We're excited to introduce the very first patch for our game, and it comes packed with some exciting updates and improvements to enhance your gaming experience. Here's what's inside:
Major Change :
Reset Button:
Your memory may still be hazy after your head injury, but some parts are starting to resurface. Introducing a new, peculiar button that will come to your aid during your adventure. Use it to reset the entire puzzle if you ever find yourself stuck.
German Language:
Your head must be throbbing with pain; not only are you seeing French and English sentences, but now German as well!
Other Patch Improvements :
Several dialogues have been revised for enhanced clarity and coherence.
Glass elements in the game have been optimized for improved visibility.
Various adjustments have been made to enhance the legibility of text and dialogues throughout the game.
Thank you for being part of our gaming community, and we hope you enjoy these enhancements in your gaming journey ! See you again this month !
Happy September, Starchasers! This week has absolutely zoomed by but progress on Underspace is steady. There's some really exciting news coming up soon but that'll be dropped in the second half of this month. Until then, enjoy this cat photo.
when you stare into the void and the void stares back
As you might have surmised from the title, devlogs are now going to be a weekly event instead of monthly. They are also going to be posted here on Steam instead of Kickstarter. Don't worry if they look smaller than their monthly counterparts, as there will be more of them throughout the month (because, you know, weekly basis). Guess you can say the devlogs have been... refactored.
One of the "prettiest" tasks as of late has been an overhaul of the interiors. This is an ongoing task -- and they're still pending detail, mind you -- but here are some screenshots of the progress thus far:
In fact, did a total refactor of the gameβs loading system. Shaders will now no longer load upfront on the start screen, which should address the black screen issue some players were experiencing and just dramatically decrease loading times all around.
And speaking of maps, various other issues with the gameβs map system have been fixed.
Cargo affected by the dynamic economy now displays as such (check out the little symbol that's been added -- now you'll know when the best times are to buy or sell).
Opening tutorials have been completely redone with a focus on the amount of controls thrown at new players upfront. It should be less overwhelming now.
Camera controls are now assigned to a single key that cycles between modes rather than dedicated keys for each. This reduces the amount of keys you have to remember for camera controls -- now it's just one.
Various quests on stations have been fixed; also, added more piecemeal scripting stuff for campaign scripting.
Finally, factions can now define items that make them instantly hostile, and new console commands for manipulating timescales have been added.
Note: update does not allow demon cats to define items that make them instantly hostile.
On a separate front, Underspace now has its own social media presence (at least, in a more "official" capacity). Please give the accounts a follow if you can, it helps boost Underspace's visibility to others!
- Input buffer improvements; - New place showing the online players and their regions; - Addition of opponent region information when accepting the match; - Fixed wakeup without defense (even against Ximena's fireball); - Fixed the grab of some characters; - Fixed Malika's attack that could crash the game; - New adjustment on all characters attack priority; - Adjust in Jorge's color 16; - New requirement to unlock Hector (we make it easy); - Removal of requirements and new value for unlocking rarities; - Fixed Sho bug that caused 80% damage; - Fixed bug when using reset after finishing a trial; - Fixed bug that changed the main menu for character select in trials; - Fixed Jorge's Final Attack when catching the opponent in the air; - Fixed draw game without game over;
All improvements from version 1.09 are back;
PS: We are still working on the matchmaking and lobby refactoring, the improvements will be until the next update. For now, online will work as in version 1.08.
We've come a long way since our initial announcement of "Deceit 2" in July 2022. Transitioning to Unreal Engine 5, we crafted the game from the ground up. We've refined the gameplay, amplifying the horror and deception elements that set "Deceit" apart.
We've already unveiled the nine playable characters, including six originals and three new Truth Seekers. Dive deep into the lore of Millhaven Asylum and the Game Master and familiarise yourself with all the new items.
Getting familiar with the new terminology
We have changes some of the key terms in the game, to make it clearer:
Favour: Earned in-game currency.
