1. Deceit 2
  2. News

Deceit 2 News

Developers play Deceit 2

Developers play Deceit 2 in pre-recorded footage for our store page.

Mutations

Finding that the Innocents are winning just a little too often, like the Reality phase needs a bit of extra chaos, or feeling as if you need an extra boost when rampaging in Terror form? Well, with the new mutations system you can.

Curious to know how you can liven up your game with these abilities? Read on…

[h2]What are mutations?[/h2]

Hot on the heels of the custom options, Mutations are unlockable abilities that allow you to change up the game in some fun and unexpected ways. Mutations can be unlocked through the Emporium with earned in-game currency; Favour. Every Terror released will come with a base mutation, and you can purchase additional options to tailor your experience even further. You can have up to three Mutations in-game, including the default option.

Provided you own enough additional Mutations, you can re-roll the mutations you load in during the first Reality phase, assuming you haven’t used them yet! So hop into Infected chat and do a bit of strategising!

So which Mutations will Deceit 2 have at launch?



[h2]Turbulence[/h2]

Our first Terror, The Experiment, comes with the Turbulence mutation.

“Teleports everyone to a random location.”

Is everyone grouped together consulting their clipboards? Keen to frame someone else who’s lying on the examination table? Sow confusion by using the ‘Turbulence’ mutation.

When you activate the ‘Turbulence’ mutation, every player will randomly respawn somewhere else on the map. Use it to disperse crowds, spread distrust and mix things up.



[h2]Leak[/h2]

“Activate a random Weak Point.”

Struggling to find the right moment to activate a Weak Point and tear down the veil of Reality? Speed things along with the ‘Leak’ mutation.

Using the ‘Leak’ mutation will activate a random Weak Point somewhere on the map. This will help bring about the In-Between faster, and if you’re lucky, it might just frame someone else standing nearby.



[h2]Clarity[/h2]

“Enable all Rift Eyes for a short period of time.”

Do you need to call upon the In-Between to weaken the Innocents' resolve and make them easier to execute?

Awakening the ‘Clarity’ mutation will bring the screaming horrors of the In-Between down upon the Innocents and send them running to save their Sanity. The Rift Eyes will drain the Innocents’ Sanity and make them defenceless.



[h2]Paranormal[/h2]

“Disguise everyone’s identity for 20 seconds”

Need to hide your true colours and perform dastardly deeds? Create unearthly confusion with the ‘Paranormal’ mutation.

By triggering the ‘Paranormal’ mutation, your character will disappear for 20 seconds - and so will everyone else. Do what you need to - activate a Weak Point, sabotage the CCTV or transform - just do it quickly.



[h2]Disruption[/h2]

“Remotely destroy the generator”

Want to stop the Innocents from completing tasks and releasing souls for the Peddler? Then upset the game with the ‘Disruption’ mutation.

Even if you’re on the other side of the map, you can use the ‘Disruption’ mutation to sabotage the generator and pull the souls - and the Innocents - to an easy feeding ground as they run desperately to fix the sabotage.



[h2]Earthquake[/h2]
“Destroy all cracks near you”

Do the Innocents have a habit of escaping your clutches through a wall crack? Block their way with the ‘Earthquake’ mutation.

When you use the ‘Earthquake’ mutation, you will instantly destroy the nearest wall cracks to your location. Pretty handy if Nina keeps scampering away and you want to catch her.



The Mutations will give you a bunch of different ways to disrupt, disturb and disorient your Innocent enemies. How do you plan to use the Mutations?

Until next time,

The Deceit Team

Custom Options



One of the things you learn when making games is that everyone has an opinion. Some people want more guns, some people want fewer guns. Some people like being in debt to greedy racoons, and others don’t. As a game developer the problem is that (almost) everyone is right.

We thought a lot about how to give as much control as possible over to you, the players, with Deceit 2. That’s what led us down the path towards custom options.

Custom options are what make a game yours. Sure, you can tell your lobby that you’ve made a rule not to use pistols, or that the Guardian should not protect anybody. What if they don’t follow the rules though?

That’s why we made it so that you can enable, disable, turn off and tweak a huge range of gameplay mechanics. Now you get a chance to be the Game Master.



[h2]Items[/h2]



The Peddler is generous, allowing you to pick up an item from their shop the moment you wake up in the asylum. Perhaps you don’t want them to be generous though. You can decide by disabling items available on start if you wish.

As for all those Items players can unlock with their hard-work and hours in-game? You could keep them all enabled, sure. But, why would you? Wouldn’t the game be more interesting if you disabled every item except the Muzzle, Handcuffs and Ball & Chain?

Or perhaps you could test your deduction skills by only enabling the Clipboard, the Inspection Pin and the Player Tracker. Or maybe no one gets to use The Mask because one time everyone disguised themselves as you and it freaked you out.

This is your playground, you choose what toys are available.



[h2]Health, Sanity and all things guns[/h2]

Perhaps the Game Master’s Ritual is a little too…relaxed for your liking. Is it really fair that those foolish Innocents can restore their sanity over time, or that they can deal you headshot damage when you’re identified as Infected.

