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Deceit 2 News

Road to Full Launch

Road to Full Launch


Hello Deceit 2 Community! Since our Steam-only launch in September, we’ve been listening closely to your feedback, as we’re working full-steam ahead towards our launch on consoles. You’ve asked for a load of improvements, and we are determined to deliver.

Deceit 2 is not just any game; it's a heart-pounding arena of social deception, strategy, action and the ever-enticing question of whom to trust. We are making a number of improvements across the board in advance of our console launch, and in this post we’re going to run through some of them.


[h2]Optimisations[/h2]

Following what we confess was a premature PC launch, we’ve been working on a load of optimisation-focussed updates. We're thrilled to announce we’ve already achieved a roughly 200% performance increase since our initial launch. These improvements translate to smoother, more dynamic gameplay and make Deceit 2 accessible to even more players with varying hardware capabilities. We've enhanced the lighting, reworked character models and animations, and optimised gameplay code. We are much happier with where the game is now, but we are still expecting a further increase in FPS in our updates planned for November.


[h2]User Experience[/h2]

We can admit when we followed the wrong path, and we wanted to address that some of the visual and thematic elements around Deceit 2 have been confusing. That’s why the entire graphical style surrounding Deceit 2 is undergoing a rework to be more aesthetically pleasing and consistent. This new style will roll out across the game's UI in the coming months, as well as on the website and other media. It will adhere to a ritual-esque chalk line style, emphasising the magical-fantasy aspects of the game.



User experience remains at the heart of our ongoing improvements. We've been working diligently to make Deceit 2 as user-friendly as possible. Our focus has been on a more intuitive UI that simplifies navigation and enriches your in-game experience. Expect responsive gameplay mechanics, easier access to vital information, and an overall smoother, more enjoyable journey from login to leaderboard.

We're elevating your auditory experience as well, with line trace-based occlusion and improved implementation of convolution and algorithmic reverbs for a more immersive sound environment. All of this means that you should notice big improvements to the sound!

Furthermore, we'll be enhancing the flow throughout the game. Key moments like the intro sequence, activating weak points, voting cinematic, banishing circle, and end-of-game sequence will be updated for clarity and intent. We've been busy addressing your feedback from Discord and Steam, as well as from live game data and the recent EGX event in London. This community-driven approach will continue, so keep your comments coming—even if they're brutal.


[h2]Mastery System[/h2]

Our brand-new Mastery System adds another layer of complexity and excitement to Deceit 2. Climb the ranks from Wood to Master by earning accolades for your strategic brilliance and cunning deceptions. Various accolades await your claim as you progress, allowing you to flaunt your achievements with exclusive plinths and badges. With our full launch we’ll be adding a load of new rewards that can be unlocked with accolades.


[h2]New Content[/h2]

Rest assured, we're never content with standing still. To keep your Deceit 2 experience as invigorating as the first time you played, we're introducing new maps, roles, and terrors. These additions promise to not only freshen up the scenery but also introduce new gameplay mechanics that will keep even the most seasoned players on their toes. We’ll be making a community beta version of our second map available later this year.




[h2]Console Launch[/h2]

We're over the moon to announce that we've completed development on both Xbox Series S|X and PlayStation 5, subject to review, and submitted Deceit 2 for console certification. To make sure we’ve addressed all of the PC-launch feedback, we’re targeting a full console launch in late November, but with an extra pre-release console test in the next few weeks. Stay tuned, and we’ll be announcing the final dates very soon! Cross-play will be enabled, and while there won't be console-exclusive features, the inclusion of controller support will ensure a comfortable and intuitive gameplay experience for all players.


[h2]Expanded Availability[/h2]

We're not stopping at console availability. To make Deceit 2 even more accessible, we're in talks to bring the game to other stores, such as the Epic Store, and will be looking at other platforms in 2024. We're also exploring options to include Deceit 2 in subscription services like Game Pass. This global expansion ensures that a wider range of people across the world will have access to our riveting world of deception and strategy. The more the merrier—and, of course, the more entertaining the game becomes as new communities join the fray.