Shillings: Purchasable in-game currency for cosmetics.
Accolades: Challenges that reward Favour upon completion.
Mutations: Unique abilities for the Infected.
Emporium: Where you spend Favour on items and mutations.
The Peddler: The in-game shop for essential items.
Legacy Skins for Deceit 1 Players
The Legacy and Masquerade skins, tokens of your dedication in "Deceit 1", are being revamped for "Deceit 2". We've been burning the midnight oil redesigning these six skins. Fancy a peek at how they're shaping up? Check out the progress below.
Having said that, there's one skin that's been a bit of a puzzle for us: Poolside Hans. We wanted to capture the essence of the original while also jazzing things up for Deceit 2. So, we've given Poolside Hans a bit of a makeover. Sticking with the aquatic vibe, Hans is now rocking a snazzy wetsuit. And as a nod to the original, he's got a little something special on his head. Picture Hans diving deep in the ocean, and now he's ready to dive into the Game Master's world.
We are going to be tweaking, polishing and readying Deceit 2 up to the very moment of release. Weβd like to thank all of you for your support, feedback and all of the constructive criticism which has helped us craft a game that we - and we hope you - can be proud of.
Thank you to everyone who has played the newest version of the game and given feedback! We hear you and are doing our best to address it. Beyond the changes mentioned in these notes, we would like to let you know that this patch should grant all players who logged in prior to August 22nd, the Season 1 Pass cosmetics.
Gameplay
Changing the effect of the Medic perk "Battlefield Medicine". Old: Players can revive their teammates by interacting with a marker above their death crate. New: Players can revive their teammates at a revive station without possessing their dog tag.
Interacting with objectives now grants players experience rewards that increase with each consecutive interaction. This experience will be displayed on the end-of-match report!
Door panels are now a tap to interact instead of requiring players to stay in proximity and hold. Hopefully this allows some better positioning for what's beyond that door!
We've made some improvements to the Ultra Max Security Barrier to better fit our intended design. Players will now get pulled through the barrier if they get too close so be careful!
UI
Made some QoL adjustments to some of the in-game UI.
Added the Armor Damage Mitigation stat to the stat panel.
The Stat Panel is now open by default in the in-game inventory.
Map
Added in a new Blue zone that will be between Yellow and Grey in terms of difficulty.
Increased difficulty in Yellow zones slightly by adjusting the type of cybrids that spawn.
Grey zones are now a bigger part of the ship, and these are somewhat easier than Blue zones.
Cybrids
Cybrids can now only have one healer bot attached to them at a time.
Increased health on Ultra Max Snipers from 300 to 500.
Increased health on Ultra Max Switchblades from 1500 to 3000.
Increased health on Ultra Max Flamethrower Ambush Spiders from 1000 to 2000.
Fixes
Fixed the default toggle voice chat off key-bind to default to 'P' in audio settings
Exit Portals now only spawn on the outer edges of the map.
Fix for ranged bots not shooting if they have to travel long distances to the player.
The first one is that we are raising the price of Flesh Eaters to 4.99$ (the older players that remember this is funny situation because we almost went bankrupt because of the low price in the past and now still the price comes back to cause further problems). Why?
The latest Steam pricing adjustments made Flesh Eaters not to be available in some regions due to the low price. But do not worry, this will not affect the old-time supporters and people who purchased the game in the past.
This was our first game, it is impossible to update it anymore but this one has a sentimental value for us, which brings me to the next news:
All that we learned from our Flesh Eater's mistakes we used when creating its spiritual successor: Chromosome Evil
And because we got so much support from you we also released 2 free DLC's for Chromosome Evil.
Now on to the next news:
You are such AWESOME players, you supported Chromosome Evil so much that now we are going to release a direct sequel for the spiritual successor of Flesh Eaters, this is insanity, thank you so much for this hardcore support!
We plan to release it sometime in November if all goes according to plan.