A small peek at our upcoming content update, which covers the Perished City, located at the center of the game's world map.
We expect this to be on the beta branch "late summer".
For more info and tentative dates about our future updates, take a look at our roadmap: https://store.steampowered.com/news/app/941460/view/4186732260752603133
- Stephan
Roadmap
Welcome.
This is the roadmap for the final phase of the Death Trash Early Access.
We have avoided communicating concrete dates in the past. Working as a small team on a complicated game has been notoriously difficult, especially in regards to timely estimations. The Early Access took longer than we initially anticipated. For that we are sorry.
But during the Early Access we have improved the game and, equally important, our tools, workflows and knowledge. We are more confident now about handling the rest of the game and what time we’ll need for that.
Note: These dates might still change. If one of the milestones takes longer than anticipated, all the later dates will be influenced by that, too, of course. And at the end of the day we won't call it final (1.0) if we are not happy with the state of the game and will instead put more work in. But the important thing here is, I hope, to see and to know that the end is actually in sight.
Milestones
Steam Input implementation
Current target: soon on the beta branch
The Perished City
Current target: mid-2024 on the beta branch New locations and quests.
Improving item economy
Current target: fall 2024 This is about the range of items available in the game, inventory size, item balancing etc.
Northern Wasteland
Current target: end of 2024 New locations and quests.
Improving existing locations and gameplay
Current target: spring to mid 2025 This is in general about adding more depth to the game, both to the narrative parts as well as to the gameplay.
The Machine and the Watcher
Current target: mid- to late 2025 Final locations and quests.
Full release
Current target: mid- to late 2025
Post release
We will continue to support the game, of course. And as this game is very dear to us, this will probably happen for a long time. We haven’t decided yet if the next project after this will be more directly connected to Death Trash or be a different take.
Console versions
Current target: end of 2025 We have no final decision on whether we follow through with publishing these ourselves or partnering up for that. Xbox, Playstation and Nintendo Switch versions are playable already but need more work.
Localization
Current target: unknown We still don't know how much budget we'll have for additional languages. Production-wise it might make sense to have the localization added later than the 1.0 release so they can be done from a finished game instead of a still changing one. (If we had more experience we might try to have it all ready at once for the 1.0 release, but since our experience and resources are limited, we might rather approach this step by step.)
Level Editor
Current target: unknown Mainly intended for users to create their own standalone adventures with the Death Trash gameplay and art assets. We might extend the functionality later on.
Extended mind item gameplay
Current target: might not happen We have more gameplay ideas for Death Trash. But, realistically, we can’t tackle all of them and have to shelve some of them for later. Enhancing the gameplay around the mind items might be one of these cases. We will revisit these ideas in the future.
Thank you
Thank you so much for your feedback and support so far. Death Trash has already become a much better game during Early Access and we couldn’t have done that without you.
- Stephan
Update 0.12 - Staggering Blows
Patch notes
Combat improvements
- added some of the new melee weapons (see last update) to game locations - updated handling of player hitting enemy with melee: will always lead to mini hit stun and interruption now (formerly first hit lead to hit stun, but then NPC resisted further stuns for some duration) - decreased hit stun duration for NPCs - some NPCs might try to circle back a bit after a stun (to evade stun lock) - boosted damage for all melee weapons - updated range on some weapons - added eventual weak and tired melee attack when consecutively melee attacking (depending on weapon) - introduced different melee attack speeds for different humanoid and mutant tiers - humanoid ranged enemies don't shoot 100% accurately anymore - adjusted humanoid enemy stats, mainly boosting health for higher tiers - replaced a few later mutant enemies with stronger variants - slight decrease of player health - changed rocket launcher and similar weapons to high tech skill (and therefore excluding from some weapon modifications) - fixed multi-bullet guns benefiting disproportionately from damage modifications
Other gameplay improvements
- stealth skill influences energy consumption while moving - allow Flashbang grenade usage during pacifist challenge runs - added more info to weapon tooltips about damage improvements via modifications and skills - added more info to skill tooltips - minor content fixes
Bug fixes
- fixed dialogue text being affected by fullscreen FX - fixed one issue where weapon from dying enemy would get thrown behind collider - fixed one constellation where item would get duplicated on looting - fixed items not getting visibly removed on corpses when looting them (regression) - improved popup handling regarding unintended input, e.g. via double clicking item in inventory - fixed some issues with ranged weapon missing warning while having block ability equipped - fixed issue with random range varation for weapons - fixed some pathfinding issues - additional bug fixes and improvements
Technical changes and improvements
- improved performance on world map - minor global performance improvements - framework: replaced all dialogue variables with new system (hopefully not breaking anything) - lots of improvements to the underlying framework and tools
Current state of things
1. Combat feedback
The changes listed above hopefully make the combat more fun to play and more consistent. They do also influence the balancing of the combat and might, in some cases, remove some of the challenge. For these cases I would really appreciate some feedback, via F1 in-game or a Steam forum topic for example, so that we can look at the individual situations in more detail and continue improving the combat experience for everyone.
2. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
3. Sale
Death Trash will be part of the Steam Winter Sale from December 21st to January 4th with a 20% discount.
4. Next Update and beyond
The next update (0.13) should be ready in January. We are currently working on new content (continuing the main story through the city) as well as adding more depth (narrative and gameplay) to the existing game. We are also taking a look at a few of the remaining design issues, for example the item economy.
I am aware that the progress we make isn't always very tangible, but I can also see all the improvements we have made so far and the foundation we are building, and now, having more and more time to focus on the content and gameplay, I am looking forward to see Death Trash grow and prosper.
Conclusion
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Update 0.11 - Tools of the Trade
Patch notes
Additions
- added new melee weapon variants (for now only via Shift+F10 -> Playtest -> Combat)
Improvements and changes
- improved some dialogue - experimental: added experience points progress bar above health when in inventory etc. - improved pathfinding through multiple rooms and fixed some other pathfinding issues - autosave when closing merchant screen and having bought or sold something - tutorial area: make combat puppets destructable - a few other minor level design improvements - lots of underlying framework changes and additions
Bug fixes
- fixed rare issue of character visuals flickering while standing still - fixed some pathfinding issues - fixed rare issues with point and click commands on loot container - fixed not being able to loot item partially at least on almost full inventory - fixed being able to replace locked equipped item via drag and drop - fixed missing text in quest descriptions - fixed Titans missing from map overview tracking - tower location: fixed potential multiple master keys - additional bug fixes and improvements
Current state of things
1. Development
Work continues behind the scenes on the remaining parts of the game as well as improving the existing parts, the underlying framework of the game and the tools we are using.
It's only in hindsight that I realize what a huge amount of work any kind of game really is, and the RPG genre in particular, and (I'm biased here) this game especially. This amount of work is a bit of a downer sometimes. What's encouraging though is that our knowledge, our workflows and tools are improving, month by month.
Some random development bits from this month:
We improved the pixelart animation import into the game engine. When working on the animations (in a separate app) I can press 'Save' over there now and the animations in the currently running game get updated automatically. Much easier to iterate when I can see the immediate results on a second screen in a live game environment.
We are currently trying to find ways to increase the visual variety of indoor scenes, especially for the upcoming city levels. I am in general very happy with the visuals of the game, but the gridlike pattern we use for many indoor scenes could use a few breaks or alternatives here and there.
We have had a testbot implemented for a while now for continously and automatically testing the game so we get immediately aware when we accidentally break stuff. We improved and expanded this bot now so it covers most of the current Early Access content.
With this update we fixed some longstanding pathfinding issues. This wasn't really a priority per se, but for once it also feels good to improve a part of the game so far that it probably won't require any more work in the future and is ready for 1.0 and beyond.
Equally encouraging is the continuous feedback we are getting from you, the current or (hopefully) future players. Thank you for every F1 feedback report, for every shared thought via Forum, Discord, email, for every Steam review. You are helping us make this a much better game, and you are also heartening us by letting us know that there are people interested in Death Trash and that there are people out there who care about the work we do.
2. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
3. Sale
Death Trash will be part of the Steam autumn sale from November 21th to 28th.
4. Next Update
The next update (0.12) will be ready in December in advance of the Steam winter sale.
Conclusion
We are currently working on new content (continuing the main story through the city) as well as adding more depth (narrative and gameplay) to the existing game, but I am not sure yet how much of that will surface in the December update already.
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Update 0.10 - Specimen
Patch notes
Additions
- added test level with new combat enemies (Shift+F10 -> Playtest -> NewEnemies)
Improvements and changes
- increased default speed on world map - map overview: added some NPCs to the map after having spoken to them - made equipping weapon and armor slots take a bit of time - improved UI while equipping weapons and armor and fixed a few usability issues related to that - scroll wheel selection of weapons: added short delay before actually equipping (due to new equipment durations) - updated NPC look directions: patrolling characters will turn around for a moment before beginning to walk in other direction - updated some mutant animations - updated some weapons
Bug fixes
- fixed healing over time getting discarded when leaving location - fixed a few quest tasks not showing the relevant location name - fixed PS4 Controller showing Xbox icons by default - Steam Deck Co-op: fixed some UI issues - fixed some UI issues with action selection - fixed a few UI bugs related to equipment and inventory - fixed a few issues with the German localization - additional framework changes, bug fixes and improvements
Current state of things
1. Feedback wanted on new combat enemies
For the upcoming content we are also working on new combat enemies, of course. This update contains a test level with some of them, and we would appreciate some feedback now. (Are they fun to play against? Are they fair to play against? Etc.)
