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The Dead Await News

Check out the gameplay in our developer stream!

Hey everyone!

The second stream will be broadcast on Feb 8th @ 9 AM EST!

You can watch the stream on the Steam Next Fest page at that time. The stream is pre-recorded and will be looped throughout the duration of Steam Next Fest on our store page.

If you haven't had a chance yet, make sure to play our free demo! It will be up for a limited time so check it out before it comes down on Feb 19th.



Don't forget to wishlist the game and share your feedback and thoughts with us either through Steam Discussions or our Discord!

Thank you so much for your support. πŸ’œ

https://store.steampowered.com/app/2393580/The_Dead_Await/

Steam Next Fest Demo is live!

Hey everyone!

We're excited to announce that we are participating in the upcoming Steam Next Fest from Feb 5-12th!

As part of our participation, there is a free demo available for everyone to give the game a try during the event and we'd love to read your feedback on it through Steam Discussions or our Discord!



Keep in mind the demo will come down a week after Next Fest ends on the 19th.

During the event, we have two streams scheduled where you can see the game being played by our team. Both of these streams are pre-recorded and will be looped throughout the duration of Next Fest.

Don't forget to wishlist the game so you don't miss out on any news and thank you for your support!

https://store.steampowered.com/app/2393580/The_Dead_Await/

The Rebirth Update Pt. II - v.0.7.5.9

Happy New Year! 😍

We've got one more reason to celebrate because we're rolling out part two of The Rebirth update! This update puts the finishing touches on all the stuff that needed a little extra shine in Act I and sets the stage for the awesome things coming our way. πŸŽ‰

Dive into our Prologue and share your thoughts with us!

https://store.steampowered.com/app/1682330/The_Dead_Await_Prologue/

[h2]Different Tier Equipment & Inventory Changes[/h2]



We've laid the groundwork for item tier system before, but with this update we're now introducing it properly - that means less boring loot and more legendary stuff! All existing equipment can now be found from common variants to uncommon, rare, epic or even legendary. With higher randomized stats the higher the tier is and more sockets for weapon mods.

With the proper introduction of the tier system, we also needed a better way to show and distinguish the tiers, so we ended up with changing the border glow with colors to indicate it.



More inventory improvements include the new quick-compare function that auto pops up in case you're trying to compare different equipment to already equipped ones. And finally, you can now hold CTRL to move whole stacks at once, whether you're selling, buying, or looting.

[h2]New Enemies & Combat Improvements[/h2]

Encountering the same type of enemies hundreds of times is without a doubt boring and while we're planning to really increase that numbers with Act II, we decided to add more for Act I as well. We've added 3 new bandit enemies: Meat, Zan, Bandito and 2 new zombie enemies: Spitter and Crawler.



After a few playthroughs it was also noticable that players could easily take advantage of high-attack deck builds that allowed for quick finishing all the existing enemy types in round 1, before enemies even having a chance to perform their moves. To counter this, we've introduced a function for enemies to start combat with buffs, e.g. some enemies might now have a guard effect applied which would mean that player'd have to take damage if they were to attack that specific enemy. Besides that, we've also increased the starting block amount for different enemies and overall, we think these changes should make combat encounters much more interesting.



We also recreated all the enemy intention icons to be more intuitive, fitting and decided for mixed intention to also show the according values for both attack and defense.

[h2]New Weapon Mods & Caravan Parts[/h2]



There's a rumor going on that traders brought in a whole lot of new caravan parts and weapon modifications to settlements! That's right, you'll now have an option to choose between different part manufacturers, with each promising their own positives and negatives. There's a total of 48 new different parts to choose from in Act I, so the time has come to upgrade your caravan for real this time.



As for weapon modifications, there are now 13 new items that can further improve your deadly weapons to slay through the hordes with ease. From blade tips and handles to rifle barrels and sights!

[h2]Rebalanced Cards, Shops, Workshops, Training Grounds & More[/h2]

After some major changes, it was time to rebalance things once again and we've gone through it all. Combat cards were tweaked to make them more fitting for being starter cards as opposed to more powerful ones that you may find later in the game.

Shops, workshops, market stalls were changed to spread the available items in a better way. Training grounds were also changed to provide more variations in cards between different settlements.

We've also adjusted enemy levels in different areas, tweaked XP that's gained and improved the level up formula. You can also except some other minor changes in balance throughout the game, which hopefully will all result in a more enjoyable experience.

