Re-added some Game Master voice lines when players are taking items.
Traps will now be activated once they're visually placed on the floor & you've heard the priming audio. The animation length has also been reverted to the original timing, fixing the audio de-sync, but the time for the Trap to activate is the same.
Female characters will now correctly rotate when standing still and looking around.
Adjusted the connection logic to our game servers to reduce the likelihood that players fail to get past the loading screen.
Further improved our backend metrics to help reduce the occurrences of games failing to start. Alongside this we've also made some adjustments to reduce the frequency of this occurring based on our previous metric additions.
Reduced the blood gained from your Infected partner being eliminated from 1,000 -> 800.
You can now use the 'Q' menu to mute players, and view the current map, whilst the Infected select their partner & Terrors.
[FIXED] After using the antidote, or lethal, the item is placed on a hidden 1 second cooldown.
[FIXED] Players can very rarely use the antidote, causing it to be removed from their inventory, and have the bleeding out player not be revived.
[FIXED] Traps don't damage the Infected in Terror form if they were the one to place them.
[FIXED] Occasionally items aren't removed from the inventory after using them (for example, the Camera being left at 0% charge)
[FIXED] Using a Tracker when owning 2 of them will cause both to disappear.
[FIXED] If a player trades an item for another item, then re-collects their original item later on, they will have more ammo than intended.
[FIXED] Downing a player whilst they're crouched will cause them to be 'downed' but standing up.
[FIXED] Infected players can incorrectly sometimes gain double the intended blood for their partner being eliminated.
[FIXED] If the Infected level up multiple times in one go they will only get 1 execution, instead of multiple.
[FIXED] The map on 'Q' is incorrect until you move to a new area after waking up.
[FIXED] Picking up Armour at night will play your character's voice line.
[FIXED] Taking an item from a crate at night will play your character's voice line.
[FIXED] Taking someone else's item from a crate will cause your character to play their voice line.
[FIXED] Tasks related to using Double Objectives, or collecting items from them, don't progress.
See you in-game! The Baseline Team
Patch Notes - 29.01.2021
Patch Notes
Reduced the delay between Camera flashes from 1.5s to 1s.
The Torch will now apply its first tick of damage & slowing effects when you activate it, rather than waiting for the next tick (0.25s). To counterbalance this, the initial slow & DPS applied have been reduced. Both of these values still get stronger the longer you have the Torch on for.
Removed the 15% damage reduction on Pistol bullets against Terrors.
Terrors will now take longer to speed up after being affected by Light items, providing more opportunities for players to slow them and then escape.
Increased the blood you gain on the final floor when downing an Innocent whilst in Terror Form from 150 to 200.
In order to provide more opportunities for the Infected to transform and wreak havoc at night, it now takes 3s to capture each tick of a Power Point (up from 2.5s). Furthermore, the amount of power you gain per tick has been adjusted to elongate the night period whilst there are a lot of players alive, and to speed it up significantly if there have been a lot of eliminations.
Increased the maximum number of Pistol bullets that you can carry to 45.
Made some adjustments to the connection process to the game in order to minimise the chance that players are unable to connect, causing the game to fail to start.
Fixed a bug that would cause players to occasionally reach a never-ending loading screen..
Improved the performance of the Lumberyard map.
All of the targets for the Target Practice objective have been adjusted to make it easier to hit all 3 without delay.
Updated the Pin Entry objective visuals in certain maps.
Added some extra objectives to the Forest to reduce the likelihood of receiving the same one back-to-back.
Added some new tasks for daily challenges, including completing the new objectives and collecting power from the power points.
Daily challenges will now auto-activate when they’re given out, provided you have slots available to do so.
Added a custom game option to allow Innocents to communicate at night.
Added a custom game option to disable perks.
Added a custom game option to disable selecting your infected partner and instead make it random.
Reset the ranked season. Due to the Perk Tree being added very recently, your points and perks won’t be reset until the end of the next season (scheduled for the 25th of February).
