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Patch Notes v1.0.1 - Gamepad Adjustments & Bug Fixes

This first patch focuses on addressing urgent bugs and making the first improvements to gamepad support.

[h2]QoL[/h2]
  • Added a 0.2 sec shoot buffer when ReWire time runs out, so you don’t accidentally fire when hacking ends.
  • You can now cancel wires with a single press of the scoreToggle button (default Q / X / Square), instead of holding down shoot.

[h2]Gamepad
[/h2]
I've made some adjustments to improve gamepad controls. It’s still not perfect, but this should be a solid start:

  • Bigger selection area for targeting hackable objects, plus a new HUD element to visualize it.
  • Added a small stick release buffer before the cursor auto-magnetizes to the closest hackable object. This should feel smoother and less like you’re “fighting” the controls.
  • Magnetizing is now faster, letting you move roughly where you want and then release for precision.
  • Pressing R3/RS (right stick down) cycles between hackable objects on-screen, starting with the closest to your cursor. (Note: this ignores Line of Sight.)

[h2]Score Mode[/h2]
  • Added a notification in level select to highlight Score Mode, which many players missed. If you haven’t tried it yet, it’s fun, give it a go! :)

[h2]Gameplay Adjustments[/h2]
  • Act 1 Boss: reduced maximum simultaneous ads to 2 (previously 3–4 in some situations).
  • Added new spawn points to spread enemies out more evenly.

[h2]Side Objectives & Achievements[/h2]
I've fixed several broken side objectives and achievements. Some may require redoing to unlock properly:

  • Hot-Wire: Side Objective 2 now unlocks correctly.
  • Escape the Club – Don’t Blow Barrels: removed a barrel that could be destroyed by a bike.
  • Maximum Pain – Save the Barrels: now unlocks correctly.
  • Office Place: Side Objective 2 now unlocks correctly.
  • The Stairs – Pistol Only: burst pistol now counts correctly.
  • Wired To Death achievement now unlocks correctly.

[h2]Bug Fixes[/h2]
  • Music transitions made more consistent (less chance of dropping to silence).
  • Squishing enemies with containers should now behave more consistently.
  • LoS overlay on enemies now works for spawned enemies.
  • Fixed a memory leak when loading checkpoints (caused by bullet trails without bullets), most noticeable on Maximum Pain checkpoint 2.


As always, please keep sending feedback — it helps a lot!

/Shotgun Anaconda

Thank you + upcoming patch + localisation

[p]Let me start by saying a big thank you to all players! It’s been great seeing you enjoy the game and reaching out to share your feedback and thoughts.[/p][p]I just wanted to write a quick update on what’s coming in the first patch. The good news is that there don’t seem to be any game-breaking bugs, so the focus is mostly on QoL improvements and fixing gameplay issues in secondary and tertiary systems.[/p][p][/p][h2]Gamepad[/h2][p]As I’ve highlighted before on the Steam forums and in a separate post, I know gamepad controls aren’t optimal in hacking mode. It’s been tricky to get this right, but I’m currently testing adjustments to make it snap more cleanly between objects, which should help avoid the cursor’s magnetism getting in the way. We’ll see how this feels.[/p][p]I’m also adding things like a shot buffer so you don’t accidentally fire when the timer runs out (the curse of reusing buttons, haha).[/p][p][/p][h2]Localisation[/h2][p]Good news! I’ve asked the publisher to speed up localisation for our friends in Asia, specifically Korean, Japanese, and Simplified Chinese.[/p][p][/p][h2]Bug fixes[/h2][p]A bunch of fixes are in progress. The most annoying one: some levels have music transitions that randomly switch to silence, which really takes away from the fantastic soundtrack Remancer has made (oh, and the OST is coming soon too!).[/p][p]I'm also fixing side quests and a handful of smaller UX issues here and there.[/p][p][/p][p]Hoping to roll out either the full patch or parts of it mid-week. As always, feel free to reach out![/p]

Hack the system and cause chaos in the explosive top-down shooter DeadWire

A top-down shooter where anything from cars, cameras, electronics and even enemy implants can be rewired into chaotic chains of destruction in DeadWire.

Read the full article here: https://www.gamingonlinux.com/2025/09/hack-the-system-and-cause-chaos-in-the-explosive-top-down-shooter-deadwire/

DEADWIRE IS OUT

Holy shit, I can’t believe the day is here.
[p]DeadWire is finally out for you to enjoy. [/p][p]DeadWire started as one of six different prototypes after my last game (Velocity Noodle). I had played Dishonored and wanted to replicate the Domino ability, which basically allows you to kill two enemies in one attack. After I did that I wondered what else I could do and added a barrel, then a door, and it continued from there. It was all quite basic until I started experimenting with combining these hacking abilities with real-time action. Very similar to the now-famous story of how Diablo 1 wasn’t real-time at first, this change is what made the game come to life.[/p][p]There are obviously other inspirations, but I’ll let you figure those out. I hope the mix of tactics and shooting makes it fun for you! It’s been super cool to see playtesters evolve and play in different styles. Some go all out on the action, some sneak and hack everything, and the top players mix playstyles for some serious John Wick/Matrix hacky hacky shooty shooty action.[/p][p]The game is mostly self-made, but I had some great help, especially with music and some additional art. And of course The CoLab, who are my small and scrappy indie publisher. [/p][p][/p][p]The biggest thank you goes out to you , who bought the game and is about to play, or played, it. If you liked it I would appreciate a review. If you have any feedback on things that can be improved feel free to share it on the forums, twitter @shotgunanaconda or email [email protected] and I’ll do my best to fix it. I get anxious as hell but I usually read everything lol. [/p][p]I have some future plans for free content updates but for now…[/p][h2]HAVE FUN![/h2]

About Steamdeck and gamepad

[p]Hey Operators![/p][p]Just a quick update on gamepad and Steam Deck support: I’m happy to share that DeadWire supports both, with cross-platform saves between PC and Steam Deck.[/p][p]While the game was originally designed for keyboard and mouse, gamepads are supported. I’ll be the first to admit, it works well but because of the hacking system, it’s been tricky to get it feeling perfect. There are a couple of different ways to play with a controller that aren’t fully explained in-game, so I wanted to walk you through them.[/p][h3]Shooting[/h3]
  • [p]Works like any other twin-stick shooter: move with the left stick, aim with the right, and fire with right trigger.[/p]
  • [p]In Options you’ll find an aim/bullet assist setting. I recommend setting it to Medium (or at least Low), but it’s up to you. This determines how much “magnetism” helps your bullets angle toward the nearest enemy when you aim within a certain range.[/p]
[h3]Hacking[/h3][p]When you enter hacking mode, the crosshair turns into a cursor. To link objects, you can use:[/p]
  • [p]Right Stick: Move the cursor directly, with some auto-correction to help target hackable objects. Releasing the stick snaps the cursor to the nearest target.[/p]
  • [p]D-Pad (Recommended): Pressing in a direction will move the cursor straight to the nearest hackable object or enemy in that direction.[/p]
[p][/p][p]I’ll continue tweaking this over time based on your feedback. It’s not perfect yet, and I apologize for the rough edges, but I hope you’ll still have fun playing whether you use controller or KB+M.[/p][p]See you soon![/p][p][/p]