[h2]Dismantling Rework[/h2]

Dismantling was originally intended to be much more useful and we've reworked the whole thing to make sure it's indeed useful this time. First of all, it will now require passing of time to proceed with dismantling. This was a change that was absolutely necessary for us to introduce a new type of items - a bunch of junk, that holds no value by itself but if taken time to dismantle it, you can end up with a lot of useful random materials.



We've also gone through all the existing items to make sure as many of them can now be dismantled into something useful at least!

[h2]Crafting Rework[/h2]



Next up, we've reworked crafting to make it more useful as well. You'll now find plenty of unique recipes for special equipment such as Apocalypse Denim Jacket and Monster Pipe that can only be acquired by crafting.



To make things a lot more interesting, we've also decided to add special type of extra crafting materials that can't be bought anywhere, but instead can be dropped as loot during combat encounters.

More useful recipes will now available right from the beginning of the game including being able to craft bandages and ammo. Libraries also stocked up on available recipes, so make sure to check them out.

In total, we've added 17 new crafting recipes!

[h2]Cooking Rework[/h2]

As for our final polish regarding cooking - we've rebalanced all the recipes that are available in libraries, you'll now find plenty of them. Though not all recipes can be bought, so exploring every room and corner can now get you some special recipes as well.



You'll also notice that a broader choice of recipes is now accessible right from the start. Despite Angel not necessarily fitting the typical culinary profile, he does possess the know-how to whip up some basic meals, at the very least! πŸ˜‰

[h2]Seperate Attribute Points & Changes To Level Up[/h2]

This was a major change that we felt was much needed and has also been mentioned by our players as well, so we decided to separate current skill points into attribute points and combat skill points. With each level up you'll now get 1 attribute point and 2 combat skill points to spend.



You'll also get ability points every 2 levels instead of 3. Max attribute levels are set to 12 and combat skill levels to 20. The formula that calculates the XP needed for next level ups has also been reworked to make it so that it actually gets more difficult to level up as you progress, but keeping just the right balance so it doesn't require too much grind.

[h2]Lost & Found[/h2]



Lost & Found is a new feature that we had to introduce to deal with some annoying issues that would result due to having no free inventory slots. You could always free up space in your inventory and return back to a specific cube to loot from anytime you wanted, but in case of quest rewards or combat rewards, items could get lost with no way of getting them back.



Lost & Found can be accessed at anytime now and it will auto save all the items that were rewarded, but couldn't be retrieved at that time.

So, you can now go ahead and fight as many zombies as you want with a full inventory, without the fear of missing out any valuable items!

[h2]Fixed Plus Randomized Loot[/h2]

Before Part II of The Rebirth update every lootable cube had fixed loot that we set up manually in order to make sure there was a good level of balance kept, but we always wanted to have some extra random loot too, so that not all playthroughs would be the same.

We came up with a solution that combines the best from the both worlds, fixed plus randomized loot. Each cube can now be created with a variable set to control the random loot amount, level, etc. So that there's always a chance to find something great without keeping things out of balance.

[h2]Important Changes[/h2]

There are some other major changes that we thought was necessary once again and we'll try to cover them all here.

[h3]Silhouettes At Camp[/h3]

Some of you have mentioned that it acted as some kind of spoiler that you could see silhouettes of locked survivors right from the start. We also agreed, but since it required a major code rewrite, we couldn't do it sooner.

[h3]Equipping Same Type of Weapons[/h3]

You could previously equip the same type of weapons for both primary and secondary options without suffering any penalties. This could result in an unintended and unfair edge even in the beginning stage of the game.

We decided to reduce the attack power by -65% for the secondary slot if the player is dual wielding and calculate the average of other stats such as accuracy.

[h3]Radar/Minimap Improvements[/h3]

Radar's been improved too - it can now show you if you're in a safe zone or not. If not, it will also display the total number of enemies in the scanning radius and the threat level (expected enemy levels) of the current area.

[h3]More Helpful Journal Tips[/h3]

We've added lots of new helpful journal tips and made sure to cover all aspects of gameplay mechanics. So, new players shouldn't be as confused anymore.

[h3]Enemy Sound Effects[/h3]

Finally, combat is no longer silent when it comes to enemy's turn. We've added fresh new sfx to fit each type of enemy.

