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Deathground News

April 2024 - Compy Commotion

Hello all, we hope you’re doing well and having a fantastic year so far! As always, thank you for your continued support and activity.

[h2]Red alert![/h2]

Ringing alarms and red lights are a constant reminder of the danger of the Deathground, but what lurks within their glow? We've just released this teaser clip if you haven’t already seen it. Check it on socials or enjoy it below:
[previewyoutube][/previewyoutube]
[h2]Production updates[/h2]

We’ve seen a lot of questions and comments on the game here that we’d like to address and hopefully bring you more up to speed on the recent developments of Deathground.

Previously, we’ve alluded to external and difficult challenges that have impacted our team, project and studio as a whole over the last year and more. Whilst the original timeline was extended to accommodate the increased game scope and team size with publisher support, these challenges have affected the timeline further as well as our communication and transparency. Whilst this included COVID-19 (as many studios experienced), changing team members and the war in Ukraine with valued team members’ lives being greatly disrupted, the largest factor was that we unfortunately parted ways with our publisher a while ago and this means the funding, marketing and support we once had is no longer available.

As you may imagine, there’s a lot of intricacies and behind-the-scenes business to conduct and conclude when a publishing partnership comes to an end and determining the path forward with development. Additionally, there's only so much we can detail here.

[h3]It’s not all doom and gloom[/h3]

Due to the state of the games industry, development stories like ours are not uncommon today and we aren’t the only ones affected by significant layoffs, cancelled projects and global events. Many other studios would have (and indeed have) cancelled projects or even shut their doors when faced with similar circumstances and challenges. We have, however, done everything possible to support the core team and project and continue full development of Deathground.

Whilst we've downsized a bit and thus we’re a smaller team size again, we hope our commitment to the game is evident in all of the fun gameplay and cinematic content you’ve seen over the last year, including the trailer, all marketing updates and social content produced in-house. We’ve put the bulk of resources into developing the game itself as we must emphasise this as a priority, but we always want to be as transparent and engaging as we can on the marketing side too.

Despite these obstacles, we want to again highlight our commitment to the project and our team continues to work diligently towards the end goal of delivering an exciting and dread-filled dino-experience that captivates our community, namely you!


We’d like to ease any concerns with a dinosaur-based analogy: when the Kickstarter was launched, the team was much smaller, like a Compsongathus, little and scrappy. Even though there was much to build and learn, we were still capable even with our smaller scale, and we believe our early demo speaks to that.

With publisher support, we were able to expand the team and scope and we quickly became a Tyrannosaurus Rex with formidable size and strength (plus the little arms, don’t forget the little arms). We were able to make big moves, and an immense amount of work, from gameplay and AI systems to art and animations were built during this time. This was, however, at the cost of being slower, with less room to manoeuvre, and not being able to share as much as we would have liked.

Now, we’re a smaller team again, it’s also to our advantage and we have the chance to become more like the Raptor, where we can be highly agile and nimble but still with strong claws and predatory skills. Essentially we can work faster and with creative and marketing freedom at this scale but with the added benefit of development progress and experience from before.

[h2]In all shapes and sizes!
[/h2]

We’ve shown many work-in-progress images of the dinosaurs you can expect to encounter while surviving the Deathground, but we’d like to show you some more updated versions.

Utah Raptors, often referred to as just "Raptors," are experienced predators that will hunt and stalk you throughout the Deathground. While they may lack the experience and size of their adult counterparts, Juvenile Utah Raptors are still a threat to fear.

Compsognathus, often referred to as "Compy," are much smaller and slightly skittish. They usually occupy crawl spaces such as vents, making them a threat when hiding within these small spaces.

Allosaurus, often referred to as 'Allo,' are formidable carnivore predators. Their size, brute strength, powerful jaws, and predatory nature make them imposing figures.

The Tyrannosaurus-Rex, often referred to as 'T.Rex,' is the true king of the jungle and the largest dinosaur players can encounter in Deathground.

We’re still making many adjustments to get these dinos ready for their debut, and so, as always, we'd love to hear your thoughts in the comments below! We're also looking at the feasibility of including a toggle option for feathers as we know there's a split of opinions, but there will be more news on this in future updates.

[h2]Prototype access update[/h2]
If you’re a backer and you missed the recent Kickstarter updates, we opened up access to our demo build and sent out keys so this is a quick reminder to please read the updates and check your messages to redeem your key.


[h2]Thanks for reading. More updates are on the way![/h2]

Ultimately, if you’re still here reading this update, you should know that it’s the support and passion from all of our community that has kept us going during these times.

We’re fully aware of the anticipation surrounding the game, the announcement of release dates, and more. We’re working as hard as we possibly can to realise our vision and deliver you further updates and of course, in time the game itself.



https://store.steampowered.com/app/1200770/Deathground/

December 2023 Update - Santa Claws is coming to town!

Hi All, we hope you’re all doing well! As always, thanks for your continued support, great comments, and enthusiasm here and across social media.