You can make the game more challenging by disabling Health and Sanity regeneration: cue lots of slow, panting Innocents desperately running around in the In-Between. If you think jumping is for kangaroos or trampolines, you can leave Jump Fatigue enabled. Or, you can disable it, and turn the Asylum into a playpen for bunnies.

And just for you Deceit 1 fans, there’s even a custom option to spawn with a Pistol.



[h2]Mutations[/h2]

We’ll be exploring mutations in far greater detail in a future blog, but for now we can show that Mutations can be enabled or disabled as a mechanic, and individual Mutations can be turned off with the click of a button. As for rerolls - that allows you to change what mutations you load in with, so if you want to give people the options to change them - or not - that’s within your grasp too. Just like those Innocents will be…



[h2]Tasks[/h2]

Ordinarily, The Peddler only wants you to complete 4 tasks per player to secure that all important Escape Key. But you might want to make that 8. Because, you know, you love playing Chess and tuning radios (We can’t think of any other innocent reason for it…).



[h2]Voting[/h2]

Sometimes, Infected are outed but difficult to pin down come the next Reality phase. We introduced voting during cutscenes to help with this. But like nearly everything else (which is the point of this blog!) you can disable that ability. You can change the duration voting lasts for, and whether players respawn elsewhere on the map if the vote on them fails. Handy if you want the game of cat and mouse to play on…



[h2]Roles[/h2]

Additional roles will be introduced to Deceit 2 in the future, and they will be included in our custom options. You can currently disable the Guardian role and you can even the playing field by disabling Second Sight Vision for the Infected players, meaning they won’t be able to see where Innocents are across the map.



[h2]Basics[/h2]

Lastly, we’ve got a number of other custom options that can impact the way the game plays out and how you communicate. You can speed up or slow down the time it takes for the In-Between to take over Reality, but you can also speed up or slow down how long the In-Between lasts for. You can disable In-Between anonymity, if you want to see Beck from across the room, and disable Spawning Together at the start if you want to disorientate players.



Communication is vital in Deceit 2, so we’re giving you options for that too: Global or Proximity chat (or no voice chat at all, if you have no mic and don’t want to get picked on for that). You can disable Pinging, so people cannot draw attention to you if they catch you running away from sabotaging the Generator, and you can even disable Nametags if you want to make the game just that extra bit confusing.



With all our Custom Options, we want to give you the chance to play Deceit 2 the way you want to play it! We’re looking at introducing Saved (and Shareable!) presets for you move smoothly between set ups, and make sure your friend gets it right when they host the party for a change.

Are there any Custom Options you know you’re going to use? Or any that you’re clamouring for that we haven’t included? Tell us! We want to hear about your desire for an even shorter Proximity Chat range, or that you want it so you have to kill 10 cockroaches instead of 5 for the task.

Until next time,

The Deceit Team

Deceit 2 arrives on Steam this Thursday!



[previewyoutube][/previewyoutube]

We've come a long way since our initial announcement of "Deceit 2" in July 2022. Transitioning to Unreal Engine 5, we crafted the game from the ground up. We've refined the gameplay, amplifying the horror and deception elements that set "Deceit" apart.

We've already unveiled the nine playable characters, including six originals and three new Truth Seekers. Dive deep into the lore of Millhaven Asylum and the Game Master and familiarise yourself with all the new items.

[h3]Getting familiar with the new terminology [/h3]
We have changes some of the key terms in the game, to make it clearer:
  • Favour: Earned in-game currency.
  • Shillings: Purchasable in-game currency for cosmetics.
  • Accolades: Challenges that reward Favour upon completion.
  • Mutations: Unique abilities for the Infected.
  • Emporium: Where you spend Favour on items and mutations.
  • The Peddler: The in-game shop for essential items.


[h3]Legacy Skins for Deceit 1 Players[/h3]
The Legacy and Masquerade skins, tokens of your dedication in "Deceit 1", are being revamped for "Deceit 2". We've been burning the midnight oil redesigning these six skins. Fancy a peek at how they're shaping up? Check out the progress below.

Having said that, there's one skin that's been a bit of a puzzle for us: Poolside Hans.
We wanted to capture the essence of the original while also jazzing things up for Deceit 2. So, we've given Poolside Hans a bit of a makeover. Sticking with the aquatic vibe, Hans is now rocking a snazzy wetsuit. And as a nod to the original, he's got a little something special on his head. Picture Hans diving deep in the ocean, and now he's ready to dive into the Game Master's world.



We are going to be tweaking, polishing and readying Deceit 2 up to the very moment of release. We’d like to thank all of you for your support, feedback and all of the constructive criticism which has helped us craft a game that we - and we hope you - can be proud of.

The Deceit Team

Read our FAQs here.

Behind the Mask #3: Road to Launch

[previewyoutube][/previewyoutube]

In our latest Behind the Mask video, we’re on the road to release in August! James and Joel dive into how we’ve taken on your feedback since our Beta weekends, making iterations to our gameplay loop, and putting the final polish on areas such as the Millhaven Asylum environment art and game animations.