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Deceit 2 News

December 14th - Christmas is coming!

Today we’ve updated the Deceit 2 branding across all of our social pages! This clearer new style fits with the huge in-game visuals update that’s coming with the Christmas Update on December 14th.

On today’s game update, we have some mixed news. The release is taking a slight detour – yes, we're postponing it so that everything is released at once on December 14th. But stick with us, there's a good reason!



First, following community feedback (huge thanks to everyone in our Discord #suggestions), the Christmas update will now also include a whole host of new unlockable content, and improvements to various in-game systems. We’ll keep quiet on the details for now, but be assured that our next update will be our biggest yet, and will still include everything covered in our last post.

So, the combined release date set for December 14th aligns perfectly with our festive Christmas event, it's shaping up to be a double celebration, and we can't wait for you to dive into Deceit 2’s biggest ever update in two weeks’ time!



We're incredibly grateful for your patience and support. Trust us, it's going to be epic when it lands. In the meantime, check out our Discord for more previews of what’s coming this Christmas!

Thanks for being the best community out there. Your passion fuels our work every day!

Roadmap: Major Update Coming December 14th

Building on your feedback from our recent Steam launch, we’re pleased to announce we have big changes coming to Deceit 2! We have combined the November 30th and December 14th updates into one big update.

[h2]The Clarity Update[/h2]

[h2]UI Revolution & Balancing[/h2]
We're unveiling a sleek new UI for Deceit 2, designed for clarity and ease of use for both newcomers and veterans. The new UI boasts a fresh graphical style, enhancing clarity and accessibility for both new and veteran players. You’ll also see this reflected on our website and socials.

[h2]Menu & Game Flow[/h2]
We're not stopping at the UI. Next week’s update will see a total refresh of the game's opening and closing sequences, significantly improving the escape sequence and the initial entry into the asylum. We're also revamping the game's graphics, with enhanced visual effects and animations for a more immersive experience.

[h2]Items & Balancing[/h2]
We're continuing to fine-tune the game balance, ensuring both Terrors and Humans have a fair shot at victory. This includes a major update to the endgame “escape key” sequence, re-worked heat goggles, and other feedback-inspired item improvements.

[h2]The Christmas Update[/h2]

[h2]Performance: making the game smoother for everyone.[/h2]
Since the initial Steam launch we have doubled the average frame-rate of Deceit 2 across most devices. For our Full Launch update, we’ll be bringing in another round of optimisation improvements, and will be able to lower our minimum spec requirements.

[h2]New content: Christmas event, item skins and updated profiles.[/h2]
Our team is hard at work on new content. The Christmas event launching on December 14th will include a number of holiday-themed skins. We’ll also be releasing a number of Item Skins which can be earned through in-game Accolades, and new features to in-game Profiles.

[h2]Platform support: Consoles and Linux support.[/h2]
We're readying the final builds for Xbox, PlayStation, Steam Deck, and Linux and are working with the respective companies to get these approved. We're as keen to see the game opened to console players as you are, and will share more news as soon as we have it.

We're also busy crafting the Wurgen map and the werewolf terror, among other additions, to continually enrich Deceit 2. These updates are coming early next year, but we will be Beta testing the Wurgen map with the community later this December.

Your feedback is invaluable, and we've been diligently gathering your thoughts. We are proud of the way the game is coming together: and are moving much closer to a version which represents the realisation of what we envisioned for Deceit 2 during its development. We're excited about the future of Deceit 2 and are committed to growing and evolving the game with our dedicated community.

Stay tuned for more exciting developments!

The Deceit Team

Our Second Community Tournament!

Our Second Community Tournament is taking place! 🏅🎇🥳

Play Tournament Mode between 00:00 Friday 17th and 00:00 Monday 20th November (UK), gain points, and be in with a chance to win a bundle of goodies IRL and the Community Tournament Champion Discord role.

The winner will be the person who gains the most points over this three-day extravaganza weekend!

Join in on Discord and head to the d2-tournaments channel to find other players to compete against!

November Update: A Little Tease Before the Feast!

November: A Month of Moustaches and Mysteries! November, the time for appreciating Hans' legendary moustache and the crisp chill of UK weather. But alas, it's also time to bid farewell to our spine-tingling Deceit 2 Halloween Event. 😭

But Wait! We're not just about taking away; we've got plenty brewing for Deceit 2's future.

[h2]This Week’s Tweaks and Fixes[/h2]
Today, we're rolling out a host of bug fixes and optimisations. Dive into the list below and see if that pesky bug that's been haunting you has been squashed. If not, don't lose hope. Our enhanced logging system, spearheaded by CM SmithBodie and Dev Joel, is making us faster and more efficient at bug hunting.

[h3]Spotlight on Voting Changes[/h3] A significant tweak in this week's update is the overhaul of the Vote Casting system. Gone are the days of casting multiple votes during the Execution Cinematic or the In-Between ending cinematic. Now, you can cast your vote on just one suspect per round, with votes resetting after each In-Between phase. Say goodbye to accidental legacy votes!

