, on this exact day, Death Trash was born.
This month, finally, you'll be able to play it for the first time at Steam Next Fest from June 16th to June 22nd.
The demo will feature the start of the game and will be 1-2 hours long, depending on your progress.
It will run on Windows, Mac and Linux, it will support mouse / keyboard as well as controller, and it will support singleplayer as well as local co-op.
Short teaser:
Make sure to wishlist the game and follow the game hub to get all the news:
It has been almost three months since we invited the first wave of testers. The general feedback has been very positive, but there were a few elements which needed to be fixed or improved. So we've been diligently working on that: fixing problems, one by one, and raising the quality of our beloved game.
Massive wall of tasks in front of us
Development Progress
Here's a summary of the improvements we've accomplished over the last 2-3 months:
Combat
- improved input, especially for mouse and keyboard - improved game feel, added more effects - added more advanced melee weapon animations and adjusted all timings - added animations for ranged weapon attacks and reloading
Stealth
- made stealth better readable by adding border to visual cones and overlapping - updated line of sight handling - allowed other game actions while in stealth, like switching weapon and targeting - added free look functionality - fixed lots of situations where interactions would break stealth but should not - allowed pickpocketing of enemies, improved pickpocketing gameplay and UI - allowed backstabbing friendly NPCs
NPCs
- improved combat behaviors, e.g. using movement while reloading - improved handling of NPCs pursuing player, e.g. when to allow a player to leave the area - updated animations of all non-human characters - fixed lots of bugs in behaviors, including door situations
Content
- added lots of new audio - added equippable headwear for player characters - updated some area artworks - added a few more NPCs and items - small level design improvements everywhere
Render pipeline
- removed full-screen render texture, converting all non-standard sprite scene objects to individual pixelart grid solutions, to have smooth scrolling and sharp character presentation while maintaining the scene art consistency (took us weeks to convert, but it was absolutely worth it) - fixed even more pixelart related issues - added more shaders and stuff
Balancing
- made normal difficulty more accessible, hard difficulty more intense - improved variety and quantity of gaining experience points - adjusted attribute and skill points, added character level limitations - adjusted weapon gameplay values - adjusted item selling values - added optional challenges for the campaign run
Co-op
- improved camera handling, area switching and spawning situations - added inventory functionality to exchanging items between both players - lots of usability improvements, like having a shared quest items inventory, tutorial items granted to both players etc. - fixed lots of co-op specific bugs
Additional improvements
- added more "juice" to every interaction - implemented platform features like achievements - added more features for [unannounced] - improved world map - made it possible to save inside procedurally generated world map encounters - added autosaving on floor changes etc. - improved tutorials - fixed some performance issues - lots of UI and input improvements - added more user config options
Framework
- added modding of gameplay values - added modding of all text entries - added testbot which gives the game a testrun for every new version - improved error handling and error messaging to user
New player headwear, already looted by NPC
Looking ahead
As you can see, we've been very busy. Still no promises for the release date. But if we can channel the productive energy we had for the foundational work, usability and low level gameplay into improving the story, the quests and the more abstract elements of game play, then the Early Access version is bound to be in a very good state.
(Be aware that we're not getting back to everyone, we pick a few entries according to our needs.)
Latest Internal Patch Notes
To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update.
These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.
