1. Deathground
  2. News

Deathground News

Deathground is Launching TOMORROW?! - Lead up to launch Mini-showcase #5

[h2]What a journey this has been, Operatives. And really, this is only just the beginning.[/h2][p]
Before we launch, here's a quick FAQ hosted by Jaw Drop Games Artist & Designer, Joseph, who's coming to you (not so) live from the bunker in the heart of the Deathground - so you know what to expect![/p][p][/p][previewyoutube][/previewyoutube][p] Oh dear, well fingers crossed that Joseph doesn't get eaten by raptors before he can get back to work on Deathground's upcoming early access updates. On that note, does anyone have a spare Pteranodon-proof helicopter we can use to go and fetch him?[/p][p][/p][p][/p][p][/p][p]In case you missed our previous updates (Which would be fairly difficult, considering there have been 4 of these mini showcases!), the game will be launching into Early Access on the 7th of October, at an initial price of $14.99 / €14.79 / £11.99.

We also mentioned that there will be a discount for the first two weeks.[/p][p][/p]
[p]Deathground will be launching tomorrow (7th October, 2025) at the following times:[/p]
[p]10am PDT[/p]
[p]1pm EDT[/p]
[p]6pm BST[/p]
[p]7pm CET[/p]
[p]With these final prices: (+ an initial launch discount)[/p]
[p]$14.99[/p]
[p]€14.79[/p]
[p]£11.99[/p]
[p][/p][h3]Help us progress the game further![/h3][p]Steam reviews will be a major way that we can address and improve any issues, and essentially, progress the game further. We need to put our best foot forward to get to work on these. [/p][p]we aim to expand our one-person departments, as required, to give these areas of the game far more support and attention in the near future.[/p][p]If you’re enjoying the game, please try and leave a fair review tomorrow or as soon as you can! You can pass us additional feedback through Steam discussions, Discord or elsewhere, and we’re committed to taking it on board to improve the game.[/p][h3]
A reminder as to what's next![/h3][p]Early impressions are so incredibly important. Hopefully, you have good context on what's to come, what we want to fix, and what we're trying hard to improve.[/p][p][/p][p]In case you missed it, here’s a quick reminder of our Early Access roadmap:[/p][p][/p][p][/p][h3] [/h3][h3]Until next time…[/h3][p][/p][p]Cheers for checking in!

This update may feel a little final, but we're only just getting started and we’ll see you tomorrow for the official launch of Deathground on the 7th of October! [/p][p][/p][p]As always, here's your reminder of where else you can find us: Join us and the rest of the community over on Discord. Watch more behind-the-scenes on TikTok, Instagram and YouTube. Follow us on Facebook, X/Twitter, Threads and Bsky. See you there![/p][p][/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