That's all for this week - but we have much, much more planed for Deceit 2 very soon! Our Halloween event starts on the 26th October, and we'll be sharing much more on that shortly.

October: Deceit 2's Most Monumental Updates Yet!

Greetings, Deceit 2 players! As we get ready for the chills and thrills of the spooky season, we're cooking up some monstrous updates this October.



In this post we'll be diving into all of our in-development updates. Expect a steady flow of notable updates throughout the month—including our highly-anticipated new Role system—culminating in our Halloween festivities that start on the 26th of October.

[h2]But first! An Early Bird bonus[/h2]
Anyone who purchases Deceit 2 by October 25th will continue to receive a bonus 600 in-game shillings as a token of our gratitude. On behalf of the whole team here at World Makers, thank you for your continued support and invaluable feedback. This is just the start of a very exciting journey.

[h2]Later this month – Roles[/h2]
Roles in Deceit 2 are secret objectives that add strategic depth to gameplay. Players complete these objectives, earning extra rewards. Roles make every decision critical and add new win conditions - can you win the Ritual?

The Game Master has been scheming, and the result is nothing short of the most monumental, game-altering update since our launch. We're thrilled—no, ecstatic—to pull back the curtain on Roles. This isn't just a new layer of paint; it's a labyrinth of new possibilities, secret objectives, and treacherous win conditions that will turn every corridor into a mind game and every decision into a potential trap.

But that's not all. Roles inject a whole new level of strategy into the gameplay. Now, every move you make, every alliance you form, and every accusation you hurl could be influenced by hidden objectives. It's not just about survival anymore; it's about mastering your Role while deciphering others, adding a complex new dimension to your strategies.

[h2]Available Roles and Their Objectives[/h2]
Here's a sneak peek at some of the Roles we've been testing:

[h3]Human[/h3]
  • Innocent: Complete tasks along with the other Humans to escape.
  • Guardian: Preemptively chose someone to protect, saving them from execution in the In-Between.
  • Warden: Banish any player, but beware—if they're Human, you’ll die too.
  • Masquerade: Appear as one of the Terrors and perform some actions otherwise exclusive to them.
  • Seer: Predict who will banish you and, if correct, resurrect yourself later in the game.
  • And more to come...

[h3]The Others[/h3]
  • Terror: Eliminate all the Humans.
  • Soulbound: Choose a partner, survive together until the final few.
  • Phantom: Get voted out by the group.
  • And more to come…

We're incredibly excited about the introduction of Roles, but we also know that balance is key to making this feature truly shine. That's why we're committed to an ongoing dialogue with you, our community, as we roll out these game-changing updates. If you have a great idea for a role, we wanna hear it.

Your feedback is invaluable to us, and we'll be actively seeking it through various channels, including in-game surveys, community forums, and social media. We'll also be conducting rigorous testing to ensure that each Role adds a balanced, yet unpredictable, element to the game.

[h2]The Halloween Event[/h2]
Spooky Season is here and the first ever Deceit 2 Halloween event is fast approaching! Alongside three limited-time edition cosmetics for Beck, Jak and Priya (
To our surprise, the Souls of the Ritual have quite the sweet tooth; collect Candy coins throughout the event to unlock any-and-all of the unique event cosmetics - we’ll be outlining the exact details in a future post. In the meanwhile, get the pumpkins carved and treat buckets ready for Thursday 26th October.

[h2]Trials and Tournaments[/h2]
The ultimate test of deduction and deception is well underway. Deceit 2's first tournament mode will have you playing for a final high score across five back-to-back games, with scoring being based through a wide array of factors; it's not just winning or losing that'll get you the big points...

We're having a blast playing these tense, competitive games in-house, which often come down to clutch final plays... keep your eyes peeled for more news soon!

So come knock on the Ritual door with us this Halloween; just cross your fingers that he never says ‘trick’... *evil laugh*

Until next time!

