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Deceit 2 News

Update 4.9 - Bug Fixes & Improvements

[p]Release Date: 18/12/2025[/p][p][/p][hr][/hr][p][/p][h2]OVERVIEW[/h2][p]Subjects,[/p][p]Today’s update includes a small set of fixes and improvements focused on stability, consistency, and general polish across the game. These changes address a handful of gameplay, visual, and system-level issues in both core and Legacy modes.[/p][p][/p][hr][/hr][p][/p][h2]PATCH NOTES[/h2][p][/p][hr][/hr][p][/p][h2]IMPROVEMENTS[/h2]
  • [p]Reduced the wait time when a player disconnects while loading into a game.[/p]
  • [p]Leaderboards now display the total points for your current rank, rather than current division points.[/p]
  • [p]Increased the time for the Monkey Terror to complete its grab.[/p]
[p][/p][hr][/hr][p][/p][h2]FIXES[/h2]
  • [p]\[FIXED] An issue causing players to appear as if they were sliding.[/p]
  • [p]\[FIXED] Christmas decorations not appearing correctly on Circus.[/p]
  • [p]\[FIXED] Royal Knight skin shoulder clipping when viewed in first person.[/p]
  • [p]\[FIXED] \[Legacy] Dodge timer is not applied if a player leaves the match while bleeding out.[/p]
  • [p]\[FIXED] \[Legacy] Treasure collision issues.[/p]
  • [p]\[FIXED] \[Legacy] Treasure missing its light effect.[/p]
  • [p]\[FIXED] \[Legacy] certain fuses appearing as unavailable on Asylum.[/p][p][/p]
[hr][/hr][p][/p][h2]UNTIL NEXT TIME[/h2][p]That’s all for this update! We hope you enjoy the holiday season.
Have a great Christmas and New Year.[/p][p]The Deceit 2 Development Team[/p][p]
[/p][p]
[/p]

DECEIT 2 - UPDATE 4.8: CHRISTMAS UPDATE! + FIXES & IMPROVEMENTS

[h2]OVERVIEW[/h2][p][/p][hr][/hr][p][/p][p]Subjects,[/p][p]The Christmas Update has arrived! Bringing a limited-time holiday event, new festive rewards, and a round of quality-of-life improvements. [/p][p]We’ve also addressed several bugs affecting end-of-game flow, custom options, and Legacy mode to keep things running smoothly across the season.[/p][p][/p][hr][/hr][p][/p]
FEATURED
[p][/p][hr][/hr][p][/p][h2]The Christmas Event starts today![/h2][p]
[/p][p]The chaos takes a cheerier turn as our limited-time Christmas Event jingles in from December 11th to January 6th.[/p][p]
[/p][p][/p][h3]Here’s how it works:[/h3][p]Scavenge during the event to collect treats hidden around the maps.[/p][p]Every reality phase, treats will spawn across the map for you to scoop up; each one grants 5–20 points.
A special treat, the Peppermint Mocha, appears in the second reality phase and is worth a massive 100 points.[/p][p]🎁 Treat Values[/p]
  • [p]Candy Cane: +10 Event Points[/p]
  • [p]Christmas Gift: +20 Event Points[/p]
  • [p]Stocking: +100 Event Points [/p]
[p]The more you collect, the sweeter and merrier the rewards.[/p][h3]Purchasable Recolours[/h3]
  • [p]Christmas Caribou Walkie Talkie[/p]
  • [p]Peppermint Stick Hammer of Mending[/p]
  • [p]Santa's Helper Decoy[/p]
  • [p]Silver Bauble Ball and Chain[/p]
[p][/p][hr][/hr][p][/p]
PATCH NOTES
[p][/p][hr][/hr][p][/p][h2]QUALITY OF LIFE CHANGES[/h2]
  • [p]Updated visuals for Ranked leaderboards to improve clarity and readability.[/p]
  • [p]Removed End of Game from the main menu to streamline flow.[/p]
  • [p]Improved cinematic visuals for the End of Game sequence.[/p]
[p][/p][hr][/hr][p][/p][h2]FIXES[/h2]
  • [p]\[Fixed] Resolved an issue where the game could end before the Innocent Mimic was able to reach the escape door.[/p]
  • [p]\[Fixed] Innocents now correctly receive a win if an Infected disconnects before they reach the exit.[/p]
  • [p]\[Fixed] Restored Nametags and Night Voice Chat custom options.[/p]
  • [p]\[Fixed] Corrected an issue where the winning team displayed incorrectly when you were the final player to be banished.[/p]
  • [p]\[Fixed] \[Legacy] Resolved a respawn issue causing players to appear on the 2nd floor after being downed in gas at the bottom of the swimming pool.[/p]
  • [p]\[Fixed] \[Legacy] A fuse spawn in the legacy Manor bathroom 2nd Floor that causes players to get stuck.[/p]
[p][/p][hr][/hr][p][/p]
UNTIL NEXT TIME
[p][/p][p]That’s everything for our Christmas Update. Dive in, collect your treats, enjoy the festivities![/p][p]Happy holidays, Subjects.[/p][p][/p][p]-The Deceit 2 Development Team[/p][p]
[/p]

