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Summer 2021 - Holiday Event

Hello Test Subjects!

Summer is here, and it is starting to heat up! When you next open the game you’ll be taken to the summer event section of the menu. This is where you can preview all of the new summer skins that have been added, as well as start your treasure trail, by selecting a character on the right hand side.

The event will run until September 6th, so make sure you loot all of the cosmetics you want before it’s too late!



[h3]Summer Rewards[/h3]

So let’s talk about the booty on offer for navigating through the treasure trail. In this event there’s a blisteringly hot 34 new rewards to get your hands on, just be careful that you don’t burn yourself. Some of the rewards can be earned through the treasure trail story, and all of the rewards can be earned directly through the Loot Booth when using Summer Tokens (now available in the in-game store). Grab as many rewards while you can, and if you're lucky enough to get everything there's even a special emblem waiting for you. There are three free Summer tokens waiting for you in game to help you get started.



[h3]Legendary[/h3]
  • Aquatic Yeti
  • Hula Girl Nina
  • Poolside Hans
  • Macho Chang
  • Snorkel Accessory (Hans)
  • Cutlass (melee)
  • Ice Cream (melee)
  • Compass (wristband)
  • Jade (pistol)
  • Bubble Victory Pose (Alex)
  • Quicksand Defeat Pose (Lisa)

[h3]Rare[/h3]
  • Wasp Spider
  • Floral Alex
  • Desert Camo Lisa
  • Elegant Rachel
  • Cigar Accessory (Alex)
  • Karambit (melee)
  • Sand (wristband)
  • Beach (pistol)
  • Proud Victory Pose (Nina)
  • Dropped Defeat Pose (Hans)

[h3]Uncommon[/h3]
  • Crustacean Experiment
  • Oval Sunglasses Accessory (Lisa)
  • Ice cream (melee)
  • Rainbow Lolly (wristband)
  • Watermelon (pistol)

[h3]Common[/h3]
  • Aviators (spray)
  • Seashell (spray)
  • Watermelon (spray)
  • Angry Crabby (spray)
  • Heart In The Sand (spray)
  • Watermelon (emblem)
  • Turtle (emblem)
  • Lemon (emblem)

[h3]The Vault[/h3]

Now that a year has passed since our last event, all of the following cosmetics from the 2020 summer event have been added to the vault:

[h3]Legendary[/h3]
  • Cowgirl Rachel
  • Oversized Hoodie Nina
  • Preppy Alex
  • Tennis Lisa
  • Lobster Claw (melee)
  • Analog Diver (wristband)
  • Coconut (pistol)

[h3]Rare[/h3]
  • Summer Flight Hans
  • Playmaker Chang
  • Maraca (melee)
  • Digital Diver (wristband)
  • Shrimp (pistol)
  • Buried Alive Defeat Pose (Rachel)
  • Head In the Sand Defeat Pose (Hans)

[h3]Uncommon[/h3]
  • Foam Noodle (melee)
  • Pearl (wristband)
  • Bubble Wrap (pistol)
  • Good Morning Victory Pose (Chang)
  • Heart Victory Pose (Lisa)

[h3]Common[/h3]
  • Crabby (spray)
  • Flamingo (spray)
  • Sun in Sunglasses (spray)
  • Lolly Lick (spray)
  • Lifeguard Ring (spray)
  • Seagull (spray)


[h3]Patch Notes[/h3]
  • The pre-game scenes have had a visual upgrade.
  • All of the maps have been visually updated to add some more colour back.
  • The in-game translations have been updated thanks to our Community Translators.
  • [FIXED] Players occasionally crash at night shortly after an Innocent is downed.


See you in-game!
The Deceit Team
Twitter | Instagram | Discord

Patch Notes - v2021.6.1

[h3]Patch Notes[/h3]
  • The Shotgun has received a new set of animations.
  • A couple of server-side crashes have been fixed.
  • The Tutorial has had some further minor improvements & bug fixes.
  • Several map exploits on the Lumberyard have been fixed.
  • [FIXED] When dying in Terror form you can occasionally get stuck on a black screen.
  • [FIXED] Outlines draw on top of the player's hand & gun instead of behind it.
  • [FIXED] Terrors can unintentionally down an Innocent instead of executing them.
  • [FIXED] The crash reporter would not work correctly for those with 'Full Crash Dumps' enabled in the settings.


