- Fixed Recycle spawning issues within ramps
- Fixed Fog's TOTH mask texture
- Reduced occurrences of XP and resource loss while in a Party
- Partial fix of voice over while spectating
HOTFIX 0.1.3.1: Darius Shaw
Hotfix June 28th:
Following early community feedback and observations, we decided to act quickly on the Recycle respawn issue. Therefore, if unexpected issues occur, we may have to revert back.
- Recycle mechanic respawn location moved from Ready Room to random location; outside any threat range.
*Active camo will prevent you from being revealed on respawn.
KNOWN ISSUES: Darius Shaw
VISUAL & COSMETIC
[Fire in the Sky] Level of detail issue visible on a certain rail cart asset.
[Fog] TOTH mask displays incorrectly.
[Inquisitor][Character Select] Inquisitor's hair looks white/grey in the portrait of Character Select.
[Stalker][Fade] VFX of the 'Fade' power remains present on screen even after the effect is over.
FRAMERATE
[Scavenger][Ready Room] Framerate drops for a few seconds after entering the Ready Room.
[Scavenger][Dust & Blood] Game runs in between 44 to 55 FPS when scavenger stands on a certain hexagonal asset and observes the surrounding area.
[Locker Room] With a specific graphic card, there's frame drops in the Locker Room when facing toward the old tutorial space.
ANIMATION
[Scavenger] The scavenger’s sprint shouldn't have a delay when starting from the idle.
CLIPPING
[Hunter] Quick rotation movements with the Mauler will display body parts on Inquisitor.
[Hunter] There is some minor clipping on the Inquisitor's mask with his hair.
[Sawbones] There is some clipping when shot in the head as Sawbones with her Lookout skin.
AUDIO
[Audio] Scavenger and hunter’s footsteps are not reflecting the surface on which they are walking/sprinting on.
[Audio] Static sound effects on Tally Screen when scavenger is downed within an active drone area and gets executed.
SPECTATE
[Spectate] Player is able to see beneath the Garden after spectating a scavenger who received a Recycle.
MENUS
[Upgrade Vendor Screen][Prestige Info] Player is unable to close Prestige Info Screen if the player tries to close the screen with mouse cursor while continuously pressing the 'V' key.
PLAY WITH FRIENDS
[Play With Friends] After playing a second match, sometimes players are getting a sent to a loading screen and disconnected.
[Locker room] The scavenger spawned in hunter's Locker room and the game got stuck after disbanding the party.
PRIVATE MATCH
[Private Match] 'Start Private Match' appears in Private Match tab without assigning any hunter.
LOCALISATION
[LOC][RU][CH][DE][FR] The words 'Super Charge Hold (Hunter Only)' are not translated in the Controls section of Game Settings
[LOC][DE] ‘Prestige Level’ and ‘Prestige-info’ not localized on the Upgrade Vendor menu
PATCH 0.1.3: DARIUS SHAW
Hey everyone!
We’re up and running with our third content update patch. We’ve received a lot of feedback since Fire in the Sky and we want to thank you for that.
We plan to keep improving Deathgarden with frequent updates, so today we’re introducing a new scavenger, as well as the Mercy mechanic.
NEW SCAVENGER: DASH
Default Vambrace Power: Speed Boost—Augments any scavenger’s sprint speed for a few seconds upon impact.
Dash is a speed freak who can push himself and his teammates into overdrive. His primary power grants an immediate boost to speed, giving scavengers a chance to escape before the hunter closes in.
“Freedom waits for no one. You have to run it down and take it.” –Darius “Dash” Shaw
Dash is available for 1,600 Iron at the character station.
NEW GAMEPLAY FEATURE: RECYCLE MECHANIC
We’ve heard the community feedback about instant executions. Affectionately called instacute, we agree that this mechanic is punitive and that it limits the fun of playing with friends. In the last patch, Fire in the Sky, we changed the XP value of executions as an incentive for hunters to down scavengers rather than executing them. We felt that our first changes to the XP value were on the right track—the number of downs leading to deaths decreased by over 10%—but it wasn’t enough. Some hunters were still executing on their first down, no matter the XP values and incentives not to do so. We’re constantly working on meeting halfway with the community and the design intent. We want to make sure that all games of Deathgarden are as fun as possible for every player. With that in mind, we decided to add the recycling mechanic.
How it works:
Every scavenger now has 1 extra life. That means scavengers cannot be executed on their first down in a match. They must first be shown mercy by the hunter.
When approaching a scavenger that has yet to be recycled, the hunter must recycle the downed scavenger. When recycled, a scavenger respawns in the Ready Room, and can enter the garden again—that means no blood, no vambrace, and the usual number of bolts. Any blood carried before being recycled will be lost.
On the other hand, when approaching a scavenger that has been recycled at least once, the hunter has the choice to recycle or execute and remove them from the match.