DECEIT 2: UPDATE 4.7 - RANKED S1 + FORGOTTEN LEGENDS

[p][/p][hr][/hr][p][/p][h2]OVERVIEW[/h2][p][/p][hr][/hr][p][/p][p]Subjects,[/p][p]A new season has begun! Forgotten Legends arrives with a brand new Battlepass, packed with character and Terror cosmetics, profile customisation rewards, shillings, and plenty more to unlock as you progress through the tiers.[/p][p][/p][p]This season also marks the beginning of Ranked Season 1, introducing Win Streaks, seasonal rewards, leaderboard enhancements, and a fully structured climb through Wood to Master. Whether you’re a seasoned Subject or stepping into Ranked for the first time, this is the most competitive version of Deceit 2 yet.[/p][p][/p][p]Alongside the seasonal update, we’ve introduced improvements to early-match presentation and upgraded moderation tools to create a cleaner, safer experience for everyone involved.[/p][p][/p][hr][/hr][p][/p]
FEATURES
[p][/p][hr][/hr][p][/p][h2]RANKED SEASON 1[/h2][p]Ranked Mode officially enters Season 1, bringing a complete overhaul to how Subjects climb through the ranks.[/p][p]Thank you to everyone who played in last month’s “Pre-Season”, we hope you like the changes we’ve made based on your feedback going into Season 1.[/p][h3]Divisions & Progression[/h3][p]The Ranked ladder now features clear divisions from Wood → Diamond, followed by Master at the top of the competition. Each division contains multiple tiers, and progression is now structured around consistent point gains and losses per match. Higher divisions introduce negative points on defeat, increasing the competitive pressure as you climb.[/p][p][/p][p][/p][p][/p][h3]Win Streaks[/h3][p]Winning multiple games in a row now counts towards your own ‘Win Streak’ visually tracked through a new flame indicator beside your name on end-of-game screens and leaderboards.
Flame colors escalate as your streak intensifies.[/p][h3]Leaderboards Update[/h3]
  • [p]Now show the top 25 Subjects[/p]
  • [p]Include visible Divisions

    [/p]
[h3]Season Rewards[/h3][p]At the end of the season, Subjects earn rewards based on their final rank, including:[/p]
  • [p]Ranked Titles[/p]
  • [p]Ranked Emblem Borders[/p]
  • [p]Season Stickers[/p]
  • [p]Special Item Skin recolours for the Top 10 Ranked players in both Standard and Legacy modes.[/p]
[p]Rewards will be revealed on our mid season update.

[/p][h3]Matchmaking Adjustments[/h3][p]Matchmaking now considers rank-based bands. Party-size rules have been updated, improving competitive fairness across the ladder.[/p][h3]How Points Work[/h3][p]Every Ranked match gives (or removes) a fixed amount of Points based on your Role and Rank. Once a new Rank has been reached you will not demote back down during the Season.[/p][h3]WOOD[/h3]
  • [p]Win: +10 to +45 Points[/p]
  • [p]Loss: 0 Points[/p]
  • [p]No losses in Wood at all[/p]
  • [p]Each Division requires 20 Points to promote[/p]
[h3]BRONZE[/h3]
  • [p]Win: +20 to +85 Points[/p]
  • [p]Loss: 0 Points[/p]
  • [p]Still no point penalties[/p]
  • [p]Each Division requires 40 Points to promote[/p]
[h3]SILVER[/h3]
  • [p]Win: +30 to +130 Points[/p]
  • [p]Loss: -15 to -35 Points[/p]
  • [p]Each Division requires 60 Points to promote