[FIXED] Occasionally the Forest map will turn dark after a player has been executed.
[FIXED] Players don’t always look like they’re facing the direction that they’re aiming in.
[FIXED] The Pistol doesn’t animate when you shoot, reload or draw it.
[FIXED] The on-hover Challenge information in the in-game ‘Q’ menu is hidden behind the minimap.
See you in-game! The Baseline Team
Game Mode Update: Objectives, Blood & Combat
Hello Test Subjects! We’ve been listening closely, and we’ve heard those of you asking for us to revert or re-introduce features from the old game mode, as well as hundreds of specific comments and suggestions on the new gameplay. Today we’re releasing our largest update since the game mode rework, based on your feedback.
This update includes an entirely new objectives system, rebalanced night-time combat and a rework to how blood works. Some of the new content will be familiar from the old game mode, and some is entirely new. As always, we’re keen to hear your feedback, so be sure to keep up to date with what we’re up to on our Roadmap, and join the discussion at our community Discord.
Objectives
One of our primary goals with Deceit over 2021 is to up the bar to the level of immersion and polish throughout the entire game experience. In order to achieve this we’ve reworked and expanded the core game loop to bring a variety of objectives that can be completed in order to obtain a variety of items.
Each time you awaken you’ll be given a waypoint to an objective on the map assigned only to you. Complete the objective, and a reward crate will open for you to loot items to help you defend yourself from the infected.
These initial objective types include a re-imagined version of the classic target practice & levers seen in previous versions of the game, and are the first of many we plan to add over the course of 2021. In our upcoming updates expect us to add unique objective types to each map that provide fun gameplay themed to suit each of the maps currently in the game.
Blood Gains
There are no longer any execution cooldowns, instead you gain one execution per level. This is closer to the original game mode, but retains the benefits of team blood and levels:
You gain blood by drinking blood bags or downing innocents when in terror form
Blood is shared between both of the infected
You level up from level 1 to 5 as you gain blood
Starting from level 2, each level gains you one execution shared between both Infected
Remember to watch out for whoever takes the antidote item from the ground floor double objective!
Night Time Combat
We’ve heard your feedback regarding the new combat at night feeling too static compared to the old fuses mechanic. To address this we’ve sped up the power points, allowed them to respawn and rebalanced their positions. We’ve also rebalanced terror speed and tankiness to improve the overall pacing of the combat experience.
Power points progress faster but provide less power.
Power points respawn 25 seconds after being completed.
Extra power points have been added to the lower floors.
Terrors are slower but tankier.
The escape door opens itself 10 seconds after all the power has been collected.
Community Update
As mentioned in last week’s update, tonight at 8pm GMT we’ll be running a Q&A livestream on our Twitch channel, where members of the community have the opportunity to join us on our livestream and ask us any topic regarding Deceit and our development roadmap.
In other news, this week we also ran a Twitter poll to decide which new custom game mode update should be added next. With a whopping 55.1% of the vote, the winning option is the ability for both Innocents & Infected to be able to talk at night. This is something we’ll be adding into the game in our next update. If you’d like to have your say and vote on future polls we’re running, be sure to follow us on Twitter to be notified.
Other Balancing Changes
You are now only assigned 4 Objectives per floor, down from 5.
Players will now spawn with 9 loaded bullets and 9 extra ones for their Pistol, instead of just 9 loaded in the gun.
Players can now only hold 36 extra bullets for their pistol, on top of what they already have loaded into their gun.
The Torch has been buffed, providing an extra 3 seconds of usage. Visually, it will now also have 50% battery instead of 20% per collection
The Vampire’s ability cooldown has been reduced to 25s.
The Double Objective is now always in the same position on each floor, and will now be highlighted to players if it is not taken towards the end of the day period.
Terrors can no longer execute Innocents that are downed at night.