[h3]Supply Burn Rate[/h3]

Supply burn rate will now increase with each new team member added.

[h3]Reworked Chained Enemies[/h3]

Chained enemies should now indicate more enemy waves and a tougher battle, they are also easier to spot with changed icons and now link to actual parent enemy.

[h2]Thank You![/h2]

Thank you again to all of you for your support, feedback, suggestions and patience! Make sure to read the changelog, and if you manage to come across a bug that's not listed here, please do report it to us! πŸ˜‡

NOTE REGARDING THIS UPDATE: Because of some major changes, the update will erase older version save files automatically.

Have fun! πŸ₯³

Be sure to follow us on Twitter for updates and join our community on Discord for sneak peeks and share your feedback!

Please note that some of the listed changes might not affect the prologue version.

v.0.7.5.9

    ADDED:

  • Added a new item: Fighter Gloves VX
  • Added a new item: Monster Pipe
  • Added a new item: Apocalypse Denim Jacket
  • Added a new crafting recipe: Fighter Gloves VX
  • Added a new crafting recipe: Monster Pipe
  • Added a new crafting recipe: Bandage
  • Added a new crafting recipe: Rusty Pipe
  • Added a new crafting recipe: Apocalypse Denim Jacket
  • Added a new crafting recipe: Lockpick Kit
  • Added a new crafting recipe: Iron Bar
  • Added a new crafting recipe: Copper Bar
  • Added a new crafting recipe: Gold Bar
  • Added a new crafting recipe: Silver Bar
  • Added a new crafting recipe: Sniper Rifle Ammo
  • Added a new crafting recipe: Rifle Ammo
  • Added a new item: Improved Bandage
  • Added a new item: Gunpowder
  • Added a new enemy: Meat
  • Added 13 new weapon modifications
  • Added a new journal tip: Dismantling
  • Added a new journal tip: Supplies
  • Added a new enemy: Bandito
  • Added a new enemy: Zan
  • Added a new enemy: Crawler
  • Added a new journal tip: Caravan
  • You can now get different tier equipment, from common all the way up to legendary!
  • Added a new enemy: Spitter
  • Added 48 new caravan parts
  • Added new sounds to Adrielle cutscene
  • Added a new crafting recipe: Improved Bandage
  • Added a new crafting recipe: Pistol Ammo
  • Added a new crafting recipe: Shotgun Ammo
  • Added a new crafting recipe: Emergency Repair Kit
  • Added a new crafting recipe: Trap Disarming Kit
  • Added more copper bars and gunpowder to loot
  • Added a new journal tip: Enemy Intentions
  • Added a new journal tip: Crafting
  • Added new transition styles and reworked existing ones
  • Added dismantle only bundle items that can be dismantled into many different items at once
  • You can now hold CTRL to move whole stacks in inventory
  • Added random item drops to location loot
  • Added a new cooking recipe: Steamed Rice
  • Added a new cooking recipe: French Fries
  • Added a new cooking recipe: Mashed Potatoes
  • Added a new cooking recipe: Black Tea
  • Added a new cooking recipe: Coffee
  • Added a new cooking recipe: Potato & Chicken Soup
  • Added a new cooking recipe: Chicken Sandwich
  • Added a new cooking recipe: Omelette Du Fromage
  • Added a new cooking recipe: French Toast
  • Added a new cooking recipe: P & J Sandwich
  • Added a new cooking recipe: Grilled Corn
  • Added a new cooking recipe: Beans In A Pot
  • Added a new cooking recipe: Detox Cocktail
  • Added a new cooking recipe: Fresh Orange Juice
  • Inventory: hovering on different equipment will now also show compare panel
  • Added new journal tip: Camp / Campfire
  • Added new items: Crafting Extras Packages (only dropped as loot)
  • Quest rewards will now open a separate quest rewards window where you can see them all at once
  • New quest items will automatically be added to Lost & Found in case player doesn't have enough free inventory slots
  • Added enemy sound effects in combat mode
  • Added Lost & Found - Saving all the items that were awarded during quests but were somehow lost e.g. player didn't have enough free space in inventory and also saving last battle's rewards
  • Added a new journal tip: Storage

    FIXED / CHANGED:

  • Fixed: Combat: Unarmed type weapons disappear during animations
  • Enemies can now start combat with various buffs and increased block - resulting in more strategic combat encounters that deals with all attack deck builds
  • Fixed: Healing items should round health
  • Fixed: Pressing ESC during a cutscene causes crash
  • Rebalanced combat rewards and reward xp
  • Updated engine
  • Fixed: New tips won't overlap anymore
  • Improved minimap so that it also displays total number of enemies around and the area threat level
  • Fixed: Footstep sounds still being played after entering a room
  • Less random enemies will respawn now after clearing out zones
  • Fixed: Auto-saving during game cutscenes
  • Fixed: Supply drop icon showing during cutscenes
  • Rebalanced workshops
  • Rebalanced items in shops and market stalls
  • Adjusted cards in training grounds
  • Changed equipment loot rarity based on stats - randomized high stats only if it's higher tier
  • Fixed: Some objects will stay in hover mode despite mouse no longer hovering it
  • Inventory: Borders for different tier items are now colored accordingly
  • Fixed: New game should only load first cutscenes
  • Fixed: Camp: Manage Supplies: Item popup panel overlaps with other objects
  • Supply burn rate increases with each new team member added
  • Lockpick: Will now use kit even if you've successfully lockpicked
  • Fixed: Dismantle input slots won't show tier borders and actual weapon stats
  • Fixed: Character equipped items when dropped results in crash
  • Fixed: Shop trade UI containers won't update tier borders
  • Improved Hell Punch card animation
  • Recreated all intention icons, mixed intention now shows attack and defense numbers separately
  • Fixed: Random event bug causing to open loot window when it shouldn't (Event: "We Have a Rat Problem")
  • Split current skill points into separate attribute points and combat skill points
  • Reworked dismantle mechanics (will now pass time)
  • Fixed: CRASH: Training Grounds saves data as indexes resulting in a crash (Will require a new game start otherwise old save files will cause a crash)
  • Fixed: CRASH: _.CharTurn(103273, -2147483648) not set before reading it.
  • Fixed: UI: On event hover: window height isn't calculated correctly
  • Rebalanced attack and defense cards (percentage of ATK and DEF amount)
  • Abilities are now gained every 2 levels instead of 3
  • Changed current max. level lock to 10
  • Fixed random short freezes
  • Fixed: Combat reward items may end up being changed once looted (e.g. a hatchet with sockets loosing all it's sockets)
  • Changed max attribute levels to 12, skill levels to 20
  • Equipping same type of weapons will now lower the stats of the secondary weapon (35% less attack power, etc.)
  • Locked survivor silhouettes will no longer show up at camp
  • Reworked crafting (more recipes in shops, special recipes earned through quests, additional special crafting materials that are only dropped as loot)
  • Reworked cooking (rebalanced recipes in shops, recipes found while exploring, more recipes available from start)
  • Fixed: CRASH: Variable ._isAlive(102523, -2147483648) not set before reading it.
  • Fixed: Zombie wolf actions get ignored only performing the attack move
  • Reworked chained enemies (it should now indicate more enemy waves, easier to spot with changed sprites, now link to actual parent enemy)
  • Adjusted enemy levels in different areas
  • Rebalanced enemy XP level gain
  • Rebalanced level up formula
  • Decreased speed of enemies on world view
  • Updated all exit / stairs cubes
  • Fixed detection radius of enemies on world view
  • Fixed: Character XP should now change back to 0 after a level up, rebalanced level ups
  • Fixed: Camp available sound being too loud / annoying
  • Other minor fixes and changes

The Rebirth Update - v.0.7.0.0

Welcome back, survivors! πŸ’ͺ

We know, we know... we've gone into radio silence for a while now, but we've been working hard on TDA. The wait is finally over now and we've prepared another big update for you - The Rebirth Update (v.0.7.0.0).

Dive into our Prologue and share your thoughts with us!

https://store.steampowered.com/app/1682330/The_Dead_Await_Prologue/

We've taken notes of all your feedback, suggestions, ideas then mixed them with our own and turned it into a one huge update.

[h2]Discovery Bonus[/h2]



Cooking during the zombie apocalypse is a blast, but you know what would make it even more awesome? If every time you whip up a new recipe, you get some cool, permanent bonuses. That's where the Discovery Bonus comes in – giving you extra perks to enjoy.