0.6.102 - upgraded to Unity 2020.2 from 2019.4 - added and changed a few audio events - converted Block ability to implant, set keyboard preset to Shift - implemented Stealth skill, now influencing duration of being discovered while in enemy cone - fixed issues with quests 'Little Pests' and 'He Who Follows Blindly' - improved quest-line around New Delphi - fixed some UI navigation issues - minor iteration on mutant death animations - lots of small changes and fixes to enable more audio setups
0.6.101 - fixed content of some locked container - improved navigation UI: allow looping on vertical lists by first input down - improved navigation UI: allow continous input on tab lists - framework additions for future audio changes - additional gameplay and content fixes
0.6.100 - added and updated a few art assets - added Godhunter dungeon to world map (still WIP) - updated loot hint visuals - updated stealth discovery UI - fixed equip item tutorial - additional bug fixes and small improvements
0.6.99 - added new outdoor variant - updated Ruins of Orlon - updated Butcher's Den lower level - fixed lots of situational NPC behavior issues - fixed a few inventory bugs - fixed inventory controller navigation on non-uniform grids - added popup selection for named values in config screen - increase space around procedural generation exits - reduced intentional freeze frames in combat - lots of small content fixes and improvements
0.6.98 - fixed door at ranged combat tutorial - fixes issue with some focus outlines - fixed looping sounds being heard from afar - fixed some issues with throwing items via controller - additional minor fixes and changes
0.6.97 - updated Tauris - more work on new locations around New Delphi, still WIP - allow NakedMan to visit more places - placed minor damage ability at the entry of Festering Gorge - added craftable throwable item for distracting other characters - fixed player stealth state and discovery progress in cones not getting saved - updated UI marker for discovery progress - show level hub name on map display - updated machine merchant visuals - updated humanoid machine animations - fixed some random encounter characters not having any loot - fixed some issues with Flamethrower - fixed being able to spam barks on NPCs - fixed puke tutorial not updating on player eating puke - fixed being able to finish ranged weapon tutorial by using melee - lots of framework additions and changes regarding interactions, talker, talker color etc. - additional small content and NPC behavior fixes
0.6.96 - improved block ability - updated button config - added quest chain and new locations around New Delphi, still very WIP - small changes to Tauris - allow moving while having action selection / wheel open - allow right clicking on consumables in action selection for consuming without selecting - made ranged weapon tutorial more robust - updated roof fading shader - fixed Fleshworm getting added as companion - fixed player sprite flipping for one frame on some interactions - a few small UI improvements - updated code for checking which level entry to pick - disallow getting hit states on NPC when NPC is reloading - fixed world map entering with keyboard 'use' - fixed random encounter merchant sometimes being a green-skin - more bug fixes and small improvements
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This year is coming to an end, and we want to give you an update on Death Trash and where it's heading. The game won't be released this year, so onwards to 2021 it is! We're still figuring out an exact date.
Our situation
We're making great progress, but for every issue we solve, a handful new ones appear. Our work plan is to add more story content in December and work on stats, skills and some non-combat gameplay in January. And the game needs a good trailer.
Not being able to showcase the game on events to get direct player feedback and discussions was a major bummer this year. But a few select people have been playtesting the game for us (and communicating through our Discord) and giving a lot of valuable feedback and ideas. We plan to increase that number in the upcoming weeks.
Hopefully, all pieces will fall into place during the next few weeks so you're able to play the game soon!
About the Early Access version
Meanwhile, here's a summary of what to expect from the Early Access version and what to expect at a later point:
What to expect from the first Early Access version: - 5+ hours of the handcrafted story campaign - medium replay value - all gameplay systems - more reliance on combat than non-combat - mouse / keyboard plus controller support - user config settings, rebindable keys - Windows, Linux and MacOS support - local co-op technically working - probably some bugs
What to expect from the final release version: - 20+ hours handcrafted story campaign - increased replay value - improved non-combat gameplay - improved local co-op design
What to expect from the post release version: - updates concerning bug fixes and improving user experience
Feature ideas we're aware of and that might still happen: - some kind of modding support, including a level editor
Feature ideas we're aware of but probably won't happen due to our budget limitations: - online co-op
Latest Internal Patch Notes
To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update.
These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.
0.6.95 - updated damage calculations - updated block ability - updated spawning abilities - Stealth is granted through an implant now - added Superior Fitness implant - added cheat code for endless focus energy - updated a few item descriptions - adjusted UI layout - removed experimental random world - disable NPC reloading affected by player damage - fixed DPad input down leaving dialogue mode - fixed NPCs looting more from player than they can carry - more bug fixes and small improvements