Running with a knife no longer gives you an extra 10% movement speed boost.
Power Points are now briefly displayed to everyone for a few seconds when the lights turn out.
The Infected’s level 2 now requires 200 blood, up from 100.
Power Points are now disabled for 8 seconds when a Terror steps on them, instead of 3.
Miscellaneous & Bug Fixes
Disabling Power Points now awards the Infected with XP.
The transition from Night -> Day has been slightly sped up & now fades to black, instead of white.
Playing in a full 6 player lobby will no longer cause you to receive a dodge timer for leaving early.
To help us resolve the problem, we’ve improved our logging regarding why users can sometimes fail to connect to games.
Improved our cheat prevention measures.
A server crash has been fixed.
Voice lines have been re-introduced when picking up items.
The shotgun is correctly rotated when obtained from a reward crate.
Our in-game translations have been updated thanks to our Community Translators.
[FIXED] It’s possible to jump back into the first area of the Lumberyard.
[FIXED] Players who use Vents, or the Vampire’s ability, at the end of the night period will either be stuck on the previous floor, or invisible and unable to move on the next floor.
[FIXED] Infected players will occasionally see blood gains of +0.
[FIXED] You’re unable to select the ‘Lumberyard’ map in the custom game options.
[FIXED] Power Points won’t automatically start to progress if they become active whilst you’re standing on them.
See you in-game, The Baseline Team
Patch Notes - 2021.01.14
Hello Deceivers! As previously discussed, 2021 means regular content updates are coming to the game, and today we bring you one of the first instances of us delivering on this. This week we’re bringing multiple sought after features asked for by our community members, including the re-introduction of the Perks system, and new Custom Game Mode options for parties. We’re keen to hear your feedback, so make sure to hit us up on our community Discord and let us know what you think.
Custom Game Mode Options
For those of you who like to play in a full party of six players, we’ve added a number of game mode options for you to tweak the way games of Deceit play out. You and your friends can choose options to modify the game mode to fit your group’s style, and keep each game unique through different combinations of options. This week we’re releasing an initial small set of options with more to be added over the next few updates. These initial options added are:
Replacing the new global voting system with the classic shoot-to-vote system.
Stop players from turning into invulnerable ghost characters at night,
Modify the votes required to be based on the current floor, instead of players left.
Be sure to follow us on Twitter where we’ll be polling options to help us decide what to prioritize first!
Perks
Today sees the return of the Perks system that we temporarily disabled after our last major gameplay update in December. This season brings a brand new tree containing a mixture of classic perks we’ve known and loved for years, as well as some tweaks to perks that are no longer viable in the current game mode.
Of course, a new tree means two new emblems to go along with this tree: one for unlocking a perk at the bottom of the tree, and the other for unlocking every single perk available in this tree. Please note: This perk tree will be active until the end of the February ranked season, with perk points not resetting at the end of this season.
Forest Rework
Following on from the positive reception we had from the rework of the Asylum map released last month, today we bring you an updated version of the Forest map! This includes the addition of Real-time Global Illumination, and a visual quality pass over the entire map. In addition to this, some new paths and traversal methods have been added to help you navigate.
The Arctic, Mansion, and Lumberyard maps will also be receiving a similar lick of paint over the coming months.
Roadmap
This week we released our public roadmap, available on our shiny new Trello board. Here we’ll be keeping you up to date with what we’re currently working on, alongside our future plans for the game.
Coming 22nd January: Game Mode Update & Livestream
We’ve heard your feedback on the reworked game mode, and we’ve been working around the clock to act on it! Next week we are releasing new Objectives that give you items, as well as changes to the Blood, Combat, and Night time experiences based on community feedback.
Following the launch of next week’s major update, we’ll be running a Q&A livestream on our Twitch channel. As a part of this we give you, the players, the opportunity to join us on our livestream to discuss with us any topic regarding Deceit and our development roadmap.
