Major Game Update - July 1st
Hello Test Subjects!
On July 1st we are releasing Deceit’s biggest update of 2021 so far, which is the culmination of all of our work since the last core update we released back in December. Thank you to everyone for your feedback in the last few months, and for your patience as we’ve taken the time to make sure we don’t rush these changes out.

Since December’s update one of the most heavily requested changes is for us to bring back running between the floors, avoiding an immersion-breaking teleport. So we’re bringing it back - but with a twist. Once all of the power has been collected, doors to the next area will open, however lights in the current area won’t turn back on. Terrors are still free to run wild and execute straggling innocents, but in doing so they risk their identity being found by the remaining players. Once a player gets to a marked door, they will be transitioned to a linked door at the next area, where they can either wait to see who trails behind them, or make a dash to get first dibs on their favourite items.

The area that’s had the most focus this update is changes to the night time combat system. With our December update we made changes that increase the amount of Terror vs Innocent combat during the night. However, we hadn’t yet improved the combat enough to create frequent compelling chase sequences, and make it clear enough what’s happening. We’ve often seen games played at the extremes - either Terrors are running rampant and are able to make multiple kills on the first night, or innocents are able to utilise their light items and fill generators before the Terrors can even get near to anyone. We’ve now made a bunch of changes we hope will allow for both teams to be able to juke and outplay each other accordingly. Below is a shortlist of some of the changes coming as part of this update:

In order to make these changes viable we’ve also adjusted some of the terror abilities to make them both more fun to use and pack a punch when you need them to.
Outside of this there are a plethora of other changes that we’ve made to help immerse you into Deceit, a few of the key ones include:
In the lead up to the release of this update we’ll be running one final Beta test that all players are eligible to join. If you’d like to try an early version of this update out, join our Discord server and react to the message in the #get-roles channel. The dates for the beta are as follows:
Friday 25th June - 8-11pm BST
Saturday 26th June - 12-3pm BST
From then, we’ll be looking at your feedback and polishing the update ready for release on July 1st, which is when the ranked season will also be resetting.
See you in-game,
The Baseline Team
Discord | Twitter
On July 1st we are releasing Deceit’s biggest update of 2021 so far, which is the culmination of all of our work since the last core update we released back in December. Thank you to everyone for your feedback in the last few months, and for your patience as we’ve taken the time to make sure we don’t rush these changes out.

Since December’s update one of the most heavily requested changes is for us to bring back running between the floors, avoiding an immersion-breaking teleport. So we’re bringing it back - but with a twist. Once all of the power has been collected, doors to the next area will open, however lights in the current area won’t turn back on. Terrors are still free to run wild and execute straggling innocents, but in doing so they risk their identity being found by the remaining players. Once a player gets to a marked door, they will be transitioned to a linked door at the next area, where they can either wait to see who trails behind them, or make a dash to get first dibs on their favourite items.

The area that’s had the most focus this update is changes to the night time combat system. With our December update we made changes that increase the amount of Terror vs Innocent combat during the night. However, we hadn’t yet improved the combat enough to create frequent compelling chase sequences, and make it clear enough what’s happening. We’ve often seen games played at the extremes - either Terrors are running rampant and are able to make multiple kills on the first night, or innocents are able to utilise their light items and fill generators before the Terrors can even get near to anyone. We’ve now made a bunch of changes we hope will allow for both teams to be able to juke and outplay each other accordingly. Below is a shortlist of some of the changes coming as part of this update:
- Terrors now have a lot more health, however can also be “staggered” by damage.
- Bullets now do less damage to Terrors, but light items are now power weapons that pack a real punch.
- Armour is now only obtainable as a crate reward, and has been reworked to deflect damage to a terror, allowing an innocent a chance to avoid being executed.
- Stamina has been removed - and movement speeds of innocents and terrors have been adjusted to account for this.
- When reaching zero health, Terrors are no longer downed, and are instead banished to the vents, where they can choose where to respawn from.
- Generators no longer respawn - giving the Terrors a chance to defend the last few, whilst the innocents must cause enough distraction to ensure they can get the power back on.
- New interaction animations have been added throughout, to make things smoother and more intuitive.

In order to make these changes viable we’ve also adjusted some of the terror abilities to make them both more fun to use and pack a punch when you need them to.
- ‘Howl’ (Werewolf) - This ability now interrupts players as well as disorientating them - particularly useful to stop an innocent from being able to complete a generator.
- ‘Frozen Fury’ (Yeti) - When activated, the Yeti gains a damage shield that, after a second, decays over a second. Whilst the shield is active you will also not be affected by any new slows. Note: this shield is strong enough for a full-health Yeti to be able to tank a trap.
- ‘Swarm’ (Vampire) - When activated, the Vampire throws out a bat which marks a spot on the map for a period of time. Whilst the marker is still active, the vampire has a slight movement speed buff, and re-activating ‘Swarm’ will teleport you back to that spot on the map.
Outside of this there are a plethora of other changes that we’ve made to help immerse you into Deceit, a few of the key ones include:
- Moving the Antidote and Lethal Injection from Double objectives to regular reward crates.
- A revamp of multiple UI elements, including a new font.
- DDoS protection technology that will aid in hardening our server infrastructure to attacks.
- The ability to end the game in one of the first two areas if no Infected remain alive.
- New custom options based on community requests.
In the lead up to the release of this update we’ll be running one final Beta test that all players are eligible to join. If you’d like to try an early version of this update out, join our Discord server and react to the message in the #get-roles channel. The dates for the beta are as follows:
Friday 25th June - 8-11pm BST
Saturday 26th June - 12-3pm BST
From then, we’ll be looking at your feedback and polishing the update ready for release on July 1st, which is when the ranked season will also be resetting.
See you in-game,
The Baseline Team
Discord | Twitter