You can find the test level via the debug console. (There are, by the way, other playtest entries, too.) Use Shift + F10 to open the debug console, then type and choose “Playtest”, then “NewEnemies”. (Controller: hold left thumbstick + hold left shoulder button + press Menu/Start button) For writing feedback use F1 inside the game (Controller: hold left thumbstick + press Menu/Start button) or reply to this post or create a topic in the Steam Forum.
2. Version numbers
Since we changed this recently, I'll mention this again: We'll continue numbering our updates as 0.10, 0.11, and so on until we leave Early Access and the game becomes 1.0. The reason from going away from the previous numbering scheme like 0.8.7.10 was that these numbers were interpreted as percentage of completion, but they were not supposed to represent percentages.
3. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
4. Sale
Death Trash will be part of the Halloween sale on Steam, beginning October 26th.
5. Next Update
The next update (0.11) will be ready on November 20th.
Conclusion
We are currently working on new content (continuing the main story through the city) as well as adding more depth (narrative and gameplay) to the existing game, but I am not sure yet how much of that will arrive in the November as well as in the December update this year.
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Update 0.9 - Serenity
Patch notes
Improvements and changes
- improved quest handling and dialogue of priest quests around New Delphi - updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners - set shotgun and automatic weapon bullet speeds to the same value as rifle bullets - quest inventory has unlimited space now (and added UI for handling this) - improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions - make 'Usable Parts' stackable
Usability improvements
- overview map: mouse click on exit will lead to character using that exit after having walked over - overview map: allow click to walk commands also for control schemes using keyboard movement exclusively - improved handling of point and click commands in combat - fixed point and click commands with some destructible objects - keyboard input only: fixed usage of charge up weapons - keyboard input only: fixed abilities using mouse cursor for direction - co-op: fixed issues on mouse / controller combination while having multiple controller connected - fixed default button prompts for DualSense controller - fixed player character stopping movement when drag and drop equipping - fixed comparison tooltip being cut off at screen border - disabled character looking towards hovered combat target when using direct movement - deassigned default ranged and melee selection keys (used in manual mouse input mode) due to conflicts; updated related tutorial messages
Bug fixes
- fixed issues with infection and puking in non-physical worlds - fixed issue with blocking - fixed animation issue with flying robots - fixed turrets salvo visuals and actual shooting direction diverging - fixed mutants being able to open door in some situations - fixed some other issues with NPCs investigating doors - fixed some NPC behavior issues - fixes UI and other feedback issues with weapons like Flamethrower and Automatic Rifle - fixed "Lock Mouse Cursor" setting not getting applied - fixed potential issues in Titans Heart - fixed some animation issues - fixed NPC wait command (which fixes a few issues with NPC behaviors) - fixed NPC potentially getting pushed through walls from explosions - fixed a few potential crashes with mod loading - fixed rare crash on NPC investigating something - fixed a rare crash that would happen when loading save games - fixed more rare crashes - minor text changes
Technical improvements and changes
- improved loading times - updated spawning NPCs: prefer level design values over values in savegame - added "combat" playtest entry - added missing font support for some community translations on some systems - additional minor bug fixes, improvements and framework additions
Current state of things
1. Version numbers
Since years we followed a certain pattern of versioning the game: 0.7 being the first demo release, 0.8 the Early Access release, and 0.9 would be the feature complete version shortly before the final release, and 1.0 would be the finished game leaving Early Access. That means that Early Access updates so far followed a scheme of being something like 0.8.?.?.
I witnessed often enough now people measuring Early Access development progress by these numbers. But these numbers don't signify any kind of percentage of completion. Version numbers are just there to differentiate different game versions. And in some cases to differentiate a hotfix from a previous regular update. That's their only purpose. No percentage indicator.
To avoid this confusion we will from now on simplify these numbers and set our updates version numbers from 0.9 (this one) to 0.10, to 0.11, then 0.12, and so on. Until, someday, there's a 1.0, when the game leaves Early Access. (And there's probably be 1.1, but that is a different story.) Hotfixes following the updates will have minor number increases, for example 0.9.1.