Characters, plinths & performance

We've been hard at work refining the game's performance, and many of you have already noticed improvements. This week’s patch brings significant enhancements to character models, as well as CPU performance improvements. Some of your favourite characters have undergone a bit of a makeover and are now ready to outwit the Game Master. We've also decreased the minimum number of players required to play a custom game, so you can now play a custom game with a party size of 4-9 players. Of course, we’re also releasing various bug fixes.





[h2]Patch Notes[/h2]
[h3]Animations & Characters[/h3]
  • Updated the character faces to give them a makeover, this also optimises the CPU performance with characters on screen.
  • Several animations have received visual updates and fixes.
  • Whilst playing as the Experiment you can now see your mandibles.
  • The Terrors have new animations for destroying walls.
  • [FIXED] Characters don’t stand on the centre of the Plinths in the Play screen.
  • [FIXED] A player’s Decoy can look visually different to their currently used cosmetic.

[h3]Audio[/h3]
  • The occlusion system for voice chat has been updated, fixing an issue that caused players to be quieter than intended when you were next to them.
  • The GM’s Voice Over and Cinematic audio will now dip down when players are talking.
  • The footstep audio volumes have been adjusted. On top of this, the Terror’s footsteps are now deeper and you can hear them from further away.
  • The Phone task has had an audio update.
  • The music the Innocent hears when the Terror is close has been updated.
  • Several audio triggers have had their volumes adjusted, including the sound played when transitioning to the In-Between.
  • We’ve updated several audio sources so that they’ll be correctly adjusted by the volume sliders.
  • [FIXED] The Accolade reveal audio will continue to play after closing the Game Summary screen.
  • [FIXED] The Decoy’s audio for throwing it doesn’t play.

[h3]Gameplay & UI[/h3]
  • The Wood, Bronze, Silver, Gold, Platinum & Diamond Plinths have been added to the game. You can purchase these once you’ve reached the respective overall Mastery tier.
  • Reduced the minimum number of players required from a custom game to 4 players.
  • When the Guardian uses Second Sight and looks at a player they’ve already protected they’ll see a UI icon indicating that.
  • The Adrenaline syringe will now give you feedback when you try to use it whilst already benefiting from the buff.
  • Accolades now have a cap on how much you can progress them within a single game. You shouldn’t notice this cap when playing normally.
  • The ‘Reverso’ accolade has been re-enabled.
  • The Hammer of Mending now has a 8s cooldown before it can be re-used.
  • The Decoy will now live for 15s (up from 10s) and now has a 15s cooldown. The cooldown starts from the moment the Decoy is deployed.
  • The Lift’s doors will now reopen if a player is in the way when they’re trying to close.
  • Each player now has a bespoke chalk colour when writing on the chalkboard. The mapping of who is what colour is shown next to the board.
  • Vaultables are no longer usable by multiple players at the same time.
  • The Voice Chat system has had some CPU optimisation to most notably reduce issues with stuttering at the start of the game.
  • [FIXED] The Adrenaline syringe can use up a charge without giving you the boost.
  • [FIXED] The Guardian’s role colour is incorrect in the Game Summary screen.
  • [FIXED] Players can access some areas of the map (most notably in the Morgue) where they can’t be grabbed by the Terror.
  • [FIXED] The invisible walls used to block players from accessing out-of-bounds areas will block bullets.
  • [FIXED] Players can be stuck auto-walking across the map if they interact with a task as the ‘Turbulence’ Mutation is activated.
  • [FIXED] Dragging an item in the Peddler’s shop onto an existing item in your inventory causes you to lose the existing item. This happens both when you’re purchasing items and withdrawing them.
  • [FIXED] Switching items when preparing to throw a Grenade or Flare causes you to lose the item.
  • [FIXED] The Handcuffs, Ball & Chain and Muzzle can get stuck in a state where you can’t place them on another player.
  • [FIXED] The Infected Win cinematic doesn’t display the killed key holder as the final player being banished.
  • [FIXED] Accolades can show you as being in the top 0% of all players.
  • [FIXED] The Toilet task can grant multiple souls.
  • [FIXED] The CCTV tablet can occasionally be unresponsive when cycling through the cameras.
  • [FIXED] Players can occasionally be forced back into an interaction after exiting it.