Scoring:
Execution: 500 XP
Recycling: 500 XP
Down: 400 XP
NOTE: Execution bonuses have been removed
'Ring outs':
1st time - auto 'Recycle'
2nd time - auto 'Execute'
'Bleed outs':
1st time - auto 'Recycle'
2nd time - auto 'Execute'
Blood Mode:
Hunters can always execute scavengers in Blood Mode, even if they have yet to be 'recycled'
NEW FEATURES & IMPROVEMENTS
With the new mechanic in mind, the design intent for the latest changes is to restore balance and encourage chases.
GENERAL
Game Health: New Report Button A report button is now available in the post-match screen.
You can report a player for the following:
Player/Dev Impersonation
Inappropriate name/Language
Hacking/Exploiting
Griefing/Toxic Behavior
Leaving game/AFK
Other (please specify)
Game Health: HUD Modification- Hunter Username Removed
Hunter’s username has been removed from the in-game HUD
Design goal: Reduce the instances of leaving the game when seeing a familiar username
HUNTER
Gameplay/Balance: hunter Interaction Timings Have Been Reduced
Drone activation, and all crate collection times have been reduced by ~40%
Design goal: Improve the Hunter’s experience by encouraging the actions of tracking, chasing and killing.
Note: Stamina is still consumed at the same rate when using Supercharge
Design goal: Improve the hunter’s mobility and experience.
Gameplay/Balance: hunters Can Now See Scavengers Longer When Revealed by a Drone
Increased length of drone 'Reveal' VFX on Scavengers after they exit the reveal zone (.5)s → (1)s
Design goal: Improve the reward for hunters when they activate a drone, and make it easier for them to track and engage chases with scavengers.
Balance: The Stalker’s ‘Auto-Hack’ Unique Bonus Buff
The Stalker: 'Auto-Hack' Unique Bonus range increased (2)m → (4)m
Note: Hacking time is the same for ‘Auto-hack’ and manual hacking
Design Goal: Bring back the value of The Stalker’s Unique Bonus, as it was significantly lowered with the Hacking changes from the previous patch.
Balance: Swap between The Stalker and The Inquisitor’s Perks
The Stalker’s ‘Stunning’ Perk and The Inquisitor’s ‘Hacker’ have been switched from one character to the other.
The Stalker now has ‘Hacker’ and The Inquisitor now has ‘Stunning’
Design goal: ‘Stunning’ and ‘Power Stomp’ used in tandem by The Stalker was a very powerful combination. Instead of reducing the value of either Perks, and lowering their value, we decided to change it to another character.
Note: Challenge progress on the Perks carry over to the new Character. No progress will be lost.
Comfort: New hunter Settings for Added Comfort
Added a ‘Hold’ option for Supercharge in the settings
Note: Default setting is still ‘Toggle’
Design Goal: Some people didn’t toggle off their Supercharge, draining their Stamina to the ground. We want to offer an alternative and make it more accessible for players.
Blood delivery: scavenger Domination conditions have been increased from (125) → (140)
Gameplay/Balance: Dash’s ‘Heat Shimmer’ Effect Still Occurs With ‘Active Camo’
When affected by ‘Active Camo,’, Dash’s ‘Heat Shimmer’ effect occurs, even when not evading or firing his vambrace
Gameplay/Balance: scavengers Can Now Use ‘Clone’ on Allies
‘Clone’ can now clone other scavengers when they are hit with the powered bolt
Balance: ‘Ammo Opportunist’ Perk Buff
Fog’s ‘Ammo Opportunist’ max bolt has been increased (25) → (30)
Progression: scavenger XP Income Increase
Scavenger XP gain has been buffed:
Playtime: (5) → (20) (ticks every 60 secs)
Blood Deposit (65) → (75)
Blood Collect (10) → (15)
Danger Close (25) → (50)
Escape Garden with Blood (20) → (40) (per Blood)
Escape Chase (200) → (250)
Design goal: There was a discrepancy between hunter and scavenger XP. We decided to increase the amount of XP earned by scavengers rather than decreasing it for hunters, as the time taken to prestige a hunter would have been impacted.
Animation: Run Landing Animation Improvements
Added more weight to scavenger run landing animation
GARDEN
Comfort: Reduced the Start of Match Countdown Timer
Reduced start of match countdown timer (30)s → (10)s
VFX: Blood VFX Enhanced
VFX for 'Blood Veins' when blood is being delivered has been increased in intensity
VFX for blood that spawns when hitting a scavenger has an increased intensity/volume
Design goal: Improve the experience on certain lightning schemes that made it hard to see some blood VFX.
Level Design: Altered a Structure Preventing Execution
Modified a structure that was still allowing scavengers to avoid Execution by hiding from the hunter's Execution distance
Audio: Updated Sound Effects
Updated the sound effects callbacks in animations to improve immersion. Circumstantial sounds will play when performing actions (ex. Combat Roll will sound different when evading on sand vs grass)
Audio: Updated Announcer Voice Over
Updated reverb for the announcer voice over (work in progress)
We realize that the sum of these changes will result in less ‘Dominations’ on both sides. Our design goal is to make the aspect of ‘Domination’ more meaningful, therefore rarer. This means not every team of scavengers or hunters will be able to dominate the Garden easily.