From Sketch to Scare! - Lead up to launch Mini-showcase #4

[p][/p][p][/p][p]Making a real dinosaur from scratch isn’t exactly an easy task, but making a digital one - okay, well that’s perhaps a slightly easier task, but it’s still no walk in the T. rex paddock! [/p][p]So how do you go from idea to concept to creature chasing you down and biting your head off?[/p][p][/p][h2]How it’s made - Deathground Dino edition![/h2][p][/p][p][/p][p][/p][h3]The answer is: ‘With the help of some incredibly talented illustrators, artists, animators and programmers.’[/h3][p][/p][p]The following post barely scratches the surface. We won't be showing off every single piece of concept art or all the work-in-progress screenshots, because if we did, this post would be significantly longer.[/p][p][/p][p]Instead, we’re just going to include a handful of the work done by Bobby Rebholz (Concept Artist), Damien Guimoneau (Creature Artist) and others who had a hand at creating the dinosaur assets.[/p][h3]
Step 1: Concept artwork[/h3][p][/p][p]The first step to making anything is to have some idea of the thing you’re making. [/p][p][/p][p]This starts with collecting reference images and long discussions with your creative director about exactly how they picture the thing looking in their head. In the case of Deathground, a lot of that early discussion focused on scales, feathers, and scary toothsome grins.[/p][p][/p][p]Next is getting that down on paper, which in this case was done by Bobby Rebholz, who created the concept art for what would become Deathground's final Raptor designs.[/p][p][/p][p][/p][p][/p][p]The first stage of that concept artwork is the head of the dinosaur. Here, we’re trying to get a picture of the personality, and in the case of Deathground, that was about creating something which Bobby called “Dark and sinister” that would put the player on edge.[/p][p][/p][p]Many of these concepts include scars, and while the standard Utahraptor doesn’t feature these same scars in-game, we’ve got plans for a secretive Raptor variant you’ll face off against in later missions![/p][p][/p][p][/p][p]
What’s a head without a body, which coincidentally is the next step!
[/p][p]You can see our artists are considering the silhouette and scale of the creature, after doing a not-insignificant amount of research into the bone and muscle structure of each specific dinosaur.[/p][p]It's here where we quickly tackle the topic of scientific accuracy. It's important to recognise that much of this concept artwork was done during the relatively early days of Deathground, and since then, many leaps have been made in how we view these beautiful, if not terrifying, creatures through the lens of reconstructions.[/p][p][/p][p]The goal was to create something different, but familiar - accurate to some degree, but not tied down. Very much our version of each dinosaur![/p][p][/p][p][/p][p][/p][p]Getting slightly ahead - we’re also considering colour at this stage. In the above image, you can see some of the avian influence mentioned previously coming through in the form of feather patterns and shape, with multiple birds being used as reference for specific details.[/p][p]We’ve been asked why our dinosaurs share a colour palette; are they genetic clones? Brothers and sisters of a single-parent genome? Well, we actually covered this in a short behind-the-scenes video a while back. If you missed that, you can find it here, and you’ll learn more about this through various collectable items and environmental details as the story of Deathground progresses through early access.[/p][p][/p][p][/p][p]Once each design has been approved, equivalent reference artwork is created for 3D artists to follow!
[/p][p]You can see in the above image that feathered and featherless concepts were produced as reference. This was for two reasons: the first being that the underlying geometry needed to be available for reference before feathers could go on top, and the second is that we’ve long wanted to include both feathered and featherless versions of our dinosaurs in Deathground. (Something which we talked about earlier this week!)[/p][p]
