v2021.8 - The Labyrinth
This week, the game master is introducing a new toy - the Labyrinth. Level up and unlock rewards through tickets that you earn as you play. Alongside this, the game menu has been updated, and we’ve rolled out a number of improvements to the in-game experience as well.
[h3]The Labyrinth[/h3]
The Labyrinth is Deceit’s new progression system where you can earn cool new unlocks and rewards. By playing games either solo or as a party, you’ll receive tickets that you can spend in the Labyrinth to unlock rewards. Collect all of the special rewards and unlock the exit in order to complete the Labyrinth and progress. Each Labyrinth you complete you’ll level up, increasing the complexity of the puzzles until you reach level 100, where you’ll be given the option to prestige, more on this below.
[h3]Labyrinth Rewards[/h3]
The Labyrinth combines a few of our old systems (perks, challenges, levelling) that you can now obtain as rewards on the Labyrinth. From launch there will be a whole array of loot for you to get your hands on, including:
Booth Token Shards - combine 10 shards to form a Booth Token
Story Challenges - learn more about the world and earn extra tickets
Perks - customise your loadout with buffs that fit your playstyle
Tickets - for you to progress further into the Labyrinth
The Labyrinth - Collect the special rewards and escape at the exit
Loadout - select the perks you’d like to use in game
Challenges - earn rewards through completing tasks in daily, base, and story challenge sets
In the coming months, a number of new rewards will be introduced to the Labyrinth, check out our dev blog for more information.
[h3]Challenges[/h3]
Challenges have found a new home inside of the Labyrinth - which you can access by clicking the file next to the Labyrinth puzzle. Challenges are given as part of challenge sets - which must be completed in sequence. Challenges now unlock at level 5, and are split into three categories:
[h3]Perks[/h3]
Similarly to Challenges, Perks can now be found in the Labyrinth - accessible by clicking the clipboard next to the puzzle. Perks are no longer tied to seasons - and are instead unlocked permanently, until you decide to prestige. We’ve greatly reduced the number of perks you can equip - but have made the perks themselves more impactful. On the loadout screen you can equip 4 perks - 3 normal, and 1 ultimate - all of which can be unlocked as rewards through the Labyrinth. Some of our personal favourites include:
[h3]Booth Tokens & Token Shards[/h3]
As of today's update the number of Tokens required to use the Booth has been reduced from 3 to 1, with each game still providing you with 3 rewards. As part of this change we've converted everyone's existing Token values, by dividing by 3 & rounding up where necessary, into Tokens & Shards. The amount of Tokens & Shards you own when you log in will grant you the same number of rewards as it did before the update. Along with this, we've also modified the number of tokens you get per purchased token pack, as well as rebalanced the regional pricing based on these new figures.
A Token Shard is one tenth of a Booth Token that you can earn as a reward from the Labyrinth. Once you’ve earned 10, click on them in the bottom left corner of the Labyrinth to combine them into a Booth token that you can use straight away.
[h3]Gameplay[/h3]
Throughout the year we’ve been adding more and more analytics into the game, helping us understand the different game states the players can get into. As such we’ve noticed that when games are played out in certain ways, more frequently in Ranked, that the Infected can struggle to keep up with the Innocents. The below changes have been made with the intent of giving the Infected more control over their fate in those game states, whilst not heavily impacting their win rate in games with newer players in it.
[h3]Prestige & XP Conversion[/h3]
All progress you’ve made through levelling in Deceit so far will be directly translated into the Labyrinth - you’ll begin on a Labyrinth puzzle that equates to your current level - and those of you who’ve prestiged will notice that the Labyrinth’s visuals change as you progress through the Labyrinth.
Once you complete the 99th Labyrinth, you’ll be presented with a level 100 Labyrinth. At this point, you can optionally choose to stay at level 100, and continuously get level 100 Labyrinths, or you can opt to prestige. At this point, your Labyrinth will visually change to represent your new prestige, and a bunch of your account progress will reset - you’ll return to level 1, and all challenges and perks will be reset.