See you in-game!
The Deceit Team
Twitter | Instagram | Discord

V2021.6 - Season Update

[h3]August Season[/h3]
Today marks the start of the new ranked season. This is the last season using the current perk system before The Labyrinth gets released in September. This season also sees the return of the Lumberyard to ranked! So don your chainsaws and plaid shirts, and jump into the ranked queue to earn some juicy ranked rewards this season.

[h3]Combat Improvements[/h3]
We’ve made various adjustments to night time combat based on feedback from last season. Enraged terrors are now faster than non-enraged terrors. We’ve made some adjustments to the terror swipe, and added some new animations. We’ve also adjusted staggering and the light items to make them more intuitive. See the patch notes for more details.

[h3]Tutorial[/h3]
The Game Master has put his Henchman to work and spruced up the in-game tutorial. The flow has been tightened up, voice-over has been added, as well as a general polish pass.

[h3]Legacy[/h3]
From later today a legacy version of Deceit (2020) will be available to play. This is intended to help some of our legacy players to see more clearly how many improvements we have made, as a way to make feedback more constructive. It is not a fully supported version of the game. If this is something that interests you, join our Discord server for access.

[h3]Patch Notes[/h3]
  • 'Enraged' Terrors (able to execute an Innocent) now move 5% faster.
  • Terrors that aren't 'Enraged' will now down an Innocent in 1 swipe instead of 2, but also move 2.5% slower.
  • Swiping an Innocent at night will now ragdoll them instead of playing the usual down animation.
  • Innocents hit by a Terror's swipe at night will now respawn after 2s instead of 5s.
  • The 'Endling' movement speed buff awarded from being the only Infected alive has been removed.
  • The amount of blood awarded if your Infected partner dies has been changed from 2/4/6 based on floor to 4 regardless of floor. This means that you start the game with 1 execution if playing a Custom Game with just 1 Infected player.
  • The initial period of staggering a Terror, where they're unable to attack or use abilities, has been reduced from 1s -> 0.75s.
  • Staggering a Terror no longer applies a slow, instead each individual light item applies their own slow. The Camera & Trap both apply a 80% slow upon hit and the Torch applies a 15 -> 60% slow (ramping up over 1.75s of the Torch being on). The slow applied to the Terror will start decaying at a rate of 1% every 0.01s once they've started recovering their vision from being staggered. As an example case, if a full health Terror walks over a Trap they will be slowed by 80% for 1.75s and will then recover back to full speed over an extra 0.8s.
  • The Torch now ticks 5 times a second instead of 4, deals up to 75 damage per second (down from 120) but has 3s more battery life.
  • Players now receive 2 Traps when they complete an Objective awarding Traps.
  • Traps now deal 300 damage instead of 400. This means a Trap will no longer almost always down a Terror (360 base health).
  • The Camera can now be fired every 0.75s (down from 1.5s).
  • Terror sense has been reworked to permanently outline players, with decreasing clarity as you go through the floors, instead of reducing the frequency of revealing them. As such, Terror sense is now clearer on the first floor, slightly harder to see but permanent on the middle floor & fully disabled on the final floor.
  • Terrors now play a death animation when they're killed during the night.
  • The Experiment's clone now plays the correct run animations, mimics the Experiment's death audio & plays the new death animation when killed.
  • The Yeti is no longer slowed by 5% whilst its shield is active.
  • The perk ‘Strong Scent’ has been reworked to make terror sense clearer, rather than lasting longer.
  • Casual & Ranked queues now have different timeouts applied for 'dodging' a game. The timings remain the same for Ranked, but are more lenient for Casual to account for issues outside of the player's control.
  • The visual for anonymous players at night has been updated to be less 'ghost' like & to remove any identifying information about the player.
  • The Pistol is now always auto-equipped after using up another item.
  • The audio cue for players using Tamper Boxes & destroying Fuse Boxes has been made quieter.
  • Escape points are now shown on the minimap once they're available for use.
  • When a Generator is outlined to you at night, the player interacting with it (if they exist) will also be outlined.
  • The in-game translations have been updated thanks to our Community Translators.
  • [FIXED] Terrors can occasionally swipe players down even though they have an execution available.
  • [FIXED] The Escape Door interaction animations on the Asylum don't always line up correctly.
  • [FIXED] Your hand doesn't always correctly line up when restarting Generators at night.
  • [FIXED] Execution animations don't play correctly when killed from behind.
  • [FIXED] The Human & the Terror can occasionally be separated during the Execution animation.