Just go through all the recipes and cook each one to score some sweet, permanent stat boosts. It's not just about surviving; it's about rocking it in the camp amid all the zombie craziness. So, let's turn those canned goods into tasty treats and enjoy the bonuses that come with each new dish.

Get ready to spice up your cooking game! πŸ•

[h2]Localization[/h2]

We've laid the groundwork for localization, did a bunch of hard work, and now every bit of text is directly linked to localized functions.



We're extremely happy and excited to announce that our prologue is now available in both Simplified Chinese and Traditional Chinese.

[h2]New Quests, NPCs & Locations[/h2]

We've been super busy these past few months getting all the cool stuff for Act I ready. And guess what? It's all set and we're so excited for you to check it out!



We've thrown in 10 brand new quests, introduced 12 new characters to the story, and dropped 9 fresh locations – all in Act I! Enjoy the adventure!

[h2]More Cubes & Items[/h2]



While we were busy crafting new spots to explore, we didn't stop at just creating locations. We went the extra mile and designed more than 25 new cubes to make each place feel extra unique. So, you'll notice a bunch of different styles and vibes as you venture through the game.



And here's the really exciting part – with all these new additions, the grand total of items you can find and use in Act I has soared to over 250! That's a whole bunch of things waiting for you to discover and use on your adventure.

[h2]PCs & Hacking[/h2]

We've introduced a new feature – now you can mess around with a new kind of cube - PCs. With these, you can dig through files to find interesting stuff like notes or images. Plus, you can fiddle with other electronic gadgets connected to the same network. Fancy opening locks from a distance? Yep, you can do that too!



But wait, some of these PCs might be locked up tight. You'll need Access Cards to log in, or if you're feeling like a cyberninja, you can use your hacking skills to break into the system.

[h2]DoF, Improved Transitions & New Options[/h2]

We've thrown in some awesome new visual details, like Depth of Field that makes everything look super cool. And yes, we've also improved how you move between places and game modes – it's smoother now.



And the best part? You can mess around with all these changes! Tweak them the way you want in the options menu. We even added some other cool options, like mouse lock. So, go ahead, make the game look and feel just the way you like it!

[h2]New Events[/h2]

Get ready for some new stuff happening in TDA! Now, besides the random events that just pop up, we've tossed in some local events too. These events are all fixed and happen once interacted with cubes - then our event and action feature kicks in.



Finish up these local events, and you'll snag yourself some special rewards. It's like a little bonus for getting things done!

[h2]...And More![/h2]

Oh yeah, and when we say more, we mean a whole bunch more! So, go ahead, grab your favorite drink and settle in for some added excitement.

[h3]Refreshed Audio & Extended OST[/h3]

We played around with the sounds to make them cooler, threw in some fresh effects to spice things up, and made our awesome soundtrack even longer. Now, it all sounds better than ever!

[h3]Tons of Bug Fixes & Adjustments[/h3]

Most importantly, we tackled a bunch of annoying bugs, crashes, and blockers that were causing trouble. After some serious fixing, we made the gameplay a whole lot smoother. Now, you can dive into the game without those pesky interruptions.

[h3]Balancing Changes[/h3]

After testing things out, we saw that leveling up early on was a bit too simple. So, we've made some changes to even things out. We also tweaked the balance in different parts of the game, like various stats, to make sure everything's fair and square.

[h3]More Tips![/h3]

We've added a lot of new tips to our in-game catalogue of tips, making it way better at explaining how all the game stuff works. So, you won't be scratching your head as much now!

[h3]UI Improvements[/h3]

Now, when you hover over NPCs, you'll see their names and what they're up to. We also added neat animations for new waves in combat mode and fixed up various other things related to UI.

[h2]Thank You![/h2]

Finally, we wanted to thank you all for your support, feedback, suggestions and patience! Make sure to read the changelog, and if you manage to come across a bug that's not listed here, please do report it to us! πŸ˜‡

NOTE REGARDING THIS UPDATE: Because of some major changes, the update will erase older version save files automatically.

Have fun! πŸ₯³

Be sure to follow us on Twitter for updates and join our community on Discord for sneak peeks and share your feedback!