In addition to this we’ve removed the cap off of the maximum prestige you can obtain. Those few people who’ve reached this monumental achievement will have all experience earned past the old cap (9th prestige, level 99) recognised in their new prestige and level. You can view your prestige on the Labyrinth, and we’ll be adding icons for prestiges past 9 in an update in the near future.
Labyrinth visuals at Prestige 10
[h3]Studio Rebrand & Coming Soon[/h3]
You may notice we’ve rebranded our studio -- we’re now World Makers -- and we’ll be talking more about this at Halloween! We’ve got a lot of improvements coming for Halloween, including new combat animations, audio improvements and a new fuse system.
https://www.youtube.com/watch?v=QenRAWjbabw
Terror Expel & Fuse Preview
[h3]Patch Notes[/h3]
See you in Game,
The Deceit Team
Twitter | Instagram | Discord
[h3]The Labyrinth[/h3]
The Labyrinth is Deceit’s new progression system where you can earn cool new unlocks and rewards. By playing games either solo or as a party, you’ll receive tickets that you can spend in the Labyrinth to unlock rewards. Collect all of the special rewards and unlock the exit in order to complete the Labyrinth and progress. Each Labyrinth you complete you’ll level up, increasing the complexity of the puzzles until you reach level 100, where you’ll be given the option to prestige, more on this below.
[h3]Labyrinth Rewards[/h3]
The Labyrinth combines a few of our old systems (perks, challenges, levelling) that you can now obtain as rewards on the Labyrinth. From launch there will be a whole array of loot for you to get your hands on, including:
Booth Token Shards - combine 10 shards to form a Booth Token
Story Challenges - learn more about the world and earn extra tickets
Perks - customise your loadout with buffs that fit your playstyle
Tickets - for you to progress further into the Labyrinth



In the coming months, a number of new rewards will be introduced to the Labyrinth, check out our dev blog for more information.
[h3]Challenges[/h3]
Challenges have found a new home inside of the Labyrinth - which you can access by clicking the file next to the Labyrinth puzzle. Challenges are given as part of challenge sets - which must be completed in sequence. Challenges now unlock at level 5, and are split into three categories:
- Daily - each day you’re given a set containing an easy, medium, hard, and very hard challenge - unlocked at level 5
- Base - sets related to maps, objectives, and day/night periods - unlocked at level 5
- Story - sets relating to each character and terror - unlocked through the Labyrinth
[h3]Perks[/h3]
Similarly to Challenges, Perks can now be found in the Labyrinth - accessible by clicking the clipboard next to the puzzle. Perks are no longer tied to seasons - and are instead unlocked permanently, until you decide to prestige. We’ve greatly reduced the number of perks you can equip - but have made the perks themselves more impactful. On the loadout screen you can equip 4 perks - 3 normal, and 1 ultimate - all of which can be unlocked as rewards through the Labyrinth. Some of our personal favourites include:
- Untracked - Normal - Downing the player who tracked you instantly destroys the tracker
- Field Medic - Normal - Gain a movement speed buff if you're able to antidote someone
- Stake Out - Ultimate - The Infected's Terror Sense won't reveal you if you're crouched & not moving
[h3]Booth Tokens & Token Shards[/h3]
As of today's update the number of Tokens required to use the Booth has been reduced from 3 to 1, with each game still providing you with 3 rewards. As part of this change we've converted everyone's existing Token values, by dividing by 3 & rounding up where necessary, into Tokens & Shards. The amount of Tokens & Shards you own when you log in will grant you the same number of rewards as it did before the update. Along with this, we've also modified the number of tokens you get per purchased token pack, as well as rebalanced the regional pricing based on these new figures.
A Token Shard is one tenth of a Booth Token that you can earn as a reward from the Labyrinth. Once you’ve earned 10, click on them in the bottom left corner of the Labyrinth to combine them into a Booth token that you can use straight away.