The first of which will be next Friday at 8pm GMT. So be sure to give us a follow to be notified about when we go live.
Patch Notes
Using Alt+Tab whilst in Full Screen will now correctly minimise the game, instead of switching to Windowed mode.
Improved our backend connection logic with Steam, reducing instances of authentication failing, DLCs not being distributed quickly after purchasing or in-game Store transactions not working.
When downed you will now be put into a Third Person perspective until you respawn.
The camera for Third Person perspective (when spectating & downed) has been improved, reducing occurrences of it clipping through walls.
[FIXED] Terrors are able to transform back to human form mid-execution.
[FIXED] Traps can sometimes instantly eliminate terrors from the game.
[FIXED] The Yeti, Werewolf, Vampire & Demon Experiment skin use the Experiment’s audio effects instead of their own unique effects.
[FIXED] When spectating at night, players in ghost form are shown incorrectly.
[FIXED] When spectating, players are occasionally stuck with the downed ‘blur’ effect on.
[FIXED] The Tracker doesn’t reveal people at night.
[FIXED] Dead players are prompted to quick vote, despite not being able to.
[FIXED] Players that are bleeding out are able to vote, and also affect the number of players required for a vote to pass.
[FIXED] The Quick Vote interface can remain stuck on a player’s screen.
[FIXED] Waypoints are hidden when a Quick Vote is in progress.
[FIXED] The ‘Vote Available’ waypoint, and the text to start a vote, both remain once a vote has been started.
[FIXED] Players are sometimes unable to interact with the screen to select their Infected partner or select their Terror.
[FIXED] Players are able to jump out of the map in the second area for the Lumberyard.
[FIXED] A couple of crates in the Arctic are occasionally invisible, opening lines of sight and enabling hiding inside of them.
[FIXED] The time until respawn on a player’s nametag isn’t always correct.
[FIXED] The text on a channelled interaction can occasionally be blank.
[FIXED] Infected players can see their own nametag when selecting their Infected partner and Terror.
[FIXED] Innocent players can’t see other nametags during the initial period of the game.
See you in game,
The Baseline Team
Patch Notes - 08.01.2021
General
Innocents no longer automatically win if any Innocent escapes, you now need to escape yourself too.
Players who are eliminated after a vote are now electrocuted again.
A post-game survey will now occasionally display in the Game Summary screen in order to allow players to easily share their feedback.
The FPS in the Main Menu is now capped to 60 FPS.
A game setting for capping your FPS has been added, this requires V-Sync to be disabled.
Pressing 'V' to Vote is now a toggle, rather than hold. Once you're within the voting interface you now need to click on the option you want, instead of releasing 'V'.
In ranked, both Infected are now randomly selected instead of one Infected choosing their partner.
In ranked, leaving the game after being assigned a team will cause you to lose ELO.
The Double Objective items are now shown in the Objectives list at the top right.
The amount of Shotgun ammo given out has been reduced by 2.
The outlining for Fuse Box interactions has been made the same for both Innocent & Infected teams.
The number of Crate Objectives assigned per floor has been reduced from 7 to 5.
To help moderation, the server info at the top right is now larger & also shows during the initial screen.
The translations in-game have been updated thanks to our community translators.
[FIXED] Some UI text flashes on screen when leaving a game.
[FIXED] Some animations (placing a trap, being downed) aren't persisted when you transform into Terror Form.
[FIXED] Players can move during the waking up animation.
[FIXED] When spectating the timer at the top doesn't update.
[FIXED] Players with long names are able to hide what character they are in-game.
[FIXED] Players are able to have blank names.
See you in-game! The Baseline Team
Quick Voting & Balancing
Hi Everyone,
In this update we've introduced a new 'Quick vote' feature alongside various balancing adjustments. This is scheduled to be our last patch that we'll be making before Christmas. If you have feedback please post in our Discord.