Please note that some of the listed changes might not affect the prologue version.

v.0.7.0.0

    ADDED:

  • Added: Missing loot in new locations.
  • Added: More PC cubes in previous areas.
  • Added: New tip: Traps.
  • Added: Wiki button to the sidebar in main menu.
  • Added: New local event:Β Rebooting Mind Metropolis.
  • Added: New local event:Β A Race Against Time.
  • Added: 21 new Steam achievements.
  • Added: Steam stats.
  • Added: New tip: Combat & Cards.
  • Added: A new transition style and a new option to change transition styles.
  • Added: New random event:Β Surprise And More?
  • Added: New combat transition.
  • Added: Hotkeys for dialogue options. (1,2,3,4...)
  • Added: New tip: Camp - Tent.
  • Added: Notifications to cubes that can't process action. (e.g. hunting & fishing when shared ability level is below the requirements)
  • Added: Notifications for when running out of supplies.
  • Added: Window mouse lock.
  • Added: New tip: Shared Abilities.
  • Added: Missing camp interactions and dialogues.
  • Added: A new custom message function.
  • Added: One final tip after completing the tutorial to better explain the core of TDA.
  • Added: New graphics option: Depth of Field.
  • Added: A popup message to disable graphics options in case FPS is low.
  • Added: New quest: The Memories.
  • Added: New quest: Evidence - Part 1.
  • Added: "Echo" cutscene.
  • Added: "Echo". (Act I Boss)
  • Added: New companion: Hestia.
  • Added: EA story completion message.
  • Added: New quest: New Acquaintances - Part 2.
  • Added: New quest: Area 33.
  • Added: Added a new miniboss: Markus
  • Added: New miniboss: Markus
  • Added: Omega NPC dialogues.
  • Added: PC in Area 33.
  • Added: UI indicator effect when camp becomes available.
  • Added: Combat Mode: Added new wave animation.
  • Added: PCs / Hacking feature.
  • Added: New miniboss: Twins.
  • Added: New OST: Redx Melodies 102.
  • Added: New quest: Lost In The Lies.
  • Added: New quest: Pressing Pursuit.
  • Added: New quest: New Acquaintances - Part 1.
  • Added: New item: CyberPass.
  • Added: UI: Added NPC names and actions.
  • Added: New NPC functions for when character is busy.
  • Added: New NPC: Baddon Buddy.
  • Added: New NPC: James Crow.
  • Added: New item: Red Pass.
  • Added: New Quest: Let Us In.
  • Added: New Location: Redx.
  • Added: New OST: Redx Melodies 101.
  • Added: 17 new cubes.
  • Added: New location: Mind Metropolis - AI Lab.
  • Added: New location: Mind Metropolis - Green House.
  • Added: New location: Mind Metropolis - Channel 4 Building.
  • Added: New location: Mind Metropolis Suburbs - Hestia's Home.
  • Added: New location: Old Town.
  • Added: New location: Old Town - Dr. Shroom's Clinic.
  • Added: New location: Old Town - Abandoned Building.
  • Added: New NPC: Skrabman.
  • Added: New location: Omega Military Base.
  • Added: New location: East Bazaar.
  • Added: New NPC: Top Tony.
  • Added: New NPC: Jonso.
  • Added: New NPC: Mako.
  • Added: New NPC: Tanisha.
  • Added: New item: Chocolate.
  • Added: New item: Penny's Ring.
  • Added: New NPC: Penny.
  • Added: New Quest: Deep Into Bazaar.
  • Added: SFX for inventory.
  • Added: SFX for character skills and perks.
  • Added: More hover descriptions in combat mode.
  • Added: Hestia combat animations.
  • Added: Simplified Chinese & Traditional Chinese localization.
  • Added: Localization functions.
  • Added: Language selection.
  • Added: New feature: Discovery Bonus - Cooking - when new recipe is cooked for the first time it gives small permanent bonuses. (e.g. max HP increase)
  • Added: Steam - F12 screenshot saving.

