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Deadwire preview in BIG FALL SHOWCASE

[p]> \\\[NDL_LINK INTERFACE v0.1.9][/p][p]> jackin://ghostwire Access… ENABLED[/p][p][/p][p]Super stoked to let you know that Deadwire is included in ClemmyGames' Best of Indie Showcase - Fall edition, being broadcast today at 4pm BST, 8am PST. To watch Deadwire and a number of other cool indie titles, go to the link below and choose your preferred viewing option.[/p][p][/p][p]https://www.thebestindiegames.com/best-indie-games-fall-showcase-2025[/p][p][/p][p]So jack in and watch the mayhem unfold, and be on the look out for a special announcement about Deadwire. [/p][p][/p][p]Shotgun Anaconda. [/p][p]> END[/p][p][/p][p][/p][p][/p]

DeadWire at Gamescon Courage Cologne Showcase

[p]> \\\[NDL_LINK INTERFACE v0.1.9][/p][p]> jackin://ghostwire Access… EXPEDITED[/p][p]> FLASH - FLASH - Priority override - FLASH - FLASH[/p][p][/p][p]Deadwire is at the Courage Cologne Showcase, the premier pre-event evening for Gamescom. If you’re able to attend then drop in and get your hands on a pre-release build of the Deadwire experience. You’ll be able to test your superlative gaming skills against the most fiendish difficulty curve the gaming world has to offer, at least until Shotgun Anaconda makes his next game.[/p][p][/p][p]A full pre- release version will be available to test out so have a blast and see if you can get further through the game than anyone else on the night. No prizes, just the kudos of knowing you took on the toughest test of the event, and came out on top.[/p][p][/p][p]Shotgun Anaconda himself will be in attendance and he’s keen for your feedback. You can also meet some of the folks from the Colab. So get down to the event, introduce yourself and prepare your reflexes for a pounding.[/p][p][/p][p]> FLASH END[/p][p]
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Hacking the System #3

[p]> \[NDL_LINK INTERFACE v0.1.9][/p][p]> jackin://ghostwire[/p][p]> Access… Granted.[/p][p]Lots of activity over the last few weeks as we build up to launch mode. [/p][p]We’ve been working on game promotion and on Saturday the 16th of August, Deadwire will feature on Zeke from Dropped Frames’ Twitch stream starting at 1pm EST, 6pm BST, 7pm CET. This may also involve a quick chat with yours truly. Regardless it will be a fun watch as Zeke is an excellent gamer and I’m keen to see how he fairs against Deadwire.[/p][p][/p][p]A link to his Twitch channel is found here [dynamiclink][/dynamiclink][/p][p][/p][p]With the core aspects of the game in what I considered a release candidate state, it was time for the often overlooked and always feared aspect of game development - Quality Assurance. I’ve been working with the excellent team at Universally Speaking to hack, re-factor, find and fix all the bugs in the game. No software is ever perfect the first time out and the process of problem finding, reproducing and then fixing can be arduous but it’s always rewarding. From this a more robust and slick experience has been formed.[/p][p][/p][p]We’ve also been doing a lot of playtesting and tweaking some aspects of the game play and level designs to give a consistent difficulty curve. I’ve always wanted the game to be a challenge, to really test the players skill but I’ve never wanted it to be impenetrable. A lot of the playtesting has identified some spikes and troughs in difficulty, and cracks in the game’s flow. I’ve been working to smooth these out and the result is a more flowing and seamless game experience.[/p][p][/p][p]I look forward to getting more feedback from you when the game gets into your hands. Not long now.[/p][p][/p][p]Shotgun Anaconda https://x.com/shotgunanaconda[/p][p][/p][p]> jackin://ghostwire.node//WIRE.ndl -- end[/p][p][/p][p]
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Hacking the System #2