See you in game,

The Deceit Team
Twitter | Instagram | Discord

Behind The Scenes: Environment Art

Behind the scenes is an article series in which one of the Deceit developers takes us through some of the content that’s recently been in the works for the game.

[hr][/hr]
Hi there! I’m John Handy, Senior Environment Artist on Deceit.

Over the course of this year we’ve been reworking the lighting and optimisation of our existing maps to improve their quality and level immersion. As of this week, four of our five maps have received our attention. We’ve been working to make best use of the assets we already have, before we shift our focus to brand new content next year. Let’s take a quick look at some of the progress we’ve made so far:
[h3]The Forest[/h3]
The main issue I found with the forest was that we weren't making effective use of the lighting systems inside CryEngine. With the update I added a global moonlight as a way to subtly help with orientation. I updated lighting levels to leverage eye adaptation meaning when you go from bright areas into dark areas your eyes will adjust. Finally I enabled SVOGI for some tasty bounced lighting.



[h3]The Lumberyard[/h3]
The Lumberyard had a few layout issues that had a big impact on the feeling whilst playing. The main thing I did was to address the time it takes to traverse from one area to another, as it took far too long to cross the map. Then like the forest, updated the lighting.



[h3]The Manor[/h3]
The Manor had some serious performance problems that had been neglected and some art issues that meant it never looked how it should. I fixed a lot of the rendering and performance issues which means light now interacts more correctly with the environment. Then I added some more dramatic lighting throughout, helping the overall atmosphere.



The Asylum has been our main testing ground, with numerous visual updates throughout the year. This leaves just the Arctic, which we’ll be revisiting soon. Aside from that, we’re now looking at building some new content to level up our maps, including:

  • Cracks for humans to squeeze through, along with destructible walls. This will come together with new terror abilities.
  • New map-specific interactable elements to give each map a more unique identity.
  • More props to help bring more realism and variety to parts of our maps.
  • A new map as part of our next expansion!

[hr][/hr]
[h3]When did you first join the Deceit team, and how have you found the experience overall?[/h3]
I was one of the original developers at Automaton working on Deceit. After working elsewhere in the games industry, I have come back to continue work on Deceit.

Making a new game has its challenges, and there have been plenty of them during the development of Deceit. However the experience has been great, lots of ups and downs but at the end of the day I have had the chance to meet some great friends and make something we are proud of, and want to improve further.
[h3]Out of everything you’ve contributed to Deceit, what sticks out as your favourite thing to have worked on?[/h3]
My main focus as an Environment Artist is to create the maps, which includes work on layout design, visual realism through materials and props, and lighting. I think my answer to this question changes over time.

Recently I have really enjoyed working on upgrading the lighting across the maps. There is a lot of great art which we have put time into over the years, and in my opinion the lighting wasn't representing it that well. The new manor is a good example of this. A bonus of upgrading the lighting system is how we have improved the atmospheric feeling through volumetric fog effects.
[h3]Do you have any sneak peaks you can share as to anything we’re expecting to see in the near future?[/h3]
We have been discussing how we can make the maps foster better chase sequences during the night period. One idea we are playing with is having set destructible walls that the terrors could burst through, and balancing that with small passageways only the innocent can fit through.

This will be a really cool combination of Art and Design and I think will help to keep things fresh and add a lot of sandbox moments in the game.
[h3]Who is your favourite character to play in Deceit, and what outfit do you rock?[/h3]
Honestly I like to mix it up, but I am a big fan of the Nina+Cap combo with the Oversized hoodie!
[h3]If people would like to follow you on your journey, where can they find you online?[/h3]
A few years ago I actually dropped off all social media! However feel free to catch up with me in the Discord, or on my ArtStation

Clips Competition - The Results

Hello Test Subjects!

At the beginning of this month we launched our first community competition for Deceit. Entrants were required to submit their best short clips of their Deceit gameplay: showcasing their deceptive skills, prowess in shooting, and hilarious moments.

We’d like to thank everyone who took the time to enter, and we’ve thoroughly enjoyed watching all of the clips and judging the submissions.

So without further ado, the results are as follows:

1st place - vazza - £100 Steam Giftcard & Pre-release t-shirt
2nd place - ColesStew - Pre-release t-shirt
3rd place - tutuletz - 125 Loot booth tokens

We’d also like to award a runners up award of 25 loot booth tokens to 3 entrants - Weeb, HedShred, and FedericoRaya.

Once again, thank you to all of our entrants, and we’re looking forward to running more community competitions in the near future.


See you in game,

The Deceit Team
Twitter | Instagram | Discord