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DYSPLACED News

First Patch Available

[p]UPDATE: This is now in the default as well with some additional fixes. [/p][p]It has been an intensive 24+ hours. We worked late into last night reading feedback, answering it and fixing stuff and making changes, took a quick nap, woke up and got back to work. We wanted to have the first patch in the "staging" branch before the weekend to give something back to the amazing people who've been playing the game right from the start.[/p][p]There are a lot of changes and we don't want to push this into default without more testing, so this patch is in the "staging" branch first.[/p][p]Please note that non-default branches are less tested than the default build. On the other hand, they also may not have the bugs the default build does — and may include new features.[/p][p]If you want to try the latest version, you can change to branch "staging". There are two ways to do this 1) From game properties in Steam (Game Versions & Betas) 2) From inside the game in Build Info (main menu) -> Beta Branches. The game will shutdown if you activate a branch there, then change the branch. You must manually start the game again.[/p][p]You can always switch back to default the same way by choosing the default branch.[/p][p]Some highlights from the change list:[/p]
  • [p]Various quest bug fixes[/p]
  • [p]Raised shotgun damage curve per upgrade level - they're coming right for us![/p]
  • [p]Lowered Cultist Boss damage a bit[/p]
  • [p]Revised Trinket and Lowerbody Upgrade Costs[/p]
  • [p]Improved enemy pathing in Cultists' Cave[/p]
  • [p]Fixed crash during multiplayer dialogue[/p]
  • [p]Net game inventory syncing fixes[/p]
  • [p]Eternal Beams in the sky can be switched to static (Accessibility tab)[/p]
  • [p]Signed executable and dll to avoid false "Smart App Control" issues[/p]
  • [p]Gamepad fixes across skill tree and menus[/p]
  • [p]Backup functionality for Construction Kit if the cutscene failed to give it[/p]
  • [p]Various terrain, typo, and polish fixes[/p]
[p]+ more - longer list in game.[/p][p]A lot of this was influenced by your feedback, so thank you - keep it coming. We're working on more stuff, but this is what we got in during the first 24 hours of Early Access launch. The next patch/update will most likely happen after the weekend. [/p][p]
Thank you again everyone![/p]

DYSPLACED now available on Steam Early Access!

[p]It's here. After years of development, DYSPLACED is now available on Steam Early Access. We're excited, nervous, and maybe a little exhausted — but mostly excited.[/p][p]So what is DYSPLACED? Short version: You fall into a fantasy realm. A beautiful, dangerous, dying fantasy realm. And here's the twist — the modern world is leaking in with you. Everyday objects from our world are seeping through dimensional cracks, and the locals have no idea what they are. They worship televisions as mysterious powerful relics and hoard fridges into their cabins. A grenade? Clearly some kind of fire spell. You'll scavenge these "Dysplaced Artifacts" alongside medieval gear, mixing modern tech with fantasy craftsmanship to survive, build, and fight back against a rising darkness.[/p][p]If you played DYSMANTLE, you should feel right at home — break nearly everything, gather materials, craft gear, explore a handcrafted open world. But DYSPLACED is its own creature: character creation, base building, NPCs to meet and help, potions to brew, critters to catch, weapons to customize at the anvil, and a world where swords and shotguns coexist because the universe is literally falling apart.[/p][p]What's in the Early Access version?[/p][p]Three of the six planned islands are open, which is roughly 50-60% of the final content and 20+ hours of gameplay for most players. The game is designed first and foremost as a solo experience, but you can also bring up to three friends along for online co-op from day one. [/p][p]Here's what you can already do:[/p]
  • [p]Break down nearly everything and craft from the ruins[/p]
  • [p]Explore three handcrafted islands[/p]
  • [p]Fight the corrupted Eternals and maybe some boars[/p]
  • [p]Meet the realm's inhabitants and help them survive[/p]
  • [p]Build campsites and even houses[/p]
  • [p]Craft weapons, armor, tools — and mix blades and hilts at the anvil[/p]
  • [p]Find and craft Dysplaced Artifacts (modern items the locals think are magic)[/p]
  • [p]Brew potions, cook meals, farm, fish, hunt, catch critters[/p]
  • [p]Create your character from scratch[/p]
  • [p]Play solo or in online co-op with up to 4 players[/p]
[p]What's coming during Early Access?[/p][p]Three more islands, couch co-op, a hard mode, temperature mechanics, new enemy types, and plenty more — shaped by your feedback. The full roadmap link below: [dynamiclink][/dynamiclink][/p][p]Pricing[/p][p]DYSPLACED is available at a base price of €24.99 / $24.99 with a 15% launch discount for a limited time.[/p][p]This is the start of the journey, and we want to build the rest of it with you. Your feedback matters — it's the whole reason we're doing Early Access. Jump into the discussions, hop on our Discord, and let us know what you think.[/p][p]See you in the realm.[/p]

