Jan 8, 2022
Death Trash - talecrafter
Update Notes

- fixed input delay on beginning targeting with throwable items
- show visual display for blip range while targeting
- adjusted blip range
- added numbers to visual character creation
- co-op: fixed a cursor issue showing skill check values etc. from other player
- show UI message when enemy avoided a stun
- fixed tutorial message for throwing items ending prematurely
- UI refinements for dialogue
- fixed some sounds being heard irregardless of distance to them
- fixed a few achievement issues when continuing savegame from demo
- fixed some exits in lower dungeon shown as "to world map" on map overview
- fixes button heights in settings menu on high resolution display
- fixed quest update message potentially being shown when already dead
- made lever for leaving Mine 19 more obvious
- fixed a player character head
- fixed some text
- reduced graphics memory usage
- fixed some memory leaks
- additional bug fixes and framework improvements

Fully back at work again this week.
Also got some concept work done for the second third of the game, but safe to say the technical tasks got the upper hand again.

Now that the core game is stable and most pressing bugs have been fixed, I'm thinking about changing our rhythm to less frequent but larger updates, and use the beta branch for the inbetween steps. (The beta branch exists already, by the way, but it's only used during the update process and carries the identical version as the public branch most of the time.)

- Stephan
Dec 31, 2021
Death Trash - talecrafter
Update Notes

- fixed Fleshworms getting spawned multiple times on reloading levels
- fixed a cause for multiple potential crashes when entering other worlds
- co-op: improved checking for and removing items from inventory during dialogue
- small UI and usability improvements
- added feedback button (F1) to key bindings

Just a small update this week as we took a few days off, too.

Happy New Year! We have an incredibly busy year behind us, and next year looks like it's gonna be very busy, too. I wish you all the best for this coming year, and I hope we're gonna see Death Trash grow into the best possible experience, live up to its potential.

Thank you so much, everyone, for supporting us so far.

- Stephan
Dec 24, 2021
Death Trash - talecrafter
Update Notes

- added more player character portraits
- updated some dialogue
- fixed effects from infection potentially permanently stuck on player character
- added some props for the target practicing bots in Godhunters Prison and fixed some visual issues with the bots
- fixed a few situations of logic triggers potentially not getting executed, and specifically for unlocking world map progress on Crossroads and The Maw
- fixed a few bugs when switching UI while equip or unequip of implants is in progress
- fixed not naming specific inventory on being full when looting from container
- updated UI for player messages
- fixed a few UI actions (e.g. looting) triggering multiple sounds

What we're working on...

Partial victory this week: I still had to take care of lots of technical issues, but I began working on the dialogue of the game. I think I made progress in understanding where some of the current dialogue falls short and how it can be improved.

Chris is working on new enemy types. They'll need some testing, visuals and audio, too, so not sure yet when they will make it into the current game.

As usual, a few bug fixes. Specifically switching to another inventory window in the short timeframe when an implant is equipped seems to have caused a few problems in the past that were reported but where I couldn't identify the root cause. This is one of those bugs that feels really good to fix.

Happy Holidays! (if that applies to you)

Death Trash is on sale, by the way, until January 5th:

https://store.steampowered.com/app/941460/Death_Trash/

And if you played the game already, consider sharing your opinion by writing a Steam review. It's helpful for us, reading them, but it also helps a lot in giving this game more visibility towards other people on Steam.

Have a nice weekend!
And if you're celebrating seasonal holidays: Happy Holidays! :)

I'll have some days off, but I'll probably here again with a new update next week.

- Stephan
Dec 17, 2021
Death Trash - talecrafter
Patch Notes 0.7.32

- fixed humanoid corpses occasionally getting shown with wrong sprite for one frame when looting them
- fixed a few situations with looting and moving item stacks when inventory or storage is almost full
- fixed consuming item through inventory removing count from last stack instead of focused stack
- when inventory gets sorted, also sort stack counts
- fixed issue with automatic rifle enemy behavior
- fixed some small content issues
- multiple performance improvements
- framework: updated audio plugin
- framework: updated handling of local characters in save games for better compatibility with level design changes
- additional bug fixes and UI improvements

Ok. Looks like this partial work on technical issues as well as content isn't working out so good right now regarding content. That was a bit of a failure this week on my side, as the framework updates took more time than anticipated.
So next week I'm gonna try to just concentrate on writing dialogue etc.

The audio plugin update as well as all the performance improvements and the inventory changes were quite complex internally, so if that broke anything, please report it via the F1 in-game command.

In other news:
The community translators have been busy, updating their language mods.
Take a look at the Death Trash workshop if you're interested in a language version other than English or German. And I'm sure the people working on it would appreciate a Thumbs Up or some feedback.
(Keep in mind we still plan to have a few official translations for the 1.0 version.)
https://steamcommunity.com/workshop/browse/?appid=941460

Have a nice weekend!

- Stephan
Dec 10, 2021
Death Trash - talecrafter
Patch Notes 0.7.31

- updated effects on higher infection: not as lethal, and leading to forced puking eventually
- make Occultism correctly increase max possible infection value
- disallow eating meat when at full infection
- improved a few elements in the Little Pests quest
- fixed potential issues with force triggering puke on player character
- fixed potential infinite booze handout through random puke bar guest
- fixed equipment slots not being able to use with mouse when cancelling equipment slot selection
- prevent equipping the same implant twice
- fixed clicking on currently executed scene action restarting the action
- co-op: fixed players not getting downed by exploding mutants
- small update to icons for unusable items and already owned items
- additional small bug fixes and framework improvements

Hey. This week we'll have a smaller update as we had some "development side quests" we were working on aimed at long-term tasks.