Patch Notes
A new 'Quick Vote' system. Once a vote has been called on someone, players are able to hold 'v' and select one of four options: Vote player 1, vote player 2, abstain, or take everyone to the voting table to discuss further.
Players can no longer execute when transitioning to the Day Period
Increased the distance at which you can see the Terror's health bar & execution status
Increased the level 4 Terror execute cooldown to 40s
Slowed the Werewolf & Vampire Terrors down by 2.5%
Reduced the time required to collect a single tick of power in the final areas
Hold 'E' interactions will now attempt to start once you enter range if you already have 'E' pressed down
Made some changes to reduce the frequency of 'random' deaths
Happy Holidays,
The Baseline Team
Deceit in 2021
We have huge plans for Deceit this coming year, with lots of new content, and leading up to a launch on consoles. First, we'd like to thank everyone in the Deceit community who has given us feedback on the new Deceit game mode. We have been able to release 3 further game updates in just a week to address the most urgent feedback, and going into next year, we're committed to multiple updates each month going forward.
Today's upcoming game update introduces a new and improved voting system based on community feedback, along with some balancing changes.
To give you a taste of our schedule for 2021, we're planning to release:
New terror abilities
New items
New objectives
Main menu overhaul
Ranked system rework
Spider DLC
Overhauled challenges
Unlockable progression systems
Updated maps with more interactivity and improved lighting
All of this alongside our usual holiday events, fixes and optimisations!
We've heard your feedback about increasing the amount we communicate with the community, like we have done this past week. We are a small team, but in the new year, we'll be posting more information about our roadmap (though parts may be subject to change), and we'll be running some new community initiatives on Discord, Steam and on streaming platforms.
We look forward to playing with you over Christmas! Have a restful new year, and we look forward to sharing more in January!
Best wishes,
The Baseline Team
Antidote Item & Balancing
Hi everyone,
In this update we've re-introduced the Antidote alongside various bug fixes and balancing adjustments. At the beginning of next week we'll also be publishing a separate post about our future plans for 2021 here on Steam.
Patch Notes
The Antidote has made its revival! You can find this within the first area, inside of the Double Objective. As a result, the Shotgun has been moved into one of the crates in the first area.
A cap has been added to the number of items you can collect from crates. This is currently set to 7 crate items per floor.
A limit has been added to the number of votes that can be called, capping it to 3 per floor.
The Fuse Boxes on the top two floors now reduce the Day Period by 30s.
It now only takes 2 seconds to destroy a Fuse Box, down from 3 seconds.
The transitions into, and out of, voting have been further refined.
Everyone can now see when someone is channelling a vote on a downed player.
The lighting in the voting room has been darkened.
The visuals of the Blood Bag have been improved.
The pistol damage against Terrors has been reduced by 25%.
The requirement for the Infected to reach level 5 has been reduced by 250.
The blood given to the Infected when their partner is eliminated is now flat, instead of decreasing per floor.
The Terror execution cooldowns have been reduced to 90 seconds at level 3 and 30 seconds at level 4.
Terrors can no longer swipe downed players for blood. To compensate, Terrors now earn more blood from each down they achieve.
The Yeti now receives a flat 10% slow reduction whilst using its ability.
Power Points will now be disabled whenever a Terror enters the ring. After leaving the area, the Power Point will re-activate after a brief period of time.
The amount of power collected per-tick from the Power Points has been adjusted. As before, this is based on the remaining number of alive players. The time per tick has also been slightly reduced.
One blood bag has been removed from the first area.
The amount of blood gained per blood bag in the first two areas has been reduced by 15 and 30 respectively.
Players that leave the game mid-way through will now correctly receive a dodge penalty, temporarily preventing them from queueing up for another game.
XP gains have been slightly increased in order to account for the longer game length. We’ll continue to keep an eye on this over time.
[FIXED] Players can be downed whilst within the voting room.
[FIXED] You can start two votes at the same time.
[FIXED] The game server can occasionally crash.