[h3]The (heat) goggles - they do nothing! [/h3] We're always tuned into your feedback, and lately, there's been a burning issue that's impossible to ignore: the Heat Goggles. It seems this item has been stirring up more than just the ability to see in the dark; it's been causing a bit of a gameplay imbalance.

So, we're taking action. With this week's update, we're temporarily removing the Heat Goggles from the game. But don't worry, this isn't a permanent blackout. We're planning to reintroduce them next week, albeit with some crucial adjustments to ensure they fit better into the Deceit 2 experience.

[h3]All (Unreal) Engines are go![/h3] This week’s update will trigger a full download for a very exciting reason: we’ve upgraded to Unreal Engine 5.3.2! This upgrade means improved game performance, visual improvements, fixed a number of crashes, and new audio improvements that should see fewer issues with microphones. That full download will be worth it, and this upgrade means future patches should be smaller.

[h3]Masquerade Magic for Deceit 1 Veterans[/h3] With the Halloween event over, the exclusive Masquerade skin variants are no longer available. But fear not Deceit 1 players - the Masquerade outfits you own in Deceit 1 are still waiting for you in Deceit 2.

[h2]Next Week’s Spectacular Update [/h2]
Hold onto your hats because next week is set to a be a whirlwind of updates!

As teased in our Road to Full Launch post, we're revamping Deceit 2's entire graphical style, starting to roll out next week. We're streamlining your navigation experience, from the main menu to the end-game sequence. Joining parties, customising characters, checking Mastery scores - it's all becoming more intuitive and user-friendly. Whether you're a Deceit newbie or a seasoned pro, the path ahead is crystal clear.

And that's just the tip of the iceberg. With upcoming events, a new map, and a fresh Terror lurking around the corner, and maybe, just maybe, an update on our console release, next week's update is just the beginning of our grand full launch for Deceit 2!

We're excited to see you in-game and can't wait to unveil next week's update. Stay tuned, stay deceitful, and most importantly, don’t get caught!



[h2]PATCH NOTES[/h2]
[h3]Audio[/h3]
  • Improved how the ambient audio of the In-Between’s arrival progressing works.
  • Added new SFX for the Pinboard task to match the new movement methods.
  • Updated the Rift Eye’s SFX to better convey where you’re being hit from.

[h3]Animation[/h3]
  • Updated the animations for the Knuckle Duster item.
  • Updated the Terror’s 3P dazed animation.
  • Adjusted the Flare’s run animation set in 1P so it takes up less of the screen.
  • [FIXED] The Adrenaline item doesn’t play its ‘use’ animation on feminine characters.
  • [FIXED] Several items incorrectly play the masculine animations on the feminine characters.

[h3]Art[/h3]
  • Updated the ‘Knuckle Duster’ material to make it look more like metal.
  • [FIXED] In-Between visuals, such as the Rift Teleports, are shown in reflections during the Reality phase.

[h3]Gameplay[/h3]
  • Further optimisation improvements on the Millhaven map - primarily focused on improving CPU performance.
  • If only one vote (total) is required to eliminate a player then you will automatically cast it when you down someone.
  • Votes that have been cast will be automatically reset at the end of the In-Between phase. This means there’s always a blank slate when entering the cinematic voting sequence.
  • You can now only cast one vote during the cinematic voting sequence. You can still undo this vote, and optionally cast it on someone else if you change your mind.
  • Fragments on the Pinboard task now jump to fixed locations rather than moving continuously. The aim of this is to make it easier to complete the photograph.
  • Interacting with a Weak Point no longer waits for you to finish walking towards it before it triggers the activation. This change will hopefully fix some players getting stuck for a few seconds after interacting.
  • Using the Warden’s Mark spell on a player that is already downed will now instantly banish them.
  • Updated the config for controller aim assist to stop it from moving the player’s aim away from targets when using higher sensitivity settings.
  • The Adrenaline buff now lasts 10s instead of 15s. It also no longer protects you from losing Sanity, but will still allow you to sprint at 0 Sanity.
  • Second Sight no longer applies a 50% slow to you whilst using it.
  • You can no longer use Second Sight whilst in-air.
  • The activation of Tasks is now triggered by souls flying from Weak Points towards them. This is just a visual change.
  • In-use tasks are no longer displayed as yellow in Second Sight. Instead, they are a faded out version of the normal ‘available’ state.
  • [FIXED] The Atrium’s Weak Point hides after the Guardian’s save cinematic is played.
  • [FIXED] Players can jump onto the Office’s desk.
  • [FIXED] Downed players can be re-spawned outside of the map.
  • [FIXED] Players can incorrectly be able to interact, or vault, with objects shortly after being teleported away (Turbulence Mutation). This causes some players to inadvertently jump out of the map.
  • [FIXED] Players can get stuck in their downed animation after reviving.
  • [FIXED] The Toilet task doesn’t correctly pause if it’s active whilst the Generator is broken.
  • [FIXED] The destination area isn’t fully loaded when looking into a Rift Teleport.