0.6.94 - updated a few active player abilities, added some, removed some - disabled focus regeneration, added focus charger to the world - Occultism will increase max focus energy - fixed vertical offset of visual melee effect too near to attacker - slight increase of vertical dampening for melee calculations - Fleshworms might eat puke lying around - updated Flesh Vermin, mostly fixed storming into obstacles - added pistol, bullet munition and rocket munition - destructibles can have damage resistances now, e.g. barrels not destroyed by mind damage - fixed some issues with NPCs and commands around doors - switched action wheel weapons and abilities button on controller - unequip items after resetting stats if item requirements no longer fulfilled - even more bug fixes and small improvements
0.6.93 - updated inventory and merchant UI - updated stat points per level - show energy cost on equipped ability - lots of small user experience improvements - fixed fresh damage number shown on top of older one - more bug fixes and UI improvements
0.6.92 - removed direct access to crafting, placed item for that in Festering Gorge - fixed bullets sometimes getting stopped in mid-air on rolling characters - make enemies react actively to player shooting ground next to them - fixed NPCs walking away and still targeting player - added soft lighting effect to shooting - fixed some splitscreen UI issues
0.6.91 - removed perks tree, placed merchant with implants at Tauris - updated UI: using icons for main tab buttons, removed perks window, grouped stats and skills window - changed lockpicking skill, added lockpick item - fixed broken MacOS version
0.6.90 - updated display for modified items - fixed selected ability not getting saved for controller - small UI improvements and bug fixes
0.6.89 - updated Old Trees (still WIP) and changed access to [REDACTED] - allow moving while minimap is open - increased resistance of NPCs against melee stun lock - fixed more issues with melee input - disabled holding mouse button down for continous melee attacks - fixed some player sprite and look direction issues when switching weapon types - added grenade throwing for player - some NPCs might throw grenades - updated screenshake setting to named values - improved quest message handling on multiple messages from same quest - Framework: added possibility for item modifications - Framework: added damage buffs - Framework: increased scene puzzle possibilities - more bug fixes and small improvements
0.6.88 - fixed a few issues with melee clicking - killed NPC at end of tutorial hub - fixed overflow items not getting cleared after placing them next to player - added UI flow for having multiple target equipment slots - small asset fixes
0.6.87 - updated UI, including reload prompt - action selection used with keyboard has click selection now - added a consumable that grants experience points - removed all experience points through combat - updated a few items - fixed poison ability transfering health to player
0.6.86 - exploding mutants damage everyone now - mines get triggered by NPCs too now - removed templates from standard character creation - fixed a few collider - fixed a few Player Character pixel errors - fixed a pathfinding issue - additional small improvements
0.6.85 - fixed action wheel conflict with inventory navigation - moved tutorial hub world exit towards east - added feedback button to pause menu - fixed a few ability descriptions
0.6.84 - positions of characters get saved now - updated Old Trees (still WIP) - added small location in front of the Perished One - fixed a few issues with Blind Man and that location - Enforcer can defend themselves now - fixed a few issues with uncovering minimap - updated how wandering encounters get placed away from player on reload - fixed issues with pathfinding serialization - increased UI size of settings - additional small changes and bug fixes
0.6.83 - fixed left mouse button icon - fixed some dialogue - fixed reload bar UI position in co-op - additional small bug fixes
Wishlist Death Trash!
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Time for another update on the Death Trash development.
The last few weeks have been a bit rough, not as much actual-content-progress as we hoped. But the quality of the game is constantly improving, step by step.
Our situation looks like this:
The game has a lot of personality, but it needs more main story content. The combat and controls feel kind of good already, but there's room for improvements. The local co-op mode is fun, but needs a lot of polishing and bug-fixing still. Player abilities and stats look promising, but they need more depth and actual usage in the current build.
Even If it's set in stone that the Early Access version should have one third of the final content, with all main systems in place at least, the actual range of quality in what it could be released as is still up to debate, and gets reassessed over time.
Therefore we hope you will continue having patience with us while we improve the current version and figure out a release date.
Gameplay footage
There's some Death Trash footage to be seen over here on the Youtube channel of SplattrCatGaming, about half an hour long right from the beginning of the game.
We'll be showing more gameplay soon ourselves on our own Youtube channel like we did in the past, and possibly also on other channels, but for now we wanted to give the game a bit exposure from an outside perspective while not spoiling too much.
And to get back to the state of development: We're actually kind of happy with the first half hour of the current version, the later parts of the current version are the target of our quality concerns outlined above.
Latest Internal Patch Notes
To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update.
These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.