    [/p]
[h3]GOLD[/h3]
  • [p]Win: +40 to +170 Points[/p]
  • [p]Loss: -20 to -45 Points[/p]
  • [p]Each Division requires 120 Points to promote[/p]
[h3]PLATINUM[/h3]
  • [p]Win: +50 to +215 Points[/p]
  • [p]Loss: -25 to -70 Points[/p]
  • [p]Each Division requires 200 Points to promote

    [/p]
[h3]DIAMOND[/h3]
  • [p]Win: +60 to +255 Points[/p]
  • [p]Loss: -30 to -90 Points[/p]
  • [p]Each Division requires 300 Points to promote[/p]
[h3]MASTER[/h3]
  • [p]Win: +70 to +300 Points[/p]
  • [p]Loss: -35 to -125 Points[/p]
  • [p]No Divisions, no caps — you climb as high as you can with every match[/p]
[p][/p][hr][/hr][p][/p][h2]FORGOTTEN LEGENDS [/h2][p][/p][p][/p][p]A new age of steel and sorcery descends on Deceit. Charge through the Season Pass to unlock mythic-inspired Legendary skins, powerful fantasy character skins, and exclusive recolors. [/p][p]Earn Gems, Shillings, and claim treasures worthy of heroes and monsters from forgotten realms.[/p][p][/p][p]Step into the legend. Rise through the pass.[/p][p]
[/p][p][/p][hr][/hr][p][/p][h2]GAME FOUND & GAME END UPDATES[/h2][p][/p][h3]Game Found Cutscene Overhaul[/h3][p]The start-of-match presentation has been altered to bring Subjects into the ritual faster and with greater atmosphere. The new cutscene leans deeper into our thematic identity, offering a more striking and immersive opening experience.[/p][p][/p][h3]End-of-Game Sequence & Moderation Tools[/h3][p]
[/p][p]We've reworked the end of game reveal sequence to instead take place in-game and improve the flow back to your party in the menu.[/p][p][/p][hr][/hr][p][/p]
PATCH NOTES
[p][/p][hr][/hr][p][/p][h2]QUALITY OF LIFE CHANGES[/h2]
  • [p]Added Ranked Divisions across the entire ladder.[/p]
  • [p]Added Win Streaks to both progression and leaderboards.[/p]
  • [p]Leaderboards now show up to 25 entries per bracket.[/p]
  • [p]Added a new End of Game sequence, improving clarity, pacing, and moderation.[/p]
  • [p]End of game voice chat now occurs in-game after match completion.[/p]
  • [p]Moved Legacy mode to a dedicated sub-tab.[/p]
  • [p]Improved Human acceleration for smoother movement.[/p]
  • [p]Added a Season Reset popup to clearly communicate rank changes.[/p]
  • [p]Games now fail faster if a player does not connect.[/p]
  • [p]Matchmade games now allow for 8 players if a non-Infected player fails to connect.[/p]
  • [p]The loading screen now displays each loading stage for better transparency.[/p]
  • [p]Added alerts when a player from your recent game or players you've reported gets banned.[/p]
  • [p]Improved hair rendering and visuals across characters.[/p]
  • [p]Added an in-game notification when a match fails to load.[/p]
  • [p]Minor optimisation across multiple systems.[/p]
  • [p]No longer get kicked out the party if you leave the game as a spectator[/p]
[p][/p][hr][/hr][p][/p][h2]FIXES[/h2]
  • [p]\[Fixed] double waypoints appearing on Ferris Wheel items.[/p]
  • [p]\[Fixed] an issue causing players to be unable to hear anyone in Spectate after escaping.[/p]
  • [p]\[Fixed] an issue where game failure notifications sometimes did not appear.[/p]
  • [p]\[Fixed] Infected players sometimes play Terror animations on their Human models.[/p]
  • [p]\[Fixed] inconsistencies with character hair visuals on certain models.[/p]
[p][/p][hr][/hr][p][/p]
UNTIL NEXT TIME
[p]That wraps up our Season Update for Forgotten Legends.[/p][p]Thank you for continuing to support and shape Deceit 2 with your feedback! We’re excited for you to explore everything this season brings.[/p][p]We will see you in the next update.[/p][p]The Deceit 2 Development Team[/p][p]
[/p]