[FIXED] A Power Point on the middle stage of the Lumberyard is half way through a fence.
[FIXED] An item spawn is unreachable in the first stage of the Forest.
[FIXED] Players can queue up a transform whilst already transforming into Terror form. This resulted in you being instantly downed and teleported away.
See you in-game, The Baseline Team
Balancing Hotfix
Hi everyone,
Today we've released a balancing hotfix for the new game mode. We have also been looking carefully at all of the community's concerns with the new game mode, and will be releasing a significant update tomorrow based on your feedback.
Patch Notes
Camera Adjustments
Added an extra 2 to be found within crates on each floor.
Removed the Camera charge up and replaced it with a 1.5s delay between shots.
Increased the maximum slow & damage. Both of these, like before, scale with distance.
Torch Adjustments
Increased the maximum DPS and slow. Both of these, like before, scale based on how long you've had the Torch activated for.
Reduced the time to drain 20% of battery from 7s down to 5s.
Players are no longer revealed to the Infected at night unless they're collecting power from a Power Point.
When 4 players are remaining, you only need 2 votes to successfully eliminate a player. Previously you would require 3 people to agree.
The Tracker now only lasts 30 seconds, instead of 40s.
The Experiment, Werewolf and Vampire have all had their speed reduced by 5%.
The waypoint for the double objective now fades out after stepping on the pad, instead of instantly disappearing.
The transitions into, and out of, voting and to the next floor are all slightly faster.
The ranked season has been reset, the next reset will happen on the 28th of January.
Fixed a server crash.
See you in-game, The Baseline Team
Game Mode Rework
Hi everyone,
In 2020 we set out to improve and expand Deceit, and we’re now on track to release multiple huge updates over the course of next year. Today we’re excited to be releasing the biggest update in Deceit’s history so far!
For the last few months we've been working on refinements to the Deceit game mode. This has included community beta tests of three different game modes to help inform the best way forward. These changes have focussed primarily on accessibility and supporting our ongoing plans for new items and other content.
We have huge plans for 2021, with new items, terrors, abilities and maps. In order to add all of this new content we needed to make sure that the game can support it, without too steep of a learning curve, and without balancing issues. Today’s update doesn’t yet bring all of that new content, but it does a lot to refine what was already there.
After this big shift to the core experience, we are now in a position to release far more regular game updates. We'll be keeping a close eye on feedback, and we’re hugely excited for the coming months; there’s a lot more to come! For those of you wishing to discuss the game mode amongst each other & with the developers, please join our Discord.
Please read the patch notes if you want to know more details, or jump in-game to try it out now. This game mode will be replacing the existing one in all queue types. PS, we’ll leave the Christmas lights up ‘till January.
Patch Notes
Intro Period
You now begin your journey standing around a table in a dark room.
One player is selected as Infected and is then given a brief period of time to select an Infected partner.
Once this is done both infected players can choose their Terror type.
Whilst this is happening, everyone is able to talk amongst each other.
Day Period
At the start of each area you’ll spawn scattered around the map.
After a brief period, players are assigned a crate. The first crate assigned is always close to you, subsequent ones will try to be selected across the map from you.
These crates provide items from that area’s available item spawn table. Currently you can collect Cameras, Torches and Traps in every area. The Tracker is available only in the first two areas, the Shotgun in the last two and the Inspection Kit on the final floor.
Some items are only available in limited quantities. Once all of those items have been taken, the crate will default to giving out Torches.
There is still the two-player objective in each area containing a powerful item, separate to the above spawn table.
Players can complete as many objectives as they'd like each day period.
Fuse Boxes, now repurposed, can be smashed to reduce the length of the day period. Doing this can be advantageous for either team depending on the situation.
Sprinting, shooting or jumping will highlight your position during this period to the Infected.
During this period everyone is able to talk amongst each other.
Night Period
Upon the night period starting, everyone is transformed into a shadowy ghost figure.
