1. Deceit
  2. News
  3. Terror Updates

Terror Updates



Hey Everyone,

This Friday the 15th we are not only releasing our Christmas event we are also doing some big changes to the core gameplay.

It’s no secret that behind the scenes we’re always working on things we think will make Deceit even more fun. Today we’re sharing our current plan for revamping the way Terror’s work – feel free to share your feedback below.
In a series of previous updates we expanded the arsenal of the innocent players with a significantly improved inventory system allowing them to utilise more items quickly and effectively. Following that we added new items and changed the usage of old ones to cultivate different play styles, this ultimately gave rise to our light and darkness update that has shaped Deceit into the game it is today. Now we’re transforming the game again as we follow a similar path for the Terror.

Instead of one terror form we’ll be making a variety of unique monsters, each with their own visual style, special abilities and stats. Our aim is to launch this with the classic terror (Experiment), a fully fleshed out Yeti and the DLC Werewolf. Overall despite their unique nature our aim is to provide more content for users who have not paid for additional DLC and tune any paid content to be different and not stronger. It’s important to us that no user feel they are required to play a specific monster and instead plays around with what they feel they enjoy and works best for them, pride and accomplishment is from playing the game not paying the game.


Disclaimers aside, here are the changes to the terrors:

Each of the terrors has its own unique active ability and each of them have different health and speed stats makes them all their own gameplay experience. These abilities are available as soon as a player transforms into terror form and once used they have a cool down before they can be used again.

Experiment (Classic Terror)
The Experiment is our all-rounder a good balance of speed and survivability. Its active ability is one designed with utility in mind that will help when trying to engage innocents or escape from them.

Active: Decoy – A clone of the Experiment rips out it and runs straight forward for 5 seconds. If the clone is damaged or its 5 second life span is reached the decoy is destroyed and it produces a thick cloud of smoke to obscure other players view.

Yeti
The Yeti is the tank terror, he is slower than the others but can take more punishment. Its active doubles down on this.

Active: Frozen Fury – The Yeti creates frosty armour and becomes invulnerable to both physical and light damage but it will also reduce his speed for a for a few seconds.

Werewolf
The Werewolf is our assassin terror, very fast but also fragile so engagements with the innocent must be carefully considered. But its Active helps balance the fragility a little by disorientating innocents.

Active: Outcry – The Werewolf unleashes and blood curdling howl that causes all human characters within its radius to become confused and their vision is blurred for a few seconds.

Terror select
Terrors are selected at the start of a game, upon waking up infected players will have 15 seconds to choose a terror from the new terror menu accessed by pressing the Transform key.

And finally, each of the two new terror types have their own unique skins each fitting within the themes, the Ape like Yeti and the Canine Werewolf.

Also if you had already unlocked the Yeti skin we are giving you a couple of items to replace it, a unique yeti terror emblem and its value in GM credits.