DECEIT 2 – UPDATE 4.6: PRE-SEASON BALANCING + LEGACY MANOR

[h2]OVERVIEW[/h2][p][/p][p]Subjects,[/p][p]Update 4.6 continues our ongoing Pre-Season balance work, bringing targeted adjustments shaped directly by your feedback to refine pacing, role interactions, and Sanity behavior. This update also introduces a number of stability and clarity improvements across the game to help matches feel smoother and more consistent as we move toward Season 1.[/p][p]Alongside these tuning changes, we are introducing several important fixes and quality-of-life updates across roles, items, and maps.[/p][p][/p][hr][/hr][h2]PATCH NOTES[/h2][hr][/hr][p][/p][h3]GAME UPDATES[/h3][p][/p][p]Low Sanity State[/p][p]“Players have enjoyed the recent changes to the Low Sanity State, however, in certain situations the ability to indefinitely sprint was too strong. Terrors now gain a buff when they have their sight on a player with Low Sanity.” - Dev note[/p]
  • [p]When a Terror has line of sight on a player with Low Sanity, that Terror now receives +25ms movement speed[/p][p][/p]
[hr][/hr][h3]ROLES & TERRORS[/h3][p][/p][p]Cursed[/p]
  • [p]All Cursed roles now receive passive Sanity regeneration, similar to the Human role.[/p]
  • [p]Mimic will lose this passive once they change roles.[/p]
[p]Chemist[/p][p]The last balance changes increased the game’s pace. We’ve reduced the Chemist’s cooldowns to match it.[/p]
  • [p]Initial stack cooldown: 105s → 95s[/p]
    • [p]First infected cooldown: 78.75s → 71.5s (75% of initial stack)[/p]
    • [p]Second infected cooldown: 52.5s → 47.5s (50% of initial stack)[/p]
[p]Voidstalker[/p][p]Likewise with the Chemist, the Voidstalker countdown is being increased to align it better with the increased game pace.[/p]
  • [p]Countdowns not yet started by the Voidstalker are now reduced by 1 second each day.[/p]
    • [p]Example: Base Day 1 countdown = 25s → Day 2 = 24s → Day 3 = 23s, and so on.[/p]
    • [p]This does not affect countdowns already in progress. (If a countdown is already active at 20s, it remains at 20s.)[/p]
[hr][/hr][h3]QUALITY OF LIFE & BUG FIXES[/h3][p]Gameplay[/p]
  • [p]Fixed an issue where players could respawn after dying in the elevator, ensuring death states are applied correctly during transitions.[/p]
  • [p]Fixed players becoming unable to interact after completing the Microscope Task on Wurgen, restoring normal interaction flow after the task ends.[/p]
[p]Roles & Terrors[/p]
  • [p]Fixed Terrors being able to grab through destroyable walls, cracks, and floors, so grabs now respect proper line-of-sight and collision.[/p]
  • [p]Fixed Werewolf skill check responsiveness.[/p]
  • [p]Fixed Seer ability being usable while under Chemist poison.[/p]
  • [p]Fixed Voidstalker being voidblasted when only one Subject remained, preventing unintended self-elimination in endgame scenarios.[/p]
  • [p]Fixed Medium Spirits appearing bald[/p]
  • [p]Fixed Echolocation visuals not showing correctly in Spectator Mode, ensuring spectators see the intended effects.[/p]
[p]Items[/p]
  • [p]Fixed Player Tracker outlining players longer than intended, aligning the effect duration with its actual timer.[/p]
  • [p]Fixed Bandage sometimes appearing locked in the shop, ensuring it always shows correct availability.[/p]
  • [p]Fixed item skins briefly appearing when swapping items in the In-Between, removing unintended flashes during transitions.[/p]
[p]Maps[/p]
  • [p]Fixed several exploits on Manor and Circus, closing unintended angles and out-of-bounds spots.[/p]
[hr][/hr][h3]LEGACY — THE MANOR IS HERE[/h3][p][/p][p][/p][p][/p][p]We’re excited to welcome Manor back to Deceit, a beloved classic from the original game that has been rebuilt for Deceit 2. This map holds a special place in the community, and bringing it forward has been something we’ve been eager to deliver. Whether you’re returning to its familiar corridors or experiencing it for the first time, we can’t wait to see the plays, strategies, and chaos that unfold within its walls once again.[/p][p][/p][hr][/hr][h3]UNTIL NEXT TIME[/h3][p]That wraps up Update 4.6![/p][p]Thank you for continuing to share your thoughts during this Pre-Season period! Your feedback has been invaluable in helping us shape the direction of Deceit 2. We’re excited for you to jump in, try out these changes, and explore Manor’s return.[/p][p]We’ll see you in the next update.[/p][p]— The Deceit 2 Team![/p]

