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Dead Engine News

HOT FIX #5

[p]Hello Survivors![/p][p]Based on your feedback, we've made several balance and gameplay improvements to make survival feel fairer and more enjoyable.[/p]
  • [p]A special level has been created for the final node, featuring an intense fight against multiple bosses and enemies in a small arena[/p]
  • [p]Playable characters' bullet size has been increased by 10%[/p]
  • [p]Playable characters' reload time has been slightly reduced, allowing for more frequent shooting[/p]
  • [p]Enemy damage has been slightly reduced, especially for contact based enemies that were dealing excessive damage on touch[/p]
  • [p]Playable characters' maximum health has been increased[/p]
  • [p]Scrap gained has been increased from 4 to 6[/p]
  • [p]The progress bar at the top of the screen now fills more slowly, progress gained from enemies has been reduced[/p]
  • [p]Enemy variety has been increased across all levels[/p]
  • [p]Blitzbreaker boss's charge attacks have been reworked[/p][p]Damage numbers displayed when dealing damage have been improved[/p]
  • [p]You no longer lose all items upon death[/p]

Hotfix #4

[h2]Hello Survivors![/h2]
[p]The patch that will allow you to carry your stats over to the next level will be released in a few days.
Until then, we wanted to fix some smaller issues and make a few balance adjustments.[/p]
[p]Thank you for all your feedback.[/p]

[h3]Fixes[/h3]
- Fixed an issue where damage numbers became excessively large when weapon damage was very high.

[h3]Balance[/h3]
- Enemy waves have been rebalanced. Fewer ranged enemies spawn, with more variety in enemy types.
- Businessman zombie projectile color is now brighter.
- Mack’s life steal increased by 1%.
- Critical damage multiplier reduced from 2x to 1.5x.

[h3]Gameplay[/h3]
- Playable characters’ bullets now have trails.
- Boss chests are now opened with the E key instead of a blue interaction area.
- Tutorial notifications stay on screen until the objective is completed.
- Yellow Speeder enemies’ red warning area has been improved.

[h3]UI[/h3]
- Improved Upgrade panel UI for upgrades that cannot be purchased.
- Button sounds added to the Upgrade panel.

[h3]Audio[/h3]
- Music now changes when the Extraction timer starts.
- Added sound effect for the Needle item.
- Music volume slightly increased.
- Fixed Electric item sound not stopping.
- Improved Knife, Shuriken and Kunai sound effects.

[p]We are still working on Steam Cloud and gamepad support.
Since we are a small team, we had to set our priorities accordingly.[/p]

Dead Engine Hot Fix #3

[h3]Hello Survivors![/h3][p]Thank you for your support. We carefully read your feedback and continue improving the game based on your experience.[/p][p][/p][h3]CHARACTERS[/h3]
  • [p]Playable characters’ movement speed has been increased.[/p]
  • [p]Our rocket launcher character Sam now has 2 rockets.[/p]
  • [p]Dash ability has been improved and its range has been increased.[/p]
[h3]GAMEPLAY AND BALANCE[/h3]
  • [p]The number of bags and items in levels has been reduced.[/p]
  • [p]Spawns are no longer time based. All spawn points will be active across the map at the start of the level.[/p]
  • [p]The mismatch between the pink Gravemaiden’s attack animation and the red danger area has been fixed.[/p]
  • [p]Indicators for the Bus and Tutorial have been moved closer to the center.[/p]
  • [p]Standard enemies’ movement speed has been increased.[/p]
  • [p]Zombies that used to fire triple projectiles now fire double projectiles.[/p]
  • [p]The number of enemies in early levels has been slightly reduced.[/p]
[h3]EQUIPMENT AND PROGRESSION[/h3]
  • [p]Backpack expansion can now be done using common cards.
    Each common card increases capacity by +1.[/p]
  • [p]The size of bouncing balls has been increased, making bounces more visible and satisfying.[/p]
[h3]UI AND AUDIO[/h3]
  • [p]Several UI issues have been fixed.[/p]
  • [p]Background music has been added to the Base.[/p]

Dead Engine – Major Update/Risk and Progression Redesigned!