    FIXED / CHANGED:

  • Changed: "Wandering" quest objective to survive for 3 days instead of a week.
  • Fixed: UI - The sanity bar preview text has unlocalized characters.
  • Fixed: Gameplay - Using the Quickload button will backtrack the save causing items and jobs to be lost.
  • Fixed: Autosaving immediately after loading a save file.
  • Fixed: Missing UI text.
  • Fixed: Delayed event button reaction time to prevent accidental clicking.
  • Fixed: Word-wrapping and text display issues with Simplified Chinese and Traditional Chinese versions.
  • Fixed: Journal causing game freeze.
  • Fixed: Chinese localization issue - translated words not corresponding to original.
  • Fixed: Room transition alpha.
  • Fixed: Missing Chinese text.
  • Fixed: When zooming out, the scale of bottom UI collision mask remains unscaled - causing inability to click near the edges.
  • Fixed: Gregg blunt attacks always miss.
  • Fixed: Michael The Sneakers dialogue gets stuck.
  • Fixed: Asking the bartender in Mind Metropolis for rumors will just show a blank dialogue box with no text.
  • Fixed: Mouse X/Y coordinates do not match the application surface while pinch effect is active.
  • Fixed: X/Y coordinates of cubes and other interactables do not match the application surface while pinch effect is active.
  • Fixed: Leveling up vitality and then equipping hard hat decreases Max HP back to 100.
  • Fixed: Minor typos.
  • Fixed: Getting "inventory is full cannot add item" message when adding that item would fill exactly to full instead of exceeding capacity.
  • Fixed: CRASH: Right clicking the Job Package item in inventory will cause a crash to desktop ("REAL argument incorrect type undefined").
  • Fixed: CRASH: Using the Headshot card in combat will crash the game. Seems to be caused by the Blind status effect.
  • Fixed: CRASH: Using the Backstab card in combat will crash the game. Seems to be caused by the Fear status effect.
  • Fixed: CRASH: Losing in a combat encounter may result in a crash.
  • Fixed: CRASH: Game crashes when it tries to load the "empty" file in the "Load Game" menu.
  • Fixed: CRASH: Camp shader calculates wrong resolution causing an overlap.
  • Fixed: CRASH: Trying to access Journal > Reputation results in a crash.
  • Fixed: CRASH: Trying to loot silver coins while inventory is at 42/42 results in a crash.
  • Changed: When there's multiple enemies in two rows, the enemy in the back row have their status bars obscured behind other enemies in the bottom row. There is some transparency to help with this, but it's not enough, the bar is nearly impossible to see.
  • Fixed: CRASH: The Job "Delivery Ace" you get from Bazaar "Announcement Board" can't be completed. The game crashes when you click the job's items with the right button.
  • Fixed: Pause mode background scale is wrong.
  • Fixed: The game subtracts required amount down into the negative for delivery side quests (i.e. if quest calls for 53 Rope and you have 55 rope in inventory, it shows "Buy -2 rope" in quest goal. It's crossed out but still)
  • Fixed: Journal - Quest icons showing a placeholder sprite.
  • Fixed: Game speed resets to x1 every time the game is paused for any reason (including auto-pause.)
  • Fixed: Taking all loot from location when you don't have enough inventory space will display the "inventory is full" message and cause leftovers to disappear completely and be lost forever.
  • Fixed: When "Enemies Spotted" event occurs and the notification pops up in the middle of the screen, under "Environmental Effects" you can see that the placeholder object description for ground with "None" doesn't load up properly. This was observed to happen in all fights that happened.
  • Fixed: Combat 2X animation speed causes dead team members to still draw cards.
  • Fixed: Combat 2X animation speed causes enemy's Guard status effect to freeze the turn along with all the combat cards when it kills any of the team characters.
  • Fixed: CRASH: Caused during combat mode after Angel dies by enemy with a specific attack.
  • Fixed: Pause mode not affecting supply drops.
  • Fixed: BLOCKER: When you recruit Gregg and get to the camp, if you try to talk to him, an empty dialogue box will appear and you won't be able to pass from it.
  • Fixed: BLOCKER: I tried to do the "Debts to be Paid" quest by paying Jose the coins but I did not have enough coins and I got stuck in a loop of Jose telling me that I did not have enough to cover my debt and there was no way to leave the conversation besides leaving the game.
  • Fixed: Roger's quest package remains stuck in inventory forever after completing quest instead of being removed.
  • Changed: In-game cutscenes no longer show UI when starting out.
  • Fixed: Changing item filters while shopping incorrectly applies discounts.
  • Fixed: Food supply values shown don't match the burn rate. (also when resting.)
  • Fixed: Auto-pause and combat speed doesn't save after loading/saving or restarting the game.
  • Fixed: The doll item remains in player's inventory after completing the Princess' Doll quest.
  • Fixed: Mind Cleanse card plays the wrong animation for Adrielle.
  • Fixed: Removing combat fear status effect using a skill card, removes it but defense cards are still restricted for that round.
  • Fixed: Show suitable only (manage cards) stops working if 2 weapons are equipped.
  • Fixed: Cards in hand reorder themselves during combat after playing a card.
  • Fixed: Combat - enemies unable to target 3rd team character.
  • Fixed: Combat death transition. (on 2x combat animation speed)
  • Fixed: Yuri's dialogue getting stuck.
  • Fixed: Health items not affecting 3rd team character.
  • Fixed: Localization issues with NPC names.
  • Fixed: CRASH: Mind Metropolis - Green House exit cube results in a crash.
  • Fixed: CRASH: Crash related to combat encounters.
  • Fixed: CRASH: After clicking clear deck button. (manage cards)
  • Fixed: In some quests, the HUD quest description does not match the quest objectives.
  • Fixed: Crash / bug during combat mode when enemy attacks all targets at once.
  • Fixed: CRASH: During "Adventure Begins" quest.
  • Fixed: Unable to complete the first objective during "The Truth Unveiled" quest.
  • Changed: Level up XP required to x3 for every next level.
  • Fixed: Time UI always shows "Day" instead of cycling between "Day" and "Night".
  • Fixed: Character Manage / Status page doesn't update negative effects accordingly.
  • Fixed: Character Manage / Status page doesn't update deck status accordingly.
  • Fixed: Character Manage / Status page doesn't update perks unlocked accordingly.
  • Fixed: Location codelock bug.
  • Fixed: Caravan speed shows NaN after game speed is paused.
  • Fixed: Font vertical alignment issue with message dialogues.
  • Fixed: Notes on announcement board get messed up after loading a game.
  • Fixed: Bug causing completely different sprites to show up in places where it shouldn't.
  • Fixed: CRASH: caused by right clicking reputation fields.
  • Fixed: CRASH: caused by right clicking statistics fields.
  • Other minor bug fixes & changes