Update 4.5: Ranked Mode + Balance Overhaul

[p][/p][h2]OVERVIEW[/h2][p][/p][p]Update 4.5 marks a major milestone for Deceit 2, introducing the long-awaited Ranked Mode, a sweeping balance pass, and numerous visual, performance, and quality-of-life improvements. This update also closes out the Halloween event and sets the stage for our first full competitive season, launching in December 2025.[/p][p][/p][p]We’re kicking off the Ranked era of Deceit 2 by modernizing Sanity and Shop systems, tuning every Terror and role for competitive fairness, and improving clarity and responsiveness across the experience. On top of that, we’re adding the fiery Hellbreaker’s Imposter Skin: Fireborne, and two stylish new Arcane additions: Mask and Priya.[/p][p][/p][hr][/hr][p][/p][h2]RANKED MODE[/h2][p]Ranked Play has officially arrived in Deceit 2! Each game mode now features its own independent ladder, allowing you to climb in your favorite mode or dominate both.[/p][p][/p][p][/p][p]We’re starting with what we call a soft-ranked system. From Wood to Diamond, progression is simple: escape the Ritual and earn a Point. Losing won’t lower your rank, so you can focus on improving and experimenting without penalty.[/p][p][/p][p]At Master Rank, the competition tightens — escaping continues to earn you an amount of Points based on your role difficulty, but losses now cost one. Once you’ve reached Master, you’ll remain there.[/p][p][/p][p]Each rank has its own Leaderboard, updating roughly every thirty minutes. This launch marks the start of our Pre-Season, where you can climb and secure your standing before seasonal rewards begin. We’ll gather feedback and refine the system ahead of Season 1 in December, which will introduce full rewards, rank resets, and ongoing tuning.[/p][p][/p][hr][/hr][p][/p][h2]BALANCE PHILOSOPHY[/h2][p]With Ranked Mode debuting, we wanted to bring a significant balance update alongside it. Our goals are simple:[/p]
  1. [p]Refine the game for a more competitive environment while preserving the fun of casual lobbies.[/p]
  2. [p]Improve clarity for new players and highlight key mechanics like Sanity.
    Adjust overall pacing and increase Infected success rates in high-skill matches.[/p]
  3. [p]Enhance the flow of play by reducing downtime and emphasizing clear, decisive moments.[/p]
[p]You’ll find all of the details about these changes below in the Patch Notes.[/p][p][/p][hr][/hr][p][/p][h2]PATCH NOTES[/h2][p][/p][hr][/hr][p][/p][h3]GAME UPDATES[/h3][p]Phases[/p]
  • [p]The first Reality Phase now runs at 75% of its previous duration, pulling players into the action sooner and encouraging faster deduction.[/p]
[p]Dev Note: When looking at many other traditional social deduction games, they often start during their first “Night” or equivalent period. This is used to springboard players into the action and quickly increase the amount of information available for less speculative social deduction. We aim to push Deceit 2 in this direction.[/p][p][/p][hr][/hr][p][/p][p]Sanity System[/p][p]We’ve reworked Sanity to make it a more active, strategic system. Passive regeneration during Reality has been removed. Instead, we’re introducing Soul Surge, a new temporary buff that rewards proactive play.[/p][p]Soul Surge[/p]
  • [p]Triggers on completing a Task during the Inbetween.[/p]
  • [p]Grants +50% movement speed and immunity to passive Sanity drain (Terror drain still applies).[/p]
  • [p]Duration: 5 seconds.