[h3]Gameplay[/h3]
Throughout the year we’ve been adding more and more analytics into the game, helping us understand the different game states the players can get into. As such we’ve noticed that when games are played out in certain ways, more frequently in Ranked, that the Infected can struggle to keep up with the Innocents. The below changes have been made with the intent of giving the Infected more control over their fate in those game states, whilst not heavily impacting their win rate in games with newer players in it.
- The amount of blood required to reach an execution has been reduced by 1 at each level. This means you only need to drink 3 Blood Bags to get your first execution.
- You can now shoot both Tamper Boxes on Objectives & Fuse Boxes in order to destroy them. Doing so will cause it to make a louder destruction sound.
- The number of Objectives available in each area has been reduced from 18 / 12 / 6 to 15 / 10 / 5.
- The cap on the number of Objectives you can take in each area has been changed from 3 / 2 / 1 to 3 / 3 / 3.
- Terrors can now execute their infected teammate - however, if they aren’t antidoted, they will be revived at the end of the timer. This does use up the Infected's execution
- The Objective holding the Inspection Kit is locked for the first 60s of the second area, providing the Infected more opportunity to potentially destroy it.
- The logic for how many Generators get automatically completed at night has been adjusted to make it easier for Innocents to get to the next area once the Infected have executed a few players.
- Terror executions can now be cancelled if you manage to do enough damage to expel them during the start of the kill. This doesn’t remove the Terror’s ability to execute again, just stops that one from happening.
[h3]Prestige & XP Conversion[/h3]
All progress you’ve made through levelling in Deceit so far will be directly translated into the Labyrinth - you’ll begin on a Labyrinth puzzle that equates to your current level - and those of you who’ve prestiged will notice that the Labyrinth’s visuals change as you progress through the Labyrinth.
Once you complete the 99th Labyrinth, you’ll be presented with a level 100 Labyrinth. At this point, you can optionally choose to stay at level 100, and continuously get level 100 Labyrinths, or you can opt to prestige. At this point, your Labyrinth will visually change to represent your new prestige, and a bunch of your account progress will reset - you’ll return to level 1, and all challenges and perks will be reset.
In addition to this we’ve removed the cap off of the maximum prestige you can obtain. Those few people who’ve reached this monumental achievement will have all experience earned past the old cap (9th prestige, level 99) recognised in their new prestige and level. You can view your prestige on the Labyrinth, and we’ll be adding icons for prestiges past 9 in an update in the near future.

[h3]Studio Rebrand & Coming Soon[/h3]
You may notice we’ve rebranded our studio -- we’re now World Makers -- and we’ll be talking more about this at Halloween! We’ve got a lot of improvements coming for Halloween, including new combat animations, audio improvements and a new fuse system.
https://www.youtube.com/watch?v=QenRAWjbabw
Terror Expel & Fuse Preview
[h3]Patch Notes[/h3]
- A post-game scoreboard has been added showing you what challenges you progressed, how many tickets you earned and, if applicable, how your Ranked status was affected
- Transform animations have been added to the Human side of the transform. Along with this, the duration of the transform has been adjusted so that the majority of it happens while you’re still Human. Once you’re in Terror form you’re almost instantly able to attack & use your abilities
- Ranked games now give a ticket multiplier boost of 25%, up from 10%
- Ticket boosts, both purchased & weekend boosts, now only apply to Tickets earned from playing games
- The tutorial has had slight adjustments to work with the new gameplay changes, including giving out a Token the first time you finish it. Those who already had the Tutorial challenge, but hadn’t completed it, have been given this token automatically
- The visuals of the Trap explosions have been improved
- The Daily XP hiscore has been replaced with a Daily Ticket hiscore
- Various UI changes have been made to the Main Menu
- Various optimisations have been made - in particular, on the Asylum & Forest
- In-Game chat messages now make a slight sound when they’re received
- Our in-game translations have been updated, thanks to our Community Translators
- [FIXED] Occasionally, emissives are overexposed
See you in Game,
The Deceit Team
Twitter | Instagram | Discord