0.6.82 - added tutorial message for action selection / wheels - fixed drag and drop target displays - fixed screenshake at level borders showing visual artifacts - fixed not being able to click actions in house from outside - fixed anomaly sizes on world map
0.6.81 - updated world map - added NPC to end of tutorial hub - updated dialogue in Tauris - splitting [redacted] inventory tab into body and [redacted] - fixed ammo display not getting updated sometimes - fixed some issues with MindFuck - improved input binding window - removed some old input bindings - fixed mouse scene object selection in split screen - added leave dialogue tutorial message - "Gold" is "Squirms" now - more bug fixes and small improvements
0.6.80 - improved loading times - fixed some local co-op UI - restructured UI internally
0.6.79 - improved loading times - smoothed intro scrolling by decoupling sprites from pixelgrid - updated equipment UI and fixed a few selection issues - updated Flamethrower - added destruction sounds for barrels, bottles, metal door - now possible to use mouse wheel forward and backward in key bindings - fixed navigation use key hardcoded as E - fixed health item tutorial - more bug fixes and minor changes
0.6.78 - fixed a few issues with new equipment UI and selection - fixed scripting crash in Bunker 17 A - fixed character stopping movement when entering stealth during walk command - fixed some audio events
0.6.77 - updated equipment and ammo UI - added new action selection with middle mouse button - controller has three context action wheels now - rearranged some input bindings - improved NPC life in New Delphi - added more weapon sounds, adjusted a few other sounds - improved mouse / keyboard switch on world map - fixed a few other input bugs - allow deconstructing through inventory - titans become loot container after death - lots of bug fixing (and probably adding new ones)
0.6.76 - added comments and interaction to many world elements - fixed "Sell All" selling equipped items - updated the feedback tool - updated Aksa's lair - more small bugfixes & improvements
0.6.75 - allow continue crafting by holding input pressed - updated exits to world map - fixed no background audio in procedural encounters - minor bug fixes
0.6.74 - fixed backstabbing issues with controller - fixed a few small things in tutorial hub
0.6.73 - fixed selling all items also selling equipped items - fixed issues with drag and drop in loot scenarios - fixed Fleshworm vanishing when dropping it - fixed hitboxes of animal characters - added controller info and user settings to feedback data - minor asset fixes
0.6.72 - new mouse control scheme with active ranged targeting - improved switching between keyboard movement and point and click - increased melee weapon ranges - enabled automatic reloading - updated equipment UI - show stamina bar when empty by excessive rolling - added flamethrower audio - decreased Flesh Vermin sweep damage radius - additional bug fixes and improvements
0.6.71 - enemies might loot or mock player corpse - added some info to debug console and feedback form - changed opening and closing map and added user setting for it - fixed some quest descriptions - fixed Custer not moving to Puke Bar - more small bug fixes and improvements
0.6.70 - fixed a few issues on the world map - updated minimap UI - added user option for disabling automatic inventory sorting for mouse controls - small content fixes and user experience improvements
0.6.69 - updated UI for some actor effects - improved reabable item view - reduced fire duration - rolling on the ground helps against fire - fixed an issue in [REDACTED] worlds - fixed hitbox issues on small enemies - additional small fixes and improvements
0.6.68 - added memorizing text items and knowledge tab to Codex - using procedural generation for wandering encounters - fixed a few issues with procedural generation - updated exploding mutant - added loading screen and visual effect to [REDACTED] worlds - added possibility to have narrator / info text in dialogue - minor art updates - fixed world map audio - small bug fixes and content updates
Wishlist Death Trash!
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There's no release date yet, but we wanted to update you about the great progress we're currently making.
Development Progress
During the last month we've added a couple of new locations and quests, lots of new art, new enemies, two boss fights, and a solid amount of gameplay and framework improvements. It feels like we're on a roll. It's not quite enough to confidently announce an exact release date yet, but the game is coming together nicely and feedback from testers is very positive.
What's left to do
Our task board is bursting with things to do, but looking at the Early Access release the priorities can be summarized as:
- continuing the implementation of the main story - adding a few more quests - revamping the skill system - improving existing content - further improvements to the controls - creating a trailer
And finding a date that doesn't overlap too much with other major releases in the genre.
Here's hope that all of this will happen soon.
Puke Bar - Main Area (WIP)
Latest Patch Notes
To continue being transparent about the development of Death Trash, attached here are the actual patch notes since the last development update.
They're not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.
0.6.67 - added new boss fight at a south-east location - small updates to very first area - updated Flesh Vermin with audio and some animation - fixed camera and pixelart resolution issues for menu, intro etc. - blocked "self" inventory category (will get story unlock soon) - updated skill checks to show percentages - more bug fixes and small content fixes
0.6.66 - fixed puke competition quest - fixed some melee effects having wrong vertical offset - added another (similar) player body variant and more hair colors - updated tracking of gameplay time in statistics - added some debug tools - lots of small fixes and improvements
0.6.65 - more fixes
0.6.64 - fixed a few content issues - improved UI for getting new items
0.6.63 - updated Puke Bar - updated mine level with art and more storytelling (WIP) - updated Butcher's Den (WIP) - added Aksa's Lair (empty content for now) - updated Fleshkraken temple entrance - added more art assets, including some furniture - improved procedural generated areas - fixed enemies getting checked for stats requirements on weapons - fixed a few camera bugs - updated workflow, new framework features, and more bug fixes
0.6.62 - added more quests - updated Puke Bar - fixed characters in procedurally generated areas not having weapons - updated fast mutant runner - Custer moves to Puke Bar now after quest - lots of framework additions and bug fixes
0.6.61 - updated boss in workshop - updated a few enemies - added exploding mutant - toned down flesh and blood explosions - updated procedurally generated areas - updated world map so location visuals fit to world map area - more bug fixes
0.6.60 - toned down duration of blood trails - fixed kinetic abilities - allow cancelling reloading by rolling - removed active reload for now - make NPCs path around Spikes usually - fixed melee attack getting queued too fast - fixed a few sprite and content issues
0.6.59 - added new location plus boss fight - added new location plus spiders - updated mutant runner enemy - added new art assets - updated a few existing locations - new iteration of world map area obfuscation - make ranged hits show damage visuals on hit location instead of actor center - updated equipment slot visuals - lots of small additions and bug fixes
0.6.58 - added New Delphi location alongside new art assets - updated Puke Bar front - updated ghost enemies - boosted Nano Health usage - fixed some UI issues with Nano Health - added features for actor effects; e.g. freezing happening in different stages - action text like *click* has standard color now - added possibility for NPCs to have resistances - updated spikes - lots of framework changes and bug fixes
0.6.57 - small content fixes
Wishlist Death Trash!
