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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:

  • 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.

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]
  • 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

Patch Notes - Summer's End

[h3]Patch Notes[/h3]
  • The Summer Event has now ended, we hope you had fun finding your treasure!
  • The Ranked season has been updated. However, as the Labyrinth is close to being released, the Perk Tree has been kept the same and your points haven't been reset. We'll publish another post with more information about the Labyrinth and its release soon.


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

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