[h2]Hello Survivors![/h2][p]In this major update, the game’s risk and progression systems have been completely reworked.
Based on your feedback, we’ve made the experience more persistent, more risky, and more meaningful.[/p][h3]Persistent Backpack and Item System[/h3]
  • [p]Backpacks and items collected during a run now carry over to the next levels.[/p]
  • [p]Your backpack is not reset on death, and items are no longer sent to camp automatically.[/p]
  • [p]More items mean more power.[/p]
  • [p]More power means greater risk.[/p]
  • [p]You now truly have something to lose.[/p]
[h3]Persistent Level Progression[/h3]
  • [p]Levels gained through XP during a run now carry over to the next level.[/p]
  • [p]Level progression is persistent.[/p]
[p]Note: Stats gained from cards do not carry over for now.
This feature will be added very soon.[/p][p]Thank you for your feedback and patience.[/p][h3]Camp Flow Updated[/h3]
  • [p]You no longer return to camp automatically at the end of a level.[/p]
  • [p]You can return to camp at any time using Return to Camp, keeping all your items.[/p]
  • [p]Only the current map is reset.[/p]
[p]This system leaves the risk decision entirely up to the player.[/p][h3]Trade / Recruit Temporarily Removed[/h3]
  • [p]The Trade / Recruit system has been temporarily removed from the game.[/p]
  • [p]It will return later as optional side content with a clearer and more streamlined design.[/p]
[h3]Difficulty and Balance Changes[/h3][p]With the new systems, difficulty has been intentionally increased:[/p]
  • [p]Enemy counts increased.[/p]
  • [p]Level durations extended.[/p]
  • [p]Area damage on level-up reduced by 50%.[/p]
  • [p]XP requirements for leveling rebalanced.[/p]
  • [p]Delayed enemy spawns at the start of the game removed.[/p]
  • [p]Values from permanent upgrades reduced.[/p]
  • [p]Scrap gained from enemies reduced from 6 to 4.[/p]
  • [p]Scrap penalty on game over removed.[/p]
  • [p]Node count reduced from 36 to 8.[/p]
  • [p]Permanent backpack upgrade increased from 5 to 8, price increased.[/p]
  • [p]Fork item mechanics reworked.[/p]
  • [p]Bear Trap slow duration reduced and explosion radius decreased.[/p]
[h3]Fixes and User Experience[/h3]
  • [p]Fixed an issue where the Rare binocular item appeared as Common.[/p]
  • [p]Fixed missing mouse cursor issue.[/p]
  • [p]Bus indicator made more visible: recolored red, enlarged, and moved closer to the center.[/p]
  • [p]Various collider issues fixed.[/p]
  • [p]UI issues in the stats panel resolved.[/p]
  • [p]Maximum stat values rebalanced.[/p]
  • [p]Some projectile sizes adjusted.[/p]
  • [p]Lifesteal percentages increased.[/p]
  • [p]Unhappiness caused by unbuilt camp structures reduced.[/p]
[h3]Upcoming Content[/h3]
  • [p]A bus storage system is coming in the next update.[/p]
  • [p]Items can be deposited into the bus during a run.[/p]
  • [p]Items stored in the bus will be safely transferred to camp even if you die.[/p]
  • [p]You will be able to leave items between runs and retrieve them when progressing.[/p]
  • [p]We recommend using storage to free up backpack space and avoid missing new items.[/p]
[p]Camp systems in development:[/p]
  • [p]Selling items from camp[/p]
  • [p]Storage / stash improvements[/p]
  • [p]Item merge system in camp[/p]
[p]We are also actively working on gamepad support.[/p][h3]Join Our Discord![/h3][p]Join the community for tips, strategies, and discussions about the new mechanics.[/p][h3]Play Now![/h3][p]Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.[/p][h3][dynamiclink][/dynamiclink]Don’t forget to check out our other games! 🎮[/h3][p][dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink][/p]

Dead Engine – Major Update Coming Tomorrow!

[h2]Hello Survivors![/h2][p]Get ready for a game-changing update.[/p][p]Tomorrow, Dead Engine’s risk and progression systems will be completely redesigned. Your decisions will matter more than ever, and every run will carry real weight.[/p][p]With the new update, items and progress will now carry over between levels. This means every choice comes with real stakes, real rewards, and real consequences. To match this shift, difficulty has been significantly increased, making each encounter more intense and demanding.[/p][p]The camp flow has been improved, and new systems are on the way to make every run more strategic, more deliberate, and more exciting.[/p][p]This is just the beginning.
Big changes, new challenges, and a more intense Dead Engine experience are coming.[/p][p]Stay tuned.
[/p][h3]Join Our Discord![/h3][p]Join the community for tips, strategies, and discussions about the new mechanics.
[/p][h3]Play Now![/h3][p]Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.[/p][h3][dynamiclink][/dynamiclink]Don’t forget to check out our other games! 🎮[/h3][p][dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink][/p]