2. Unity
Death Trash is made with the Unity engine. A few days ago Unity announced a future runtime fee that got heavily criticized (rightfully so) and in the follow-up days the exact details of it are still not clear. Some people were interested how this might affect the development of Death Trash, so here are a few thoughts about the topic:
For now at least there's no impact on the development of Death Trash. If the runtime fee will be established there might be a financial impact in the future which would impact sustainability and the budget of future projects. But it would not stop this game from getting finished.
What's really damaged though is our trust in the future and the makers of this game engine. We'll be keeping an eye on how this develops and won't be making any decisions right now, but longterm we'll be looking at a range of game engine options for our next game.
3. Beta branch
I would like to mention again that we have a beta branch where we update the game more frequently. This is how it works: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update. You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
4. Next Update
The next update will be ready on October 24th.
Conclusion
Thank you for your continued support. I appreciate your interest and patience.
- Stephan
Update 0.8.7.10
Improvements and changes
- make player get XP for enemies that are guided through mines - infection: introduced max time until throwing up gets triggered to prevent potentially never getting triggered - added max target count to Legion of Flesh - UI: updated a few notifications like "new item" for clarity and better compatibility with localization - UI: improved handling of damage numbers above head - improved some visual assets - memorizing items: added entry to popup display in intenvory - additional framework features - minor performance improvements
Bug fixes
- fixed a few issues with local co-op - fixed using abilities through action bar bypassing cooldown checks - fixed Fire Circle not hitting some static targets - fixed a few issues with fire propagation - fixed pathfinding setting a course straight through poisoned water - fixed some cases of enemies attacking player after vanishing - memorizing items: fixed consuming full stack and only returning one resource item - fixed rare issue with missing crafting knowledge on old savegames - fixed an issue with quest item in Old Trees - fixed pickpocketing display and availability on some NPC types - fixed some issues when quickloading while level is fading out - fixed being able to insert grenades into NPC inventory as pacifist - fixed Flesh Vermin still attacking player after using Vanish ability - fixed Glutt freezing when worm is killed that he was trying to grab - fixed collider size of giants becoming too small - fixed some sound issues in the tower location - fixed a few issues with handling player stats, including traits like pacifism, when being spawned with a different avatar or in virtual worlds - fixed a few issues when additional NPCs join the current conversation with the player - fixed player commenting on Fleshworm pickup even if player comments are disabled - fixed issues with tutorial display of some custom key and button bindings - fixed some water display - fixed issue with handling controller disconnects - minor level design fixes - additional minor bug fixes and improvements
Current state of things
1. We have moved to a new office. We are part of the indie game collective Saftladen which moved to a new location in Berlin this summer, and so we went along. The new place is very nice and a lot more quiet than the old place. Good for working on Death Trash without getting distracted.
2. We are working on new content. An ongoing task that is slower than expected. But it's happening. Thank you for your patience.
3. The team is growing. Cäcilia is joining our team from this month on and she will take care or help out with organization, publishing, communication, marketing and more. All those extra tasks that need to be done, especially when self-publishing. This was mostly done by myself so far and the idea is that I will have more time for the game itself from now on. (I will keep being active in discussions, of course.)
By the way: We have a beta branch where we update the game more frequently. It works like this: We update the game on the beta branch on average once per week and after a few updates when we see that all is working out fine, that last version is pushed as an official update. You'll find more info about the beta branch and about testing in general over here: https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
Thank you for your continued support.