[h3]Translations & Localization[/h3]
  • Several translations have been updated

Unlock Your True Potential: Mastery is here!



Greetings, Deceit 2 players! It’s been a busy three weeks since launch. To date we have released some major performance updates, and graphical improvements, and today we are releasing our first brand new feature! As always, thank you for your interest, support and constructive feedback for all things Deceit 2.

Okay, let’s get right to it! We're thrilled to be releasing our first brand-new feature that will take your gameplay to the next level: the Mastery System. Composed of Accolades, this system is designed to reward your cunning, skill, and strategy as you navigate the treacherous world of Deceit 2.

We are regarding the Mastery system as an evolving feature, and whilst your progress will be consistent there will be more tuning, content and features to come! As ever your feedback will be incredibly important as we shape the future of Deceit 2.

For now, enjoy some more details on the Mastery system, and how it’s structured:

[h3]Badges Over Ranks[/h3]
As you complete Accolades you'll earn points, the harder the challenge the more points you'll receive. The total of your points (Mastery Score) will unlock new badges at different milestone. These badges are referred to as your 'tier,' beginning at Wood and culminating in the coveted Master tier.

[h3]Future Rewards[/h3]
While Plinths and Gold Skins are still in the pipeline, we're excited to share that Plinths are coming next week. Gold Skins will be exclusive to items. And yes, Plinths are those stylish platforms you'll stand on in the main menu!

[h3]Leaderboards and Stats[/h3]
For those climbing the tiers, every thirty minutes you'll see how you stack up against the community, with stats showing the percentage of players at or above your tier. Reach the Master tier in an Accolade, and you'll find yourself on a leaderboard, vying for that elusive #1 spot.

[h3]Where to Find Your Progress[/h3]
Your Accolade gains will be displayed on the Game Summary screen, and you can always check your overall status in your Profile on the Menu.

[h3]Show Off Your Mastery[/h3]
Your overall tier will be proudly displayed as a badge behind your portrait in both the Play scene and the Game Summary screen. Curious about someone's mastery score? Just click on their portrait to find out!

[h3]More to Come[/h3]
We're looking forward to expanding this system with additional rewards and Accolades for you to conquer and master. Your feedback is invaluable as we continue to develop this feature.
So, are you ready to embark on this journey of mastery and claim your rightful place in the world of Deceit 2? The Game Master is watching…



These are just some of the plinths which are coming soon!



[h2]Stamping on the 'roaches:[/h2]

Alongside this update we’re also releasing the latest bug fixes:
  • Accolades have been added to the game!
  • The ‘In-Between Auto-Trigger’ Custom Option is now enabled by default (including in Matchmaking!). This means Reality will slowly progress towards the In-Between without a Weak Point needing to be active. For those wanting to know the exact formula, scroll to the bottom...*
  • Adjusted the timeout logic to hopefully stop players incorrectly disconnecting, which would most notably cause them to be kicked from their parties.
  • Improved the execution cinematics.
  • The music during the escape sequence has been enhanced.
  • The Escape Key holder can no longer use Rift Teleports in the In-Between.
  • You can now Ping and use Quick Chat whilst Handcuffed.
  • Various minor map adjustments for visual enhancements and optimisation.
  • Removed the now obsolete ‘Shorten Intro Cinematic’ Custom Option.
  • [FIXED] The Adrenaline syringe can be used up without granting the effect.
  • [FIXED] The Adrenaline syringe’s buff doesn’t stop the Terror’s ‘Scream’ ability from draining your sanity.
  • [FIXED] You can ping players using the Invisibility Medallion.
  • [FIXED] The Invisibility Medallion goes invisible when using it.
  • [FIXED] The Decoy won’t spawn if you cancel the animation before it’s thrown.
  • [FIXED] You can climb on top of the lockers in the Staff Room.