    [/p]
[p]Additional Adjustments[/p]
  • [p]Passive Inbetween drain: –0.5/s (from –0.4/s).[/p]
  • [p]Sanity from Tasks: 15 (from 10).[/p]
  • [p]Task reactivation time: 12.5s (from 15s).[/p]
  • [p]HUD and UI updated to better display Sanity state.

    [/p]
[p]Low/No Sanity Rework[/p]
  • [p]Players can now sprint while drained.[/p]
  • [p]Players are outlined to Terrors, improving visibility and interaction clarity. [/p][p][/p]
[hr][/hr][p][/p][p]Shop (Peddler)[/p][p]We’ve modernized the Peddler to create a fairer and more consistent experience:[/p]
  • [p]The first free item now provides a personalized choice of three unique options.[/p]
  • [p]Banned items removed from the store.[/p]
  • [p]Added item categories for improved navigation.

    [/p]
[p]UI / UX Improvements[/p]
  • [p]Revised Peddler menu for cleaner readability.[/p]
  • [p]Improved highlighting and category indicators when browsing.[/p]
  • [p]Refined tooltip descriptions for clarity on item effects and durations.[/p]
[p][/p][hr][/hr][p][/p][h3]ROLES & TERRORS[/h3][p]Innocents[/p][p]Human[/p]
  • [p]New Passive: Humanity — Restores 0.33 Sanity per second during the Reality Phase.[/p]
[p]Dev Note: The Human role has been the “vanilla” role of Deceit 2 for some time. This has had the unintended effect of increasing queue dodging. To counteract this, we’ve changed the previous Reality Passive Sanity Regeneration to be a Human specific passive.

[/p][p]Observer[/p]
  • [p]Now gains Sanity when completing Tasks, reverting a previous penalty.[/p]
[p]Dev Note: Because now the only Sanity gain is through Tasks and the Sanity Serum, we’ve reverted the penalty Observers now have when completing a task. [/p][p][/p][p]Infected[/p][p]Alien
The Alien has been overhauled for better mobility, control, and threat potential.[/p]
  • [p]Can now travel through wall cracks.[/p]
  • [p]Parasite tether speed: 270 → 450.[/p]
  • [p]Lasso: Minimum drain 40 → 50; missed grab energy 15 → 10.[/p]
  • [p]Echolocation: Startup 0.35s → 0.25s; energy use 10/s → 5/s; drains 2 Sanity/s in line of sight.[/p]
  • [p]Hop energy: Min 15 → 10, Max 30 → 20.[/p]
[p]Dev Note:  This patch aims to resolve major design blind spots, e.g. the inability to deal with wall cracks, increase Sanity Drain and reduce Energy used in Host form.

[/p][p]Experiment
We’ve adjusted Experiment’s pace and threat to align with other Terrors.[/p]
  • [p]Redistributed Rift Eyes more evenly across Manor and Circus.[/p]
  • [p]Rift Eye drain: 1 → 0.5.[/p]
  • [p]Chokehold: Min drain 40 → 50.[/p]
  • [p]Rage: Dash speed 675 → 700; LoS drain 4/s → 3.5/s.[/p]
[p]Dev Note: As our default terror, we feel that the Experiment needs a little bit of love with the recent increases of other terror movement speeds over the last few patches. We would like to bring it inline with some of the other more well performing Terrors.[/p][p]With this we’ve nerfed the Rift Eyes, a point of frustration brought up by many players.

[/p][p]Monkey[/p]
  • [p]Go Bananas! Sanity drain 10 → 5. [/p][p][/p]
[p]Vampire
Smoothed out its 1v1-oriented assassin playstyle.[/p]
  • [p]Base movement 725 → 735.[/p]
  • [p]Flash recovery 2.5s → 1.25s.[/p]
  • [p]Bat form speed 1000 → 1050.