DYSPLACED launches today in Early Access — come watch us play it live!

[p]We'll be going live around 11:30 GMT (1:30 PM Finnish time) and playing for a few hours. Expect some solo adventuring and 2–3 player online co-op shenanigans as we explore the realm on launch day.[/p][p]Drop by to see the game in action, ask us anything, or just hang out. The 15% launch discount is live too, so it's a good time to jump in with us![/p]

Early Access Roadmap

[p]WIth the release date coming up this week, we want to share our plans for what comes after the Early Access release — here goes![/p][p]First and foremost: Everything described here is subject to change. This is a roadmap we'll roughly follow, but nature of game development means that things can change. Early Access players will have a big say in what we focus on.[/p][p][/p]
Major Updates
[p][/p][h2]0.6 - The Early Access Version[/h2][p][/p][p]This is the version which is available starting from March 5th 2026 on Steam. It consists of the first three islands, so roughly 50% of content and it takes 20h+ for most people to play through. Online co-op is in from day one.[/p][p][/p][h2]0.7 - "Helos" will open[/h2][p][/p][p]Helos is essentially a big swamp, lush and definitely overgrown. You can expect to tackle a large cultist congregation, visit a Witches' tower and find new alchemical ingredients during your journeys. New enemy types will challenge you all the way through from electric crabs to first caster type enemies. Bug Hunting will also be added as a skill, so you can finally find uses for butterflies and buzzing bees.[/p][p][/p][h2]0.8 - "Island 5" will open[/h2][p][/p][p](We're not naming this one yet.) This is an island that will be sizzling hot. While the lowlands near the water sources are inspired by endless savanna grasslands, the highlands are rocky deserts in the spirit of some of the most hostile areas found on our world. New (aggressive) wildlife and an Eternal Lord in hiding will test your mettle. As you might have guessed, this patch will include the first implementation of temperature mechanics and of course both equipment and consumables to help you survive. Iron can be used to craft a new tier of equipment, which includes a heavy two-handed hammer.[/p][p][/p][h2]0.9 - The "Last Island" and Final Boss will open[/h2][p][/p][p]Island 6 is the opposite of Island 5 in every way — arctic, or technically antarctic since it sits near the southern pole. Freezing temperatures, endless snow, lots of breakable ice. Coal becomes essential to fuel your final equipment tier and keep the locals alive. The Lord of this island may have a habit of appearing in several places at once...[/p][p]Finishing this island unlocks the final boss and eventually the way back home. At this point the main story can be played to 100%.
[/p][h2]1.0 - Final version[/h2][p][/p][p]All planned features in place. Hopefully plenty of unplanned ones too.[/p][p][/p]
Minor Updates
[p]These updates can appear between major updates or with major updates. Most likely we try to pace them between major updates. [/p]
  • [p]Hard Mode Update: Enable multiplayer spawns in single player & other adjustments which can be used to raise the challenge.[/p]
  • [p]Couch Co-Op Update: Implement and enable couch co-op[/p]
  • [p]Quality of Life Update: Several of these, whenever we feel they're needed. Some may have a specific theme depending on what we've learned.[/p]
  • [p]Language Updates: We might add some new languages as updates before 1.0, but that's not certain. This is because only at 1.0 we will have the final strings. This depends on what kind of localization workflow we'll have.[/p]
  • [p]Co-Op Balancing Update: Currently we have some additional enemies in for two players and the bosses are tougher. However, we realize the experience needs more balancing. [/p]
  • [p]Steam Deck Optimized Update: We'll iron out the minor Steam Deck kinks to move from Playable to Verified. It seems only font size issue remains, so this should happen rather quickly.[/p]
  • [p]Mod Update: At some point we'll probably open up mod support. [/p]
  • [p]Unforeseen Update: Early Access will surprise us, and that's the point. This is a placeholder for whatever players tell us actually matters. It might end up being the most important update of the lot.[/p]
[p]In addition the game will update every time we need to bring a bug fix live so there'll be a lot of tiny updates which won't be announced via Steam Announcements. We might give a heads up on Discord (discord.gg/10tons). The in-game changelog will include everything noteworthy every time we update.[/p][p]We also have a staging branch where you can preview upcoming updates early. It's a testing branch so expect a little roughness — access it via the "Build Info" button in the main menu. Heads up on bigger staging updates usually comes via Discord: discord.gg/10tons[/p]