The Dead Await is in Steam Scream: The Revenge

[h3]Steam Scream: The Revenge - A Spooky Event runs from October 26 to November 2[/h3]

Hello Survivors,

Prepare for a heart-pounding adventure in 'The Dead Await' during the epic "Steam Scream: The Revenge" event! πŸŒ™πŸ‘»

[h3]🧟 Exclusive Demo Play During the Event 🧟[/h3]

We're excited to offer you exclusive access to 'The Dead Await' demo, where you'll dive headfirst into the grim world of a zombie apocalypse. Lead a resilient caravan of survivors as you strive to unravel the mystery behind the outbreak and rebuild a semblance of human civilization - even if it means facing the undead head-on.

πŸ§Ÿβ€β™‚οΈ 'The Dead Await' isn't just another zombie game; it's a deck-building RPG that challenges you to navigate a world torn asunder by ravenous hordes. As a caravan leader, your mission is to seek the truth and lay the foundation for a new civilization. But beware, not only are zombies hungry for brains, but humans can also be your most formidable adversaries on this treacherous journey.

πŸƒ Engage in strategic card-based combat as you build your deck during your travels, assembling a team of survivors, each with unique cards at their disposal.

πŸ’ͺ Customize your game! Experiment with different character builds and equip your survivors with weapon and equipment mods. Upgrade your caravan with workbenches, storage, and other features to transform it into a mobile base. Modify your caravan's performance by swapping out vehicle components like the engine, suspension, and tires. These choices affect your ability to traverse the world and increase your chances of survival.

🍴 Gather essential supplies like food, water, fuel, and gear to ensure the survival of your caravan. Efficient resource management is key to everyone reaching the destination safely.

😰 Manage your team's sanity and deal with the long-term effects of injuries and trauma, all while navigating scarce resources. Zombies may turn out to be the least of your worries.

Join us on Discord or in our Steam community to share your valuable feedback on the demo.

[h3]πŸ’€ Embrace the Spooky Spirit πŸ’€[/h3]

Spread the exciting news about 'The Dead Await' with your friends and favorite streamers, and support our passionate indie team on our remarkable journey. If you become captivated by the demo, be sure to add us to your Wishlist, so you're among the first to know when the full game is released.

Prepare for an apocalyptic journey like no other with 'The Dead Await.' We can't wait to welcome you to a world where survival, discovery, and rebuilding are the ultimate goals. See you amidst the chaos!