[/p][h3]Step 2: 3D Character sculpting[/h3][p][/p][p]These concepts were then taken into the third dimension by Creature Artist Damien Guimoneau (Prehistoric Planet, Alien: Covenant).[/p][p][/p][p]The first step here is creating the underlying 'blockout' character model based on the orthographic perspective concept artwork. This must remain as accurate to the concept art as possible, as this concept artwork will also be used during the texturing stage, and the initial 'A-pose' will be used for rigging later. [/p][p][/p][p]Using digital sculpting tools, the Damien artist begins fleshing out the broad anatomical elements with core details, such as large muscle groups and skeletal landmarks, added to give the creature its familiar silhouette.[/p][p]Once the major anatomy feels correct, the workflow shifts to mid-level detail: tendons along the neck, folds of skin under the arms, or the way muscles bunch beneath the surface.[/p][p][/p][p][/p][p]Once the main form is locked in, next comes the fine detailing pass, carving in scales, adding wrinkles based on real-world reference images - or rather, as close as you can get to real living dinosaurs, but using birds, crocodiles, and other avian or lizard reference images collected during the concept art stage.[/p][p][/p][p]And that's before feathers are added![/p][p][/p][p]While it would be incredible to keep this sculpt at its peak resolution, the model must then be retopologised and UV unwrapped with the details ‘baked down’ into textures. This reduces the overall polygon count, allows for future texturing efforts, and makes the model significantly more performant - meaning that the game will run far better than if the original one-hundred-bajillion-polygon model were used![/p][p][/p][p][/p][h3]Step 3: Texturing and feathers[/h3][p][/p][p]Once the baking process is complete, the art team gets busy creating the textures for each dinosaur, as well as adding feathers to the model to complete the feathered look.[/p][p]This process was incredibly involved, carefully following the initial concept artwork and colouring - with numerous revisions and team discussions on feather size, colour, and distribution, as well as eye colour and iris shape, until each dinosaur was looking just right.[/p][p][/p][p]Deathground’s dinosaurs were also set up so that we could potentially swap alternate colour palettes in at a later date. If there are any colours you’d like to see in future, let us know in the comments below![/p][p][/p][p]So that’s it, you’ve got a dinosaur and it’s ready to start chasing players, right? Wrong![/p][p][/p][p][/p][h3]Step 4 / 5 / 6 / 7 : Rigging, Animation, Technical Animation, AI setup and- [/h3][p][/p][p]This post covers specifically the process of creating a dinosaur, from concept to artwork - but there’s so much more that has to happen after you’ve done that, including everything in the title for this section.[/p][p]If we included all that here, this post would be about 3 times longer - and we’ve already written enough text to fill a book on the subject over the course of development! [/p][p][/p][p]Each one of Deathgrounds' core dinosaurs has gone through this process and creating custom assets has been essential to capturing their unique personalities and making them feel like living, breathing dinosaurs.
[/p][p]We can't wait for them to chase you all down when Deathground launches, and we hope you've enjoyed this look into the process behind the scenes![/p][p] [/p][p][/p][p][/p][h2]Would you like to hear even more details we didn't have time to cover here? [/h2][h2]Let us know in the comments below! [/h2][p][/p][p][/p][p][/p][h3]Until next time… [/h3][p]Cheers for checking in! We’ll see you tomorrow for another mini development feature leading up to the launch of Deathground on the 7th of October! [/p][p]As always, here's your reminder of where else you can find us: Join us and the rest of the community over on Discord. Watch more behind-the-scenes on TikTok, Instagram and YouTube. Follow us on Facebook, X/Twitter, Threads and Bsky. See you there![/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