[p]HACKING THE SYSTEM #2[/p][p][/p][p]> \[NDL_LINK INTERFACE v0.2.1][/p][p]> jackin://ghostwire Access… DENIED<<Granted.[/p][p][/p][p]Hello Operators.[/p][p][/p][p]As promised, here’s a second look into the world of DeadWire - and his companion Noodle -  focusing on the creation of the world they inhabit and the deadly adversaries facing them… [/p][p][/p][p]A focus on World Building[/p][p][/p][p]When it comes to the city, its origins lie in some of my earlier efforts, interests and explorations. Cyberpunk is a genre I’ve always been drawn to; near future urban, cool, shiny and chrome.   [/p][p][/p][p]I wanted the game to feel a little more grounded and visceral than some of the more hi-tech interpretations you can find. This also played nicely into DeadWire’s unique rewiring mechanic. Rewiring needed to feel like bleeding edge technology, something that set Wire apart from the riff-raff. It enabled Rewire mode to be the ‘special power’ that the player has and it being a flexible tool for solving or helping with many of the game’s puzzles. It is very cyberpunk and really extends the near future feel of the game. For more information on how the mechanic came into being, please have a read of my previous Dev Update.[/p][p][/p][p]Gang culture and criminal enterprise is a common trope in cyberpunk; the world of DeadWire is no different. The punk nature of lawlessness feeds into the game’s antagonists: The rival criminal gangs and the seedy underworld they inhabit. Each gang has a different approach to its activities, meaning the player needs to tackle different enemies in different ways. This enabled the game to offer evolving levels of threat that you need to learn how to handle. 
[/p][p]The first gang - The Sluggers - are the street muscle of Uptown-City, a low-level group of grunts, more used to threatening customers than dealing with a well armed operative. Get enough of them together though and they can be dangerous. They are supplemented by their enforcers, often armed with heavy hitting shotguns. Combine this with the claustrophobic environs of an underground urban warren (and hackable system ripe for controlling) and the game’s level designs begin to take shape. With the game split into a number of acts, the gang threats and urban environs combine to present the player with an ever evolving and hardening challenge. The reward for exploration and progression is a steadily revealed story throughout the experience. [/p][p][/p][p]This was the most challenging aspect of the game to get right. Once the core mechanics were in place, the realisation of the plot arc - coupled with the need to present an ever engaging challenge - began to form the flow of the game. The Acts form logical aspects of the plot that DeadWire and Noodle begin to uncover. No spoilers here (of course), suffice to say I’m rather pleased with the flow of the game so far and I hope you enjoy exploring it as much as I enjoyed making it.[/p][p][/p][p]Another aspect I wanted to deliver was to get some degree of player progression, by giving DeadWire some additional tools with which to solve the challenges facing him. Again, no spoilers, but a few upgrades can make all the difference and open up additional opportunities for mischief and mayhem. This also has the benefit of rewarding experimentation; there is no optimum strategy and what I want is for players to find ways around the game’s challenges that I have never thought of. I really look forward to watching a stream or video of someone completing a level and thinking “How the hell did they do that?!”[/p][p]
🙂[/p][p]
Stay frosty, Operatives.[/p][p]
Shotgun Anaconda[/p][p][/p][p]> jackin://ghostwire.node//WIRE.ndl -- end[/p][p][/p][p]
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DeadWire x PC Gaming Show!

[p]> \[NDL_LINK INTERFACE v0.1.8][/p][p]> jackin://ghostwire[/p][p]> Access… Granted.[/p][p]
Let’s have some fun shall we >:)[/p][p][/p][p]In a little under 48 hours, we’re going primetime and hacking the PC Gaming Show…  [/p][p][/p][p]The show kicks off Sunday 8 June at 12:00 PDT, 15:00 EDT, 20:00 BST, 21:00 CEST etc. and - no spoilers - but… uhh…you’ll never look at a cup of noodles the same way again.[/p][p][/p][p]Tune in and watch the fun.[/p][p][/p][p]> ENDS[/p][p][/p][p]Shotgun Anaconda[/p][p][/p][p]
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