The Infected are able to transform into a Terror at any point during this period.
The Innocents need to collect power from the power points around the map.
Collecting power (along with sprinting, shooting and jumping) will reveal your location to the Infected.
Once you’ve reached 100% power, the game will automatically progress to the next area. In the final area reaching 100% power will reveal the Escape Door.
Only the Infected are able to talk during this period. Once the Escape Door is open on the final floor, everyone can talk again.
Voting Players Out
After downing a player during the Day Period you can opt to initiate a vote against that player.
Initiating a vote will pause the Day Period, taking everyone back to the original table to start the voting process.
Each player has a screen in front of them where they can cast their vote on who they want to be eliminated, or they can skip if they are undecided.
The vote initiator automatically votes against their target, whilst the target automatically skips.
The amount of votes required is based on the number of players in the game, and if that number is satisfied then the receiving player will be eliminated.
Combat
Humans can not damage other humans at night, only Terrors.
The Camera, Torch & Traps now all also deal damage to Terrors as well as slowing them.
Traps can now set other traps off, causing a chain reaction.
Terrors respawn on the spot if downed, so make sure to run away if they're attacking you.
If a Terror opts to transform out, they will be downed & respawned elsewhere.
Players can no longer revive each other.
Players no longer lose items or blood when they are downed.
Terrors can no longer have their executions cancelled.
Terrors are no longer stopped from executing, transforming out or using vents when affected by Light items.
Infected
Infected now have levels, starting at 1 and going to 5. You level up by collecting blood points.
All blood & levels are shared between both Infected.
There are several ways to gain blood offering varying amounts of points:
Drinking blood bags (worth more each area)
Swiping down players at night
Mauling downed players reduces their respawn time & gives blood (scaling with level)
Executing a player
Your teammate being eliminated
Every second after the escape door is revealed
Infected will now only get outline visibility to the Innocent if they’re making noise (sprinting, jumping, shooting and in power points).
All of the Terrors have had their health increased.
The Yeti has been made slightly faster by default and had its ability adjusted. The ability no longer self-slows or provides damage immunity but will still cleanse any existing slows & stop new slows from being applied for 2 seconds.
The Vampire & Werewolf have had their speed slightly reduced.
Maps
All the maps have been adjusted to account for the new mechanics above.
The Asylum lighting has been reworked
Real-time global illumination
Implemented analytical area lights
Art pass on most rooms to improve visual quality
The Asylum middle floor cells mezzanine stairs removed
The Asylum top-floor has a new route that encircles the floor
Win Condition
You now win and lose as a team, even if you died during the game. As long as one Innocent escapes the Innocent win, otherwise the Infected win.
If you leave before a winner has been determined, that game will count as a loss for you, even if your team goes on to win.
General Adjustments
There is now a set of in-game Tutorial screens that can be viewed in the Main Menu. Players will be required to view these at least once before being able to queue up for a game.
You can now see which character each player is playing as in the loading screen.
We've added channeled interactions to the game. This is used for starting votes against players and destroying Fuse Boxes & Traps.
State is now shown on player nametags (e.g. Interacting, Reviving, Inspecting).
Players can no longer be antidoted (and as such the item has been removed), an execution that successfully goes through means a player is eliminated from the game.
You can now sprint & switch weapons at the same time.
If you have a full inventory, the game will try to replace your currently equipped item when picking up a new one. If you're holding a Pistol or Knife, it'll replace your last item.
The camera now charges up over a second after you use it, flashing once the charging has finished.
As the night period no longer has a timer it is possible to hit a timeout, if you hit it then the Infected will automatically win.
The rep counter now supports numbers higher than 100,000 on the main menu.
Perks have temporarily been disabled due to balancing concerns. We’ll be addressing this in a future update.
[FIXED] - The Main Menu will occasionally overlap with the Loading Screen when entering a game.
[FIXED] - The Main Menu UI sometimes isn’t visible upon first load.