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Manor Lighting & Optimisation

Hello Test Subjects

This week's update brings a variety of lighting changes, optimisations and bug fixes to various maps in Deceit.

Patch Notes:

  • The manor has had a significant optimisation and lighting pass
  • On all maps, certain lights are now turned off when not needed to help improve performance
  • The Camera and Torch's hit detection has been improved
  • Escape doors have been tweaked to help improve animation alignment
  • Removed the extra generator requirement if there is only 1 infected left alive in the last area
  • Improved trap trigger detection to improve when it explodes on stairs
  • [FIXED] Players can stand inside transition doors on the Arctic and be immune
  • [FIXED] On the Manor, players can get stuck in the transition doors in the Library
  • [FIXED] Players can exploit the map in the Library on the Manor


Next week's update will bring various combat adjustments and balancing, along with the end of the current rank season.

See you in game,

The Deceit Team

Twitter | Instagram | Discord

Lumberyard Rework & Game Balancing

Hello Test Subjects!

[h3]Lumberyard Rework[/h3]



It’s back! We took the decision to temporarily disable the Lumberyard with our July 1st update whilst we levelled it up a bit. This was a decision we made based on both the analytics from the live servers, and as a result from our internal playtesting.

Whilst still having the same vibe and feel, The Lumberyard has gone through a significant amount of structural rework bringing it more in-line with the other maps from an aesthetic, balancing, and fun perspective.

We’re looking forward to seeing what you think of these changes, and will be reading all feedback to make any further refinements where needed.

NB: to help protect competitive integrity, The Lumberyard will not be available in ranked games until next season.



[h3]Improved Server Region Matching[/h3]

Your game server will now be selected based on proximity (of the players in your game) to our nearest datacenter rather than based on which language you queue on. The goal of this is to reduce latency (ping times) overall, which can reduce instances of lag-related bugs and players teleporting around.

Prior to this update, game servers would be selected based on the language you were queued in, for example, this would lead to players in the UK playing on the English queue playing on US servers; these players will now instead play on European servers.


[h3]Patch Notes[/h3]
  • The Pistol now sways as you aim & move your character around.
  • Taking Generators is now 20% faster (3s -> 2.4s).
  • If there are some Generators to be auto-completed they will now complete once every 2.5s instead of all at once.
  • Akin to the middle floor, the first night period now only requires 8 Generators to be completed if there are 2 Infected alive. If there’s only 1 Infected alive this period still requires 10 Generators.
  • If there’s only one Innocent alive on the middle floor all bar one Generator will be automatically completed.
  • The initial part of a Terror’s stagger, where they’re unable to attack, has been reduced from 1.25s to 1s. The overall duration of the stagger is still the same.
  • Terrors that are staggered will now find it a bit harder to see where their attacker ran off to.
  • The restriction on rotating your Terror when staggered by light has been heavily reduced.
  • Terrors can no longer attack or use their abilities after recently (1s) having their attack deflected by a Human wearing armour.
  • Infected players now only get a flat 1 blood for swiping down an Innocent at night instead of 1/2/3 based on floor.
  • Several changes were made in an attempt to stop Terrors playing audio after transforming out.
  • Our in-game translations have been updated thanks to our Community Translators.
  • [FIXED] Players can accidentally fall out of the map when running to the middle floor of the Asylum.
  • [FIXED] Occasionally players don’t get outlines to the nearest Generator to complete.
  • [FIXED] The Werewolf is unintentionally 10% slower than the other Terrors.
  • [FIXED] Players are able to remain in Terror form in a section of the second area of the Manor.
  • [FIXED] Alt+Tabbing out of the game whilst in Fullscreen can stop you from being able to type.


It’s time to get your sunscreen and swimming gear ready! The summer event is just around the corner, coming to Deceit mid-August.

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

Dev Blog: The Labyrinth

‘Dev Blog’ is a new series that tells the on-going story of our current development focus, giving you an early first-look at game features we’re currently working on, and what you can expect in Deceit in the near future. We’re excited to see your response and feedback to the articles in this series through our various socials, which gives us useful insight into how we can tweak these systems pre-release.