300,000 wishlists!

[p]WOW! We are thrilled to announce that Deathground has surpassed 300,000 wishlists on Steam! This is a huge milestone for our team, and we could not have done it without your support.[/p][p][/p][p][/p][p][/p][p]As many of you know, Deathground is an independent game made by a small team here at Jaw Drop Games. It's a passion project for everyone here, and it's been a rocky journey with lots of unexpected hurdles along the way - but we're so glad you're all along for the ride.[/p][p][/p][p]We're getting closer to launch day on the 7th of October, and your enthusiasm keeps us pushing harder.[/p][p][/p][h3]If you haven't already, wishlist Deathground on Steam to help us hit even more milestones and to be notified right away when the game launches![/h3][p][/p][p][/p][p][/p][p]As always, here's your reminder of where else you can find us: Join us and the rest of the community over on Discord. Watch more behind-the-scenes on TikTok, Instagram and YouTube. Follow us on Facebook, X/Twitter, Threads and Bsky. See you there![/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p]

Development Team Q&A - Lead up to launch Mini-showcase #3

[p]We’re asked plenty of questions about Deathground every day, often serious and important ones like: “When game?” - “What price game?” - “Roadmap for game?” - and of course “Can I pet the Compy?” [/p][p][/p][h2]The answers to those critical questions are:[/h2][p][/p][h3]Deathground is launching on the 7th of October (Finally!)[/h3][h3][/h3][h3]The launch price will be $14.99 / €14.79 / £11.99
(With a launch discount for two weeks!)[/h3][h3][/h3][h3]Here's the first teaser roadmap - which we also showed off earlier this week![/h3][p][/p][p]FULL SIZED VERSION HERE
[/p][h3]And finally, no - or, yes, maybe? I guess you’d better buy the game when it launches to find out![/h3][p]
[/p][p][/p][p]With the big questions answered, we wanted to try something a little different. Instead of just talking patch notes and features (which you’re getting plenty of this week, with this being the third in our lead-up-to-launch showcases), we’re here to give you a peek behind the dinosaurs at the team working on the game. [/p][p]We’ve rounded up some fun, informal, and hopefully telling questions for the dev-team - we’re going to talk development, we’re going to talk dinosaurs, and most of all, we’re going to talk develop-ers![/p][p][/p][p][/p][p][/p][p]Credit to Beate for illustrating these fantastic developer portraits![/p][p]Now you've met the dinosaur food - or, uh, developers who will be answering these questions, let's jump straight in![/p][p][/p][p][/p][p][/p][h2]If you had to choose: sneak past the dinosaurs or go loud and run for it - what’s your play-style, and why?[/h2][p][/p][p][/p][p][/p][p][/p][p][/p][h2]What’s the scariest dinosaur encounter you personally have had while testing the game?
[/h2][p] Interviewer's note: Joseph and Stroudie liked to keep things secret from the team whenever they could, which resulted in the team being startled by a new raptor behaviour, or jumpscare, more than once! [/p][p][/p][p][/p][p][/p][p][/p][h2]Which Deathground character do you most relate to and why?[/h2][p][/p][h2][/h2][p][/p][h2]What's your favourite dinosaur not (yet👀) included in Deathground?
[/h2][p][/p][p][/p][p][/p][p][/p][h2]What’s the one gameplay mechanic or element you always have fun interacting with?[/h2][p][/p][p][/p][p][/p][p][/p][h2]Out of all the maps and missions, which one do you enjoy the most, and what makes it stand out for you?
[/h2][p][/p][p][/p][p][/p][h2]What’s one small detail most players might not notice at first, but that you’re really proud of?[/h2][p][/p][p][/p][p] Interviewer's note: Sarah provided multiple voices for Deathground, as both the Medic and the voice of the AEON intercom in multiple maps.[/p][p][/p][p][/p][p][/p][h2]If you could give players one ‘pro-tip’ for when they first venture into the Deathground, what would it be?[/h2][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Do you have any other questions for the development team? Let us know in the comments below! [/h2][p][/p][p][/p][p][/p][h3]Until next time… [/h3][p]Cheers for checking in! We’ll see you tomorrow for another mini development feature leading up to the launch of Deathground on the 7th of October! [/p][p]As always, here's your reminder of where else you can find us: Join us and the rest of the community over on Discord. Watch more behind-the-scenes on TikTok, Instagram and YouTube. Follow us on Facebook, X/Twitter, Threads and Bsky. See you there![/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p]