As a special gift to our amazing backers, we've just dropped an exclusive update that dives deep into the latest developments of Deathground and we're also ending the year in style with an unreleased early prototype build to wet the appetite for what is to come in the New Year.

Head over to your Kickstarter inbox to unwrap this holiday treat and let us know what you think! (Your feedback is the best gift you can give us!)



The year has been full of challenges, but your support has been the shining star. We're grateful for each and every one of you who has joined us so from everyone here at Jaw Drop Games, we wish you all a fantastic holiday season filled with joy and gaming cheer!



https://store.steampowered.com/app/1200770/Deathground/

October 2023 Update - Raptor Recon

Hi all, we hope you’re all doing well! As always, thanks for your continued support, great comments and enthusiasm here and across socials. We’ve been hard at work on Deathground amidst the major hurdles and realize it’s been a little while since the last update so let’s get to it!

Firstly a major thanks to everyone who's already watched, shared and liked the recent trailer [Which you can watch HERE if you somehow missed it!] and for all of your amazing comments, We’re overwhelmed by your support and excitement for the game!


[previewyoutube][/previewyoutube]

In case you missed it, we also recently updated our website [Which you can find HERE] and Steam page with new screenshots and content [Which you can find HERE] so be sure to check them out if you haven’t already!

[h2]Can you Scents these AI upgrades?[/h2]
[h3]Get the joke, like ‘Sense’ but spelt….oh, forget it, you know what I mean…[/h3]

You may already know and expect that the dinosaurs of Deathground can see you, and probably even that they can hear you, but did you also know they can actually smell you too?

On the AI side, we’ve been refining what we’re calling ‘Olfactive sense’, which is the dinosaurs ability to locate the origin of scents and follow scent trails left by players or caused by specific items like the Pheromone Grenade.

Recently our designers have been adding all sorts of smells to environments and to items, most notably in the ‘Egg Hunt’ mission where players must find and collect (Steal) a raptor egg from its nest.

[previewyoutube]][/previewyoutube]

And it’s not just the scent of players or stolen eggs either, dinosaurs can smell lots of different things! We’ve been balancing the functionality, working on the dinosaur’s reaction, as they will react differently depending on the strength and origin of that smell, which you’ll be able to use to your advantage to either attract or distract the dinosaurs. Guess what reaction the Raptor has to this?!



[h2]Animated Insights[/h2]
[h3]We like to move it, move it, the it being dinosaurs![/h3]

As you can see we’ve been putting a lot of time into the animation side of our raptors again…



But on a serious note, one of the points raised when we released our gameplay teaser trailer was that certain parts of the raptor’s movement or some of the animation weren’t looking right.

And it’s true, we wanted to let you know, we hear you and we see it too! These systems are still a work in progress which means there’s constant and heavy duty Technical Animation improvements to make each day.

There’s a lot of AI and Tech that goes into making these clever girls, but ultimately you really need to be able to read and distinguish their movements so you can correctly act upon them.

[previewyoutube][/previewyoutube]

And it’s not just basic movement through the environment, as mentioned we’ve been animating far more reaction and general animations to help players identify what the raptor is thinking, doing and about to do next.





[h2]Lights are getting real low…[/h2]
[h3]You thought the facility was dark before… [/h3]

A of the many new addition to the Missions and Gameplay is a new ‘Power down’ event, where things get eerie and dark real quick! You’ll need to get the generators running again or else you may get a not-so-nice surprise in the shadows.

[previewyoutube][/previewyoutube]

When the power goes out, core facility systems will fail, so you’ll need to venture through the dark, replace all required fuses, and get this working again before you can continue.

[previewyoutube]][/previewyoutube]

The basement isn’t the safest place, so be careful down there…

[previewyoutube][/previewyoutube]

[h2]Don’t worry, you’re safe in the lockers![/h2]
[h3]Well, unless they figure out how to open doors…[/h3]

Finishing out this month’s update, a little look at what might happen if a raptor catches you trying to hide in a locker…

[previewyoutube][/previewyoutube]

Well that’s all for now, thanks for reading all, more updates to come shortly!

- Jaw Drop Games Team

There's another new dinosaur game coming, and this one asks: 'How about a co-op Alien: Isolation with velociraptors?'




Videogame dinosaurs are back, baby. We've previously covered how Ferocious is lunging for the empty throne of DinoCrisis with its reveal in June, and now, via Gamescom and the Future Games Show, we've gotten a new look at yet another dino-themed FPS horror game, Deathground...
Read more.

New Teaser Trailer - WATCH NOW!

We hope everyone is well and enjoyed the new teaser trailer if you watched the FGS livestream - for those that missed it, sink your teeth into the new trailer for Deathground below!

[previewyoutube][/previewyoutube]

It’s just a small taste of what’s to come and we’ve got some really exciting content and news on the horizon.

As always, thanks for your continued support and comments. More updates and content coming shortly!

Jaw Drop Games