- Stephan
Update 0.8.7.9
Improvements
- improved character pathfinding: walk directly towards target nodes now instead of zig-zagging - fixed a few other pathfinding issues - slightly reduced movement impact of walking backwards while targeting - added option to disable random player character comments (e.g. on looting); at character creation and later through "Current Game" settings - adjusted alert distance for some human enemies - fixed some issues with idle NPCs cancelling their paths - fixed triggering ability from action bar deleting main item or ability selection - when using Next and Previous Ability and no ability is selected, select most recent that was in that slot instead of selecting first from list - exclude Puke Ability from Next and Previous ability shortcuts - fixed some offensive abilities not causing threat on NPCs as weapon damage would do - world map: show dotted target path towards cursor when not traveling - permadeath run: disabled quicksaving; autosave on leaving game - fixed potential lock on game start-up due to loading order - level design allows placing items on tables now (not by player though) - removed unintended ranged combat aiming help applied to mouse controls - added user setting for ranged combat aiming help for mouse controls (off by default) - fixed directional calculation error for ranged combat aiming for controller - fixed minor target position miscalculation when throwing items with controller - fixed some issues with handling getting damage while reloading - fixed issue with point and click stealth attack commands - make player character use time and animation for opening doors similar to NPCs - fixed a few NPC issues with doors - fixed a few cases of NPCs not walking back to their original location after investigating blips - reduced chance of dying NPC dropping weapon so that it bumps against attacker (player) - fixed turrets in Mine 19 still attacking even after being hacked and set to peaceful - fixed a case of quest 'The Witch' not getting marked as finished - fixed scene item for Nano Health having a different focus color than other items - fixed a few issues with visual decorations on NPC visuals - fixed case of player character not looking at object on starting dialogue with object - fixed issue with quest tasks getting shown twice in quest view - fixed rare crash due to pathfinding - fixed some rare crash on controller disconnection - localization: minor text changes, removed some obsolete text, added some missing entries - debug console view: show list of currently active mods - additional performance and usability improvements, bug fixes and framework additions
Current state of things
We are currently occupied with two major tasks:
1. We are working on new content. This is a bit complicated and slow as we also want to correct issues with and improve elements of the world building and the story. These are, in my personal opinion, the most important parts of the game, therefore they need to get a lot of care and attention.
2. We are improving our tools so we have an easier time working on the game - be more efficient, have a better overview, get things done faster. One example: Recently we've added a data analysis tool which works similar to a spreadsheet but gives as an overview of the "live" data of the game and lets us quickly jump around in the project. E.g. it shows a list of all locations where any item is placed in the game, and with a single click on one of the entries opens the level editor for that location. It might not sound very impressive, but it has already been a huge help in working with the game.
Additionally, we keep updating and improving the game. This is both a reaction to bug reports from players (Thank you for your feedback!) as well as issues that we discover while working on our aforementioned major tasks.
Thank you for your continued support.
- Stephan
Update 0.8.7.8
- give experience points for unlocking doors (skill or key) similar to other skill actions; adjusted xp for these skill actions - player movement: slower movement speed when walking backwards while targeting (experimental) - fixed minor delay in ranged enemy red pointer warning - fixed stealth attacks sometimes missing target - fixed additional issues with point and click commands for stealth attacks - hard difficulty: made ranged warning duration more generous but increased melee attack speed for enemies - don't cancel point and click walk commands when opening inventory - show 'Stealing' headline on loot container if appropriate - local co-op: allow walk commands through map UI similar to singleplayer - local co-op: fixed a few issues with using the shortcut travel markers - fixed a few pickpocketing issues when targeting walking characters - fixed some NPC reactions to stealing - improved NPC waypoint handling - fixed a few other smaller NPC issues throughout the game - Fleshface in Tauris can also be activated now by puking next to him - fixed Bunker17 not yielding exploration xp - allow selling Nano Health - fixed input conflict between back button and other actions on custom button bindings - world map travel speed: allow toggling back to slow while traveling - added some missing German text - several major framework additions and changes behind the scenes (should hopefully not break anything) - replaced random loot calculation (should have similar results, was updated for better data analysis) - additional minor bug fixes and improvements
Context: These are ongoing quality improvements and bug fixes. We're also working on new content and other improvements.
- dialogue stat checks: show text for multiple choice even if not being able to select that option due to stats - removed Animalism skill for now (under consideration / redesign; catching Fleshworms is still possible) - fixed pull ability not pulling - fixed slowdown from spider web not getting removed immediately when web vanishes - Glutt boss fight: fixed Glutt not eating worms - fixed end of Early Access message triggering even if not having finished Oracle - fixed ground dirt and grass in bunker areas sometimes drawn outside grid or on top of objects - fixed skills tooltip or description not reflecting currently assigned but not yet applied points - fixed crash when level loading was initiated shortly after a script sequence triggered a delayed action - fixed crash when door gets destroyed while lockpicking it - fixed a few more rare crashes - fixed visual issues with action bar - fixed a few issues with the help text of the map overview - allow right mouse button as key binding for free look - disabled player character dropping all items when player character body explodes - for walk commands through click on overview map: avoid locked doors if there's another path - fixed some animation and usability issues for lockpicking - Buzzer weapon: updated magazine size - mark Tauris on world map when mentioned at Fleshkraken caretaker - use UnityInputManager as the default controller manager on Windows (fixes Nintendo Switch Pro controller on Windows) - upgraded to Unity 2021.3.16 - localization: added debug console option to export German text (for further reference on localizing; English should still be the main reference) - small level design and text fixes - additional minor bug fixes and improvements