Thank you to everyone who gave feedback on the infection system. I think the biggest issues should be fixed with this update, but if you have more thoughts about it, please keep it coming via F1 in-game or here on Steam.

Have a nice weekend!

- Stephan
Dec 4, 2021
Death Trash - talecrafter
Patch Notes 0.7.30

- added new infection value which increases through actions like using implant abilites and eating meat, has negative impact on high values, and gets cleansed by puking
- updated a few items related to this new system
- minor update to tutorial area for this
- removed old energy system for abilities and related terminals
- added another location to south east
- allow buying equipment items more than once, but add marker for owned weapons and equipment
- hide stamina bar in combat mode when full
- fixed being able to drop items into walls with mouse controls
- on loading level make sure all lootable items are reachable
- fixed some door issues
- updated spikes collider
- small level design and asset improvements
- fixed a crash due to pooled objects being reused when not fully initialized
- co-op: share experience points from consumables and skill usage
- co-op shared camera: fixed awkward moment on unlocking tutorial bypass
- co-op shared camera: disallow using point and click commands on map overview
- fixed buttons being too large on high display resolutions
- fixed a few issues with language mod handling
- updated both controller plugins, adding support for more variants
- additional small bug fixes and framework improvements

The infection system is fresh and might need more work. If you encounter any issues with it please report it via F1 or here or in the forum. If you have ideas on how to expand on it and what effects it should have on higher values, please tell us, too.
The main purpose of the infection system is to bring more of the narrative layer into the direct gameplay, to give more raison d'ĂȘtre to the puke ability, and to replace the previous energy system, which we weren't really happy with.

The new location is nothing noteworthy, again, but the important thing is that I'm getting more time to work on content and small additions with each update becoming a regular thing now.

Apart from that lots of technical work and bug fixes again.

Have a nice weekend!

- Stephan
Nov 27, 2021
Death Trash - talecrafter
Patch Notes 0.7.29

- added blocker location on the way from Puke Bar to New Delphi
- make NPCs react to a few events like hitting objects
- make enemies react to doors getting opened near them
- updated NPCs following waypoints and pausing on waypoints
- fixed a few situations of NPCs walking into spikes
- fixed world map encounter being spawned in impassable terrain
- make player character a full pathfinding blocker during dialogue; fixes blind man trying to walk through player towards lever
- updated energy bar UI
- added max keyword to stats display if level is at max
- fixed text cursor potentially remaining in scene on switching input
- improved performance in Glutt boss fight
- additional framework improvements

Another week behind us with progress on multiple fronts.
The new location is nothing spectacular. Don't return to the game just for that. But it's part of what I hinted at before: New content will probably arrive in ongoing small chunks through our weekly updates instead of holding it back for major updates.

Steam Awards

Thanks so much to everyone who gave Death Trash one of the Steam Awards. (The voting is still ongoing.) I know the game is still very much work in progress, so when someone says that the game is already among their favorites or that they like a specific part about it so much, then this makes us really happy.
We'll continue trying to make this game a great one.

Steam Sale

By the way: If you don't own Death Trash yet or want to gift it to someone: It's on sale currently.

https://store.steampowered.com/app/941460/Death_Trash/

Have a nice weekend. See you again next week.

- Stephan
Nov 19, 2021
Death Trash - talecrafter
- expanded world map in preparation for future content
- fixed inconsistencies on combinations of focus highlighting individual objects and highlighting all
- fixed inconsistencies of focus highlighting in shared co-op screen
- fixed large performance impact when using highlight all
- fixed pathfinding issues on low framerates
- fixed pathfinding issue on alt-tabbing out and in to paused application
- fixed item descriptions potentially breaking when split into two columns
- fixed issues with using the space key on the world map
- co-op: fixed pointer towards other player potentially obscured by level elements
- fixed a few small level design issues
- adding game state data to sending script error reports
- additional small bug fixes and framework improvements

More technical challenges solved this week. But we also spent a bit time on updating the world map and improving its tools.
Be aware this update is just about updating the map and not adding new locations to it, but it's of course part of the ongoing work on new content.

Hope you'll have a great weekend, and see you again next week with another update.
Nov 13, 2021
Death Trash - Death Trash
- fixed saving in world map desolation leading to broken save game
- disable dialogue action of NPCs in combat (e.g. accidentally talking to blind man)
- don't make companion interrupt player dialogue or scene interaction when companion is in combat
- fixed combat behavior of bots in mine level
- co-op: fixed mouse cursor position when playing as mouse player on second screen
- co-op: disable second screen toggle if second screen was activated; added info that deactivation needs a game restart
- fixed some UI issues due to dynamic text lengths
- fixed issues with metal gate colliders
- fixed walk cursor display having wrong pixel offset
- fixed some minor issues with some scene assets
- added code to handle explored state of an area in save games on entering a resized area (for future content changes)
- additional small bug fixes and framework improvements

This week we fixed more bugs reported by players and also solved a few technical problems.
Behind the scenes we continued to work on future content. I made progress on the world map and painted a new sub world map for a certain area of the game.

I keep being hopeful to being able to focus more on the actual game in the coming weeks.

- Stephan
Death Trash - talecrafter
Just a short news bit because we're so excited about it:

Death Trash will run on the upcoming Steam Deck.

Here's someone from Valve playing it: https://twitter.com/OnDeck/status/1456685910217539585



(Pretty big honor to be showcased there, by the way.)

- Stephan
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