Dev Diary 9 - Early Access Release Date

[p]Hello everyone! Great news: we can finally share the release date for the Steam Early Access version of Dysplaced![/p][p]Dysplaced will launch in Early Access on March 5th, 2026. There it is![/p][p]The initial release will feature three islands, with all six planned for the full game. You’ll be able to explore our handcrafted open world either solo or with up to four players in online co-op.[/p][p]Online co-op will be available immediately at the start of Early Access, and we’ll continue improving it throughout the EA period. Local (couch) co-op will be added during Early Access as well. Our team is small, so we couldn’t develop both modes simultaneously.[/p][p][/p][p][/p][p]Development has taken time, and for good reason. Creating a new IP means experimenting, refining, and making sure the final experience truly stands out. As an independent studio, we’re committed to delivering a game worth your time.[/p][p]Since June, the game has been in invite-only closed alpha testing, where our dedicated testers have provided a mountain of valuable feedback. Their input helped us refine mechanics, fix tough bugs, and build new features that enrich the experience.[/p][p]Thanks to their support, and the progress we’ve made, we’re excited to bring the game to a wider audience.[/p][p]Lastly, I’ll share a bit about locales and what you can expect to encounter during your adventures. I’ll try to be broad and avoid specific spoilers, but these may be considered minor spoilers. Tread at your own risk.[/p][h3]
Keimai[/h3][p][/p][p]Keimai is the first major location you’ll visit. It serves as a “tutorial island,” introducing you to the core gameplay mechanics. There’s plenty of room to wander off the beaten path and explore at your own pace.[/p][p]The surrounding nature is inspired by the bright birch forests of southern Finland, giving the area a colorful and vibrant feel for your first significant stop on the journey.[/p][p][/p][p][/p][h3]Sanctus[/h3][p][/p][p]After the first island, players will have some freedom in choosing where to go next, but Sanctus will generally be the second major location they encounter. This island contains the remnants of an ancient holy site that the current civilization has since repurposed. However, an ambitious upstart has seized parts of the island, hoping to make it the seat of their power.[/p][p]The island’s palette leans into warm yellows—like an early autumn day before the leaves turn red, reminiscent of the harvest season. Tall, sturdy oaks and apple trees heavy with fruit dominate the landscape.[/p][p]Unlike the more level terrain of Keimai, Sanctus features significantly more verticality—so you’ll be putting that jump button to good use.[/p][p][/p][p] [/p][h3]Ananke[/h3][p][/p][p]The third island you’ll visit is Ananke. A Lord serving dark powers has built a formidable castle here and seeks to bring the island’s inhabitants under their rule. As you might expect, it falls to you to aid the locals and challenge the Lord’s seat of power directly.[/p][p]Ananke is a substantial island, spanning three distinct biomes. The new one to the bunch is the Dark biome, inspired once again by the wilderness of Finland.[/p][p]Picture deep dark green forests filled with spruces and pines. At ground level, the terrain is damp and almost swamp-like, while higher up you can hear the wind howl across jagged canyons and winding stone-carved passageways.[/p][p][/p][p][/p][p]Thank you for tuning in! As we now have a release date, it's a great time to wishlist the game if you haven’t already.
[/p][p]-Haz[/p]