    [/p]
[p]Werewolf[/p]
  • [p]Immobilized stun duration 1s → 1.25s to make punish windows more meaningful.[/p]
[p]Cursed[/p][p]Voidstalker
Improved visibility and readability.[/p]
  • [p]Voidblast now creates a visible explosion on detonation.[/p]
  • [p]Voidblast shrinks while traveling, reducing visibility while planted.[/p]
  • [p]Players are no longer globally notified when Voidblast is cleansed; notification now appears only when the detonation bubble activates.

    [/p]
[p]Audio Improvements[/p]
  • [p]Updated Terror ability sounds for better distinction and locational clarity.[/p]
  • [p]Adjusted transformation cues to improve detection during close-range encounters. [/p][p][/p]
[hr][/hr][p][/p][h3]ITEMS[/h3][p]We’ve adjusted item durations to better fit Ranked pacing.[/p]
  • [p]Handcuffs: Duration 10s (from 20s).[/p]
  • [p]Heat Goggles: Duration 20s (from 30s).[/p]
  • [p]Muzzle: Duration 45s (from 90s).[/p]
  • [p]Player Tracker: Duration 45s (from 90s). [/p]
[p]UI / UX Improvements[/p]
  • [p]Added duration timers to item HUD icons.[/p]
  • [p]Improved screen effects for Heat Goggles and Muzzle to reduce visual clutter.[/p]
  • [p]Updated item outlines for clearer feedback during activation. [/p][p][/p]
[hr][/hr][p][/p][h3]MAPS[/h3][p]Millhaven Asylum[/p]
  • [p]Lighting has been fully updated for improved visibility and atmosphere.[/p]
  • [p]Rebalanced shadow intensity for cleaner sightlines across dark areas.[/p]
  • [p]Adjusted ambient brightness to match current map standards.[/p][p][/p]
[p][/p][p][/p][p]Dev Note: We’ll be reviewing feedback on these new Millhaven lighting changes and then rolling out similar lighting tweaks to the other ritual sites.[/p][p][/p][hr][/hr][p][/p][h3]QUALITY OF LIFE[/h3][p]HUD & Interface[/p]
  • [p]The lower-left HUD now glows blue when completing a Task and red when activating a Weak Point.[/p]
  • [p]Task interaction prompts respond faster and display phase-specific icons.[/p]
  • [p]Button prompts and hover states standardized across menus.[/p]
  • [p]Enhanced readability for role and phase transition banners. [/p]
[p]Audio[/p]
  • [p]Adjusted reverb and occlusion effects between floors for consistency.[/p]
  • [p]Improved audio cues for footsteps, Tasks, and transformations. [/p][p][/p]
[hr][/hr][p][/p][h3]BUG FIXES[/h3]
  • [p]Fixed map exploits on Wurgen, Circus, and Space.[/p]
  • [p]Fixed Alien walls not highlighting correctly when transformed.[/p]
  • [p]Fixed Wurgen doors failing to open during the Inbetween.
    Fixed delayed health bar updates under certain latency conditions.[/p]
  • [p]Fixed interaction prompts occasionally disappearing after being stunned. [/p]
[p][/p][hr][/hr][p][/p][h2]COSMETICS & STORE[/h2][h3]Hellbreaker’s Imposter Skin — Fireborne[/h3][p]The flames of deception spread once more. Fireborne introduces the first-ever skin for the Imposter Terror, complete with its own emblem. Available now for 600 Shillings.[/p][p][/p][p][/p][p][/p][h3]Arcane Store[/h3][p]Two new additions are available in the Arcane Store: Mask and Priya, each featuring unique visual and audio effects.[/p][p][/p][hr][/hr][p][/p][h2]SEASONAL NOTES[/h2][p]The Halloween event has concluded!
[/p]
  • [p]All Ritual Sites have returned to their normal visual look[/p]
  • [p]Event items can now be aquired through the crypt with the exception of Ceremonial Cultist Jak[/p]
[p][/p][hr][/hr][p] [/p][h3]UNTIL NEXT TIME[/h3][p]That wraps up Update 4.5! We’re thrilled to finally launch Ranked Mode and can’t wait to see how you climb the ladders during this Pre-Season. Your feedback continues to shape Deceit 2 every step of the way.[/p][p]Thank you for playing, sharing your thoughts, and helping us make each update better than the last.[/p][p]— The Deceit 2 Team![/p][p]
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