[h3]The nerdy details:[/h3]
  • At the start of a Reality phase, a total value is computed based on the number of alive players. You’ll enter the In-Between once this value reaches 0.
  • The first Weak Point activated reduces this value by 9 each second (unchanged).
  • Future Weak Points reduce this value by 6 each second (unchanged).
  • The ‘Auto-Trigger’ value reduces this value by 3 each second.
  • The duration that you’re trapped in the In-Between is 60s + 20s per active Weak Point (unchanged).




Introducing Deceit 2 Demo Mode!


Alongside the updates and fixes today, we have been listening to feedback from our friends in the community who want to invite their friends to play Deceit 2. We are excited to announce that Deceit 2 will have a playable (and experimental!) demo, starting today!

[h3]Dip Your Toes into the Shadows: Introducing Deceit 2's Demo Mode![/h3]

Curious about the treacherous corridors and heart-pounding moments in Deceit 2? We're excited to announce the release of our demo mode on Steam, allowing players to get a taste of the deception, risk, and strategy that lie within our game - all for free.

If you're keen to try out matchmaking, you'll need an invitation from someone who owns the full version of the game.

There are a few limitations in the demo to keep in mind:

  • Matchmaking: Demo users cannot make a public party - they must join a party hosted by a non-demo player. Party hosts must share their party ID with demo users for them to join, or invite them using a Steam Invite/from their Steam Friends List.
  • Shop Limitations: Demo users won't be able to purchase items, mutations, Shillings, or cosmetics.
  • Accolades: As we prepare for the introduction of Accolades, it's worth noting that progression in this area is exclusive to the full game.

The demo provides both newcomers and those familiar with Deceit 2 an opportunity to see the latest updates and improvements we've made. If you enjoy the demo and want to dive deeper, the full game is waiting for you.

Ready to give it a try? We hope you enjoy the experience, and as always, we appreciate your feedback.



In other news, we’re continuing to work on optimisation, fixing bugs and balancing the game, listening to your feedback and suggestions. Below are today’s patch notes.

  • Further optimisation to several assets within the Millhaven Asylum.
  • Resolved issues with some Introduction Cinematics being less performant than others, and optimised them all further.
  • Improved lighting in both the Introduction Cinematic and the Main Menu.
  • Tweaked Hans' main menu animation to prevent shoulder clipping.
  • Added an extra layer to the Infected music for the start of the Enraged period.
  • Improved the grenade and flare animations.
  • The Motion Sensor now self-destructs post-activation. We’ve also fixed it not being damageable, allowing the Infected to clear them out before activating the Weak Point.
  • Temporarily disabled the local Game Master voice over; for now, it's only audible through the tannoy system.
  • Players no longer have their identity revealed when pinged whilst under the effect of the ‘Paranormal’ Mutation.
  • The Handcuffs and Ball & Chain will now be removed once you’re grabbed by a Terror.
  • Resolved unintended areas being accessible in the Millhaven Asylum. Please continue to report these in Discord!
  • Defaulted to a shorter introduction video.
  • [FIXED] The 'Swagged out' Steam achievement isn’t obtainable.
  • [FIXED] The ‘Extermination’, 'Shame on me', 'Shame on you', and 'Fool me once' Steam achievements aren’t progressing correctly.
  • [FIXED] The Infected’s In-Between music doesn’t start as intended.
  • [FIXED] Incorrect crouch animation with the Hammer of Mending.
  • [FIXED] The Guardian receives a UI prompt to protect a player that they’ve already protected.
  • [FIXED] Players don’t receive Favour in games where they aren’t killed but don’t win.
  • [FIXED] The Cockroaches near the Generator can sometimes be unkillable. Go squash it!