TOP BUG FIXES
[Fixed][Gameplay] Shock exploit allowing hunters to farm XP from dead scavengers
[Fixed][Art] Prestige skins are displaying incorrectly on some characters
[Fixed][Challenges] Using vambrace power while the unlimited Golden Crate is active will not progress the ‘Spend Power Cores’ challenge
NEXT WEEK’S HOTFIX
Provide a way for Hunters to know whether a Scavenger has/has not been Recycled before in the match. Our current idea is to modify the color of the Scavenger's health bar when they are hit by Hunter Weapons.
Design Goal: provide more Hunter context, help them make better decisions and make them feel (slightly) more in control.
Blood Mode: Executions in this mode do not include a (5)s interaction time
Design Goal: waiting for an Execution while Scavengers run out of the Exits, isn't fun nor tense for either side
A letter from the dev team
Dear Deathgarden community,
First and foremost, we want to thank you for your continued support. Whether you’ve played the game, shared feedback, participated in various community platforms, or even been a long-time lurker, you’ve demonstrated that you believe in the development of Deathgarden and what it can become.
In the last few weeks, we collected your feedback, searching through forum entries and social media comments. We debated. A lot. We analyzed data, debated more, and took action. We made quick fixes and have even more meaningful changes on the way. While some elements will take longer to implement, we feel it’s important to take that time to deliver the best possible updates.
Early Access is a fun and challenging development phase for Deathgarden that gives us the freedom to make bold balancing decisions and gameplay changes. It’s the ideal occasion to shape game mechanics, playtest with the community, and collect feedback—all with the goal of creating the best experience for all players. During this time, we’ll continue to provide frequent patches and content updates, and to further explore what makes Deathgarden fun and engaging.
As we’re moving forward with your help, we’d like to introduce a new feature that resonates with your community feedback: the mercy mechanic. The Mercy mechanic allows every scavenger to be downed and ‘recycled’ at least one time before being executed. Following this change, we made quite a few other tweaks to the balance and you’ll have the chance to find out more about it in the upcoming DG Insider and read all about it in the next patch notes.
While we’re still working to balance the feature, we want to be transparent on its development. With the first iteration of the mercy mechanic, we’ll be altering certain requirements, like the total amount of blood scavengers must deliver to trigger the winning conditions. It may create some imbalances, but we’re here to learn, and we’ll continue to improve on it.
We don’t want to hide; if anything, Deathgarden has taught us that boldness is strength. We want to build a game for you, with you. The battle is just beginning as we work on improving the game, building it together, and ensuring it lasts for a long time.
Sincerely,
The Deathgarden Dev Team
The Steam Summer Sale is on now!
Get Deathgarden: BLOODHARVEST with a 33% discount until July 9th:
There’s a fine line between courage and folly. Dash doesn’t walk that line—he runs it.
A product of his environment, Dash is a Scavenger who knows that speed keeps you out of the crosshairs. He grew up pushing his luck, breaking into the Garden at night and honing his skills in the dusty, blood-soaked desert of Minneapolis. He called it his training grounds but secretly, he knew what it was—a playground where he could dream of taking part in The Bloodharvest. But dreams are worthless in this world, and his parents would never allow him to compete. There was work to be done, and junk that needed scavenging for the settlement.
It was when the raiders came that fate intervened. With the settlement’s resources ransacked and winter approaching, a miracle was needed. Fueled by the fearlessness of youth, Dash turned his nightly Garden break and entries into a dangerous heist. Though he looted enough to save his settlement, his luck ran out, and on his last robbery a Hunter laid in wait. Was it bravery that caused Dash to run a distraction while his friend escaped or something more? As the Hunter approached, a grin flashed over Dash’s face. He knew the sentence for looting from the Enclave: Competition in the Bloodharvest.
“Freedom waits for no one. You have to run it down and take it.” –Darius “Dash” Shaw
Vambrace Power Speed Boost—Create a 3m area of effect that augments any Scavenger’s sprint speed for a few seconds.
Dash is a speed freak who can push himself and his teammates into overdrive. His primary power grants an immediate boost to speed, giving Scavengers a chance to escape before the Hunter closes in.
Unique Bonuses Vacuum Tubes—Increases blood capacity.
Looting the Deathgarden paid off. Using some of the high quality Nanoparticle Ink (NPI), Darius rigged his gear to increase its blood absorption. Cautious preparation or did he always know he’d end up here?
Disc Defrag—Increases regeneration speed of crates.
Dash knows a few seconds can be the difference between life and death. He’s tampered with the NPI system to reduce the regeneration time of empty crates.
Get ready to hit the ground running; Dash will be released to all players during Steam's Summer Sale.
- Fixed some infinite loading when an error occurs while joining a match
- Fixed rank title inside the scoreboard
HOTFIX 0.1.2.1: Fire in the Sky
Following the community feedback, we decided to increase the cooldown of 'Shock' from (5.5)s → (6)s.
Hotfix June 14th:
- Private Games is re enabled
- Play with Friends party split tentative fix
- Private games party split tentative fix
- 'Shock' cooldown increased from (5.5)s → (6)s
- Increased stability of the build