The story of [REDACTED] - Lead up to launch Mini-showcase #2

[p]People often ask us, “Hey, what’s the story behind Deathground? Who do we play as, when and where are we, and what are our goals?’’ and we always tell them the same thing;
[/p][h2]\[REDACTED], \[REDACTED] and of course, \[REDACTED].
[/h2][p][/p][p]
And that’s for good reason - you’ve likely seen the ‘AEON technologies group’ logo around the place, and they’re very secretive about what exactly went on in the complex and why it all went wrong.
[/p][p]Well, we’re here today to reveal a few of those secrets, leaking classified information from the D.A.R.T. team, which will give you a better understanding of the setting and story of the Deathground.
[/p][h3]Let’s tackle the Who, What, and Why
[/h3][p]In Deathground, you and your friends take on the role of a member of ‘D.A.R.T. ’ (the ‘Deathground - Asset - Retrieval - Taskforce’), a specialist group of operatives composed of The Scout, The Engineer, The Survivalist, The Medic, The Hunter, and The Observer - each one closely connected to AEON in some way.
[/p][p][/p][p][/p][p]After some sort of catastrophic systems failure, the AEON facility became overrun with prehistoric creatures, leaving no survivors. You’ve been sent into the complex, which has now become known as ‘The Deathground’, to recover valuable research, samples and data left behind by the long-dead scientists and workers. [/p][p][/p][p][/p][p]But things aren’t always as they seem, and AEON haven't told you the complete story - so questions remain:[/p]
  1. [p]What were AEON really working on, and why were they so desperate to keep it secret? [/p]
  2. [p]What are the true motives behind the D.A.R.T. recovery operation? [/p]
  3. [p]Why can’t you remember what happened - did someone want you to forget?[/p]
  4. [p]And where the \[‎ REDACTED‎ ] even is this complex located??[/p]
[p]You’ll have to explore the Deathground and figure all that out for yourself.
[/p][p][/p][h3]The un-redacted information is there; you just need to search for it!
[/h3][p]Many of the scientists, researchers and workers of the AEON complex didn’t have time to carefully redact or shred their documents while being eaten alive by raptors - And so one of the ways you can start your (off-mission and unapproved) investigation is by collecting those documents and items.
[/p][p]You’ll find items of interest hidden throughout each facility, and once picked up, those items will be added to your collection menu for examination in between missions.
[/p][p][/p][p]Some are classified reports, others are surveillance transcripts or even e-mails written by staff. Each collectable you find gives you additional information, background and insight into the relationships between each member of facility staff, which you can use to piece together the answers to each of the above questions, and more.
[/p][p]There will be plenty of collectable items for you to find throughout each location, with more added in future missions and sub-missions as the game continues to expand.[/p][p][/p][p][/p][h2]Colonel Wells wants the mission completed, so get to it!
[/h2][p]Restarting the powerplant, spraying the greenhouse and securing the specimen are the first three ‘primary missions’ you’ll tackle in Deathground - with the mission brief for each delivered by Colonel K. Wells.
[/p][previewyoutube][/previewyoutube][p]
Voiced by Will de Renzy-Martin, the Colonel is the first of Deathground's cast of surrounding characters set to appear as the story unfolds during Early Access development.

Once a high-ranking officer, Wells was dishonorably discharged due to \[REDACTED] and later became head of security operations for AEON technologies group. A patriot and soldier first, he has very little tolerance for those who fail to follow orders - Wells has inserted himself as leader of recovery operations in an attempt to find and punish those responsible for the inciting incident. [/p][h2]Subtitles and localization options
[/h2][p]Deathground will feature voice subtitle support at launch. This will be enabled by default, but can be toggled off to remove subtitles in the ‘audio options’ menu.
[/p][p][/p][p]Whether you’re exploring the lore through collectibles, following critical mission dialogue, or listening for the faint sound of danger in the dark, our goal is for players all across the globe to experience the tension and terror of the Deathground without barriers.
[/p][p](Well, except for all the redacted parts, those will stay redacted for everyone!)
[/p][p]While Deathground won’t have full localisation at launch, we’re aiming to include localisation support across multiple languages and cultures over the course of development, with full support for selected languages planned for 1.0 release.
[/p][p]Our plan includes:[/p]
  • [p]Region selection for hosting / joining games[/p]
  • [p]Localised menus and user interface[/p]
  • [p]Full subtitle translation for all supported languages.[/p]
  • [p]Full collectable document description translation for all supported languages.[/p]
[p][/p][h2]What lore do you want more info on? Do you have a specific language you want localisation for? Let us know in the comments below! [/h2][p][/p][p][/p][p][/p][h3]Until next time…
[/h3][p]Cheers for checking in! We’ll see you tomorrow for another mini development feature leading up to the launch of Deathground on the 7th of October!
[/p][p]As always, here's your reminder of where else you can find us: Join us and the rest of the community over on Discord. Watch more behind-the-scenes on TikTok, Instagram and YouTube. Follow us on Facebook, X/Twitter, Threads and Bsky. See you there![/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p]