[h3]UI[/h3]
  • Re-named the “Booke o Inbetweene” to the “Glossary”.
  • The number of remaining players is now shown under the “player voted out” popups.
  • The total task progress bar, primarily seen in Second Sight, is now permanently on-screen when interacting with a task.
  • [FIXED] Dragged UI elements can remain on your screen if the host UI element closes mid-drag. This happens with adjusting your character preference whilst entering a game, or moving an item in the Peddler’s shop as you return to Reality.

[h3]Translations & Localisation[/h3]
  • Updated our in-game translations.


[h2]Your Halloween Highlights?[/h2] Did the Halloween Event send shivers down your spine in the best way? Which outfit had you lurking in style? Your thoughts are invaluable to us! Share your eerie experiences and favourite disguises in our feedback survey.

Step into the Arena: Tournament Mode Unveiled!

[h2]The Rules of Engagement[/h2]
Five Rituals. One after the other. And at the end? Eternal bragging rights.
In Deceit 2's brand new Tournament Mode, you'll engage in a relentless series of five Rituals with the same set of players, all vying for points. Your standing in the group is determined by the Favour you've earned—be it through task completion, executing Innocents, or activating Weak Points, among other devious deeds.

[h2]The Point Breakdown[/h2]
  • 1st Place: 12 Points
  • 2nd Place: 9 Points
  • 3rd Place: 7 Points
  • ...and so on, down to 9th Place with 1 Point.

But wait, there's a twist! The penultimate game offers 50% extra points, and the final showdown doubles the stakes with 100% extra points. This sets the stage for jaw-dropping comebacks and heart-wrenching falls from grace.

Keep an eye on the ever-updating scoreboard to know who you need to outwit—or watch out for. The player with the most points at the end of the five Rituals reigns as the Tournament Champion... until the next Tournament begins, of course!

[h2]How to Get in on the Action[/h2]
Spot the option for "Tournament Mode" in party settings. To host a Tournament, simply click it, then set your Custom Options, and invite your fellow deceivers. Tournament hosts have the power to lock in Custom Options, which can remain in effect until the Tournament concludes.

And yes, even Demo accounts can join the fun, as long as they're invited by a player with a full game copy.

[h2]Play Fair, Play Smart[/h2]
As always, we expect all players to adhere to the game's rules and Code of Conduct. Don't be that person who spoils the fun for everyone else.

[h2]What's Next for Tournaments?[/h2]
To kick off the Tournament Mode launch, we're hosting a special event this weekend. Join Ohmwrecker, Friskk and friends live on Twitch as they thrash it out to see who comes out on top in the first big Tournament stream!

In addition, the player who wins the most Community Tournaments this Saturday 4 and Sunday 5 November will earn a unique title! And looking ahead, we're planning to introduce even more Custom Options tailored for Tournaments, as well as look to refine how scoring works based on the feedback you share. Stay tuned for updates!

So, are you ready to prove you're the ultimate deceiver? The Tournament Mode awaits your cunning!



[h2]Patch Notes[/h2]

[h3]Audio[/h3]
  • Adjusted more sounds so that they’ll be correctly affected by the volume sliders in the settings menu.
  • Increased the volume of destroyable walls being destroyed.
  • Reduced the volume of the Terror transforming and the general ambience in the In-Between.
  • Updated the Guardian & Innocent’s intro cinematic audio to sound more positive.
  • Added sounds for the fixing generator animation.
  • Added sounds for the adrenaline first-time-equip animation.
  • Reduced volume of ambient room sounds.
  • [FIXED] The Terror’s audio for time running out in the In-Between cuts off early.

[h3]Animation[/h3]
  • Improved the animations for using the Sanity Serum in 1P.
  • Added 3P use animations for the Adrenaline item.
  • Updated the animation for the Terror’s failed grab in 1P.
  • [FIXED] Punching in quick succession can cause the animation to not play in 1P.
  • [FIXED] The Bag Scanner is rotated incorrectly on feminine characters, causing the results to be hidden.

[h3]Character[/h3]
  • [FIXED] Rachel’s shoulder clips through some cosmetics.

[h3]Gameplay & UI[/h3]
  • The Mask now uses a radial menu to select what player you want to disguise as.
  • Adjusted the Terror’s grab logic to reduce the likelihood of them not being able to grab a player that’s not on the ground.
  • Stopped players from being able to grab the Escape Key if they’re about to enter a cinematic. This previously caused players to get stuck on a black screen.
  • The Guardian & Warden’s The Booke O’ Betweene entries are now visible by default without having played the role(s).
  • You can no longer pick up the Painting task’s toy if the task isn’t active.
  • Each press of ‘Space’ now rotates the images on the Pinboard task by 90 degrees, instead of having to hold it down.
  • You’re no longer blocked from moving when placing a Light Trap.
  • Adjusted how the ‘Escape Artist’ achievement is unlocked in an attempt to resolve some players not receiving it.
  • [FIXED] Players can get stuck when vaulting if another player is in the way.
  • [FIXED] Throwing a grenade underhand causes the player to move at a different speed to throwing one overhand.