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Most important info first: We haven't decided on a release date yet.
But we made a lot of progress in the last weeks and wanted to give you an update on the general state of things.
Puke Bar - Outdoor area (WIP)
Development Progress
A game like Death Trash with its genre-mix of action and classic role-playing needed a lot of systems to be programmed over the years. The biggest shift in the last weeks was moving from programming all these systems over to continously work with them on the gameplay and content. Finally using all those tools. There was also some content work in the previous years, of course, and there will be more systems programming in the future, but it feels like a major change in focus: The game itself is getting all the attention now.
For the first time ever we also have another developer on board: Christian, a game designer / developer, joined the project a few weeks ago for an internship, has contributed a lot already and will continue to do so for a few weeks at least.
We're iterating on gameplay, adding more enemy behaviours, adding new areas and updating the existing ones, improving input, stabilizing the framework and fixing bugs.
Latest Patch Notes
To be a bit more transparent about our progress, and because we know some people like reading them, we're showing you the latest patch notes from all game updates since the last blog entry here, which was about five weeks ago.
They don't contain anything that I would consider a spoiler, but if you want to experience the game as fresh as possible, just skip reading them.
And take everything as work in progress, of course. Patch notes might say we added some active reload feature, but it might also just get removed again next week. We're going through a lot of gameplay iterations still.
0.6.56 - added active reload - weapons can have different reload durations now - increased enemy & NPC view distances - updated standard enemy humanoid behaviors - added turrets - increased some weapon ranges - updated shotgun - added specific NPC text colors - updated Puke Bar, Mine level and Snowland level, all work in progress - updated some NPC behaviors in Tauris - updated merchant price calculation - updated controller button layout - fixed being able to level up attributes and skills beyond max value - fixed NPCs leaving a door open once it was opened once - fixed another pathfinding issue - updated visuals of water assets - adjusted timings of messages for quests, locations, level up - fixed player body sometimes getting randomized after reload - lots more framework improvements and small bug fixes
0.6.55 - improved savegame profile selection screen - fixed a few minor content problems
0.6.54 - updated start of the game - updated Puke Bar level and added [REDACTED] - added possibility to have [REDACTED] worlds - updated mine level (WIP) - added more color customization on character creation - updated fast melee mutant behavior - added a few water assets - add possibility to have merchant services, starting with doctor in Tauris - improved a few physical mass issues - fixed a few items and inventory related bugs - disallow focusing area exits while still fighting next to them - skip showing location name on quickload etc. - updated pathfinding and rooms logic - lots of framework additions and more bug fixes
0.6.53 - fixed double muzzle flash - added "Template" line to visual character creation
0.6.52 - improved rolling - updated melee visuals - updated character kill effects - added new player body variant - made barrel a physical object - nerfed backstabbing - decoupled muzzle flash from weapon sprite - refactored some loading and background calculations - refactored handling of static characters like Kraken - lots of framework improvements and small bug fixes
0.6.51 - updated UI for assignable points - fixed mouse commands for pickpocketing becoming backstabbing - updated world map enter UI - triggered tutorials get saved - removed visual trail on strong melee - fixed standard mouse cursor being visible for 1 frame on commands - removed vignette from player options - smaller character collider now also on first roll - more small bug fixes
0.6.50 - updated mouse controls - disabled automatic reload - updated a few player sprites - allow all possible head and body combinations for player now - small update to random encounters - added mouse cursor for container - updated framework, lots of small bug fixes
0.6.49 - added world map audio - improved camera on Fleshkraken - framework additions for future character customization - fixed hit receiver on disabled character not getting disabled - lots of small fixes and user experience improvements
Wishlist Death Trash!
Please wishlist Death Trash, follow the Community Hub, and tell other people about it.