Deadzoned: A Credits Bounty cover
Deadzoned: A Credits Bounty screenshot
Genre: Adventure, Indie

Deadzoned: A Credits Bounty

Alpha Demo Playtest #2

Greetings again Deadeads, the Alpha Demo Playtest #2 is now up!

Firstly a big thanks for all the feedback from those who played the first test demo, quite a few of those suggestions have made their way into the new demo. Also thanks to the streamers and let's players too!

The biggest change is there's now a map system to give some choice to what zone events you fancy taking on. Other big changes are a save system, higher resolution fonts, and some nice qol life changes so you can play around more with the keyboard. Here's the full list!

- Added a map system.
- Added a Move To Interact setting (on by default). When on, moving into objects can trigger an action (eg attack an enemy, open a crate/door, interact with a terminal).
- Added an Attack Closest key. When pressed you attack the closest enemy with your currently equipped weapon.
- Added a save system (can only save between levels).
- Added a HD Fonts setting (on by default), which doubles the resolution of all fonts.
- Added a smooth camera system (most noticable when running).
- Added a game mode options menu with three options (Seeded Runs, Blind Route, Ironman).
- Sectors can now have multiple sector events (eg Quake Zone + Cannibal Clan).
- Added 6 sector events (Uncharted Zone, Mechlift Shaft, Factory District, Fungal Fields, Enforcement Precinct, Tanglerot Overgrowth).
- Added 1 between sector event (Publican Library).
- Added 4 sporadic events (Mold Spores, Fungal Growth, Bulbous Surprise, Entangled).
- Added 5 enemies (Security Drone, Shroom Mimic, Tangler Bulb, Shroom Braindead (melee), Shroom Braindead (pistol)).
- Added 3 weapons (Nade Launcher, Hand Bow, Crossbow).
- Added 1 weapon trait (Silent).
- Added 2 ammo types (Grenade Rounds, Arrow Bolts).
- Added 2 misc items (Canned Food, Machinery Parts).
- Added 3 Bodge recipes (Frag Grenade, Nail Bomb, Nade Launcher).
- Added 2 strewn objects (high rubble, big mushroom).
- Reduced the amount of levels to speed up runs a bit (from 5/11/17 to 4/9/14).
- Some sporadic events are now only triggered by certain actions (eg Forgetful Load will only trigger if you shoot).
- Some sector events that limited enemies to 1 or 2 types (eg Sewage Zone only creating slimes) now have a good chance of spawning regular enemies too for variety.
- Slightly increased weapon durability loss.
- Explosive barrels are now much easier to hit.
- You can now just buy the goodies from vending machines instead of needing to hack them.
- Various bug fixes.

Enjoy! :]

Alpha Demo Patch #1.1

Just wanted to give a big thanks to those checking out the Alpha Demo. I've been getting a lot of great feedback, in particular a bunch of bug reports and UI improvement suggestions, so thought I'd just do a quick patch. :]


// changes
- Added dedicated Ordinal Move keys (default: number pad 7,9,1,3).
- Added a dedicated Reload Gun key (default: R), which runs through your Loadout guns reloading/unjamming applicable guns starting with your currently equipped weapon.
- The cursor will now only constrain itself to the game window if it has focus (ie tabbing out frees up the mouse).
- Pressing the Escape key on certain menus will now just close the menu (eg the Status Screen or when picking up items).
- Status screen: When hovering over a gun the traits now show what ammo type it uses and how many you have.
- You can now carry an extra base 50 weight. The Backpack/Rucksack carrying bonus has also been increased.
- Lair of the Beast: The final level now spawns a weapon crate near the Gargantuan Slimerous.
- When hovering over a Psych special action it now says how much Mind it uses.
- Technomaniac: Between sectors you will now only be given Bodge Mechorum if the extra weight doesn't encumber you (otherwise it auto-triggers the Encumbered sub-sector event).

// bug fixes
- A confused enemy would cause a softlock if he had nowhere to move (usually caused by Mind Control).
- At the Rag 'n' Bone Man, selling ammo associated with a load out weapon would cause a crash.
- You sometimes couldn't melee large enemies and they couldn't melee you.
- Large enemies meleeing you would count as a shooting attack.
- Status Screen: Hovering over the Gear diagram would still show the Equip Weapon hints.
- Status screen: Bodging from the All Recipes category wasn't working.
- Hook Rope: Hovering over a sinkhole that you aren't yet close enough to use the Hook Rope wasn't creating a hint text.
- Hovering the cursor over an exploding barrel that you couldn't see would show the "sense enemy" hint.
- Creating a canal room layout in a Quake Zone would create a funky wall layout.
- Partially reloading a gun wasn't completely removing all the ammo from your inventory.
- Scav Fisher: Fixed a couple of visual issues.
- Some sub-sector events wouldn't have any effect if you were about to enter the last level (eg Sector Bounty).
- Enemies could go inside the level exit hiding them from view. You could walk into the side wall of the exit.
- A few item names where too long which would cut off showing how many you carried.
- The pop-up message borders weren't adhering to the correct sector theme colours (eg when eating Food Rations).
- Some of the floor markings created by buildings weren't adhering to the correct sector theme colours.
- Text risers: When getting hit multiple times would sometimes show behind other text risers.
- Fixed some spelling errors.

Alpha Demo Playtest #1

Hey there Deadeads.

You can now have a little play around with the first alpha demo on Steam. The game is still very much in progress but it gives an idea of playing through the Deadzones via different classes and game modes. The core mechanics are pretty much all in, I'm currently focussed on adding more content variety with the idea being you have no clue what you're heading in to each time you set foot in a new sector.

If you have any feedback or neat ideas, let me know in the forums. Enjoy! :]