[hr][/hr]

Progression systems come in many different forms in video games - their purpose being to give us the motivation to return to the game for a steady stream of new content and rewards. Back when Deceit was first released in 2017, ours - levelling, prestige, reputation, and perks - were an afterthought. This year we are overhauling these systems completely, and we want to tell you a bit about that today.

[h3]Introducing the Labyrinth[/h3]
The Labyrinth is a repeatable puzzle minigame that is the cornerstone of our progression systems. It ties together Levelling (and Prestige), Challenges, Perks, the Loot Booth and more. You’ll be controlling a rabbit companion to work your way through a circular maze towards an escape. Along the way you’ll be breaking open routes and collecting rewards. When you reach the end you’ll level up and discover the next puzzle. As you level up the puzzles get more tricky but also more rewarding.

[h3]How do you play the Labyrinth?[/h3]
You’ll be able to access the Labyrinth from the main menu where it will have a physical 3D presence, like the Loot Booth. Experience Points (XP) will now be used to unlock routes through the Labyrinth which gives you access to collecting rewards and to escape. Some rewards are required to open the escape, others are optional.

It’s quite hard to describe the puzzle so below is a mock-up of how the Labyrinth works. The gold circles are required rewards, blue circles are optional rewards, and the green slice is a route that you’re hovering over to potentially unlock.

NB: This is a mock-up drawing to demonstrate the Labyrinth, not an accurate in-game depiction.

[h3]What else is changing?[/h3]
Firstly, Loot Booth Tokens are going to be given out in Shards from the Labyrinth. Collect enough Shards and you’ll be able to combine them into a Loot Booth Token. Instead of spending 3 loot booth tokens per turn, you will now spend 1 token, and get 3 rewards per turn.

Secondly, Perks will no longer be linked to seasons and instead be permanently unlocked when found. From the ones you have unlocked you will be able to choose 3 Normal Perks as well as 1 Ultimate Perk. There will also no longer be Infected perks, instead Terrors will receive their own levelling system separately, called Terror Mutations, which we’ll talk more about soon.

Thirdly, Challenges are being simplified to being just one task each and grouped into Series. There will be no concept of activating challenges. There are now three categories of challenge:
  • Normal - Core challenges that are automatically unlocked and progressable
  • Daily - given to you each day you log in
  • Story - found in the Labyrinth to discover more about the world of Deceit

There will be lots of series of challenges within these categories, and each challenge must be completed before you’re given the next. For example, for the base challenge series specifically about the camera, you’ll need to complete camera challenge 1 before getting camera challenge 2.

Fourthly, Prestiging will now be optional when you reach the maximum depth of the Labyrinth. This resets you back to level 1, but there will be an upgraded look and feel of your Labyrinth, and you’ll be able to show off your new level of mastery. This comes with a trade-off of losing progress in some of the systems mentioned which you can earn back as you start to level up again.

Lastly, we’re reworking the End of Game Experience. This will now be done in-game before returning to the menu so players can talk to each other before they go their separate ways. You’ll be able to see a more advanced breakdown of how you did in the game and review your progress in-line with these new system changes.

[h3]What are the rewards from the Labyrinth?[/h3]
The Labyrinth is the home of rewards, as such there will be a whole array of loot for you to get your hands on, including:
  • Loot Booth Tokens - unlock cosmetics for your characters
  • Story Challenges - learn more about the world of Deceit
  • Perks - improve your likelihood of winning games
  • XP - for you to progress further into the Labyrinth

There are also three more systems that we’ll be releasing later on in the year that will also be given out from the Labyrinth, which are:
  • Boons - activatable effects in the Labyrinth to manipulate the puzzle
  • Upgrades - consumable attachments to items
  • Cards - ways to modify and spice up each game of Deceit

[h3]When is the Labyrinth being released?[/h3]
Due to the connectedness to our other progressions systems this will be released in a multi-phased approach, starting in September. This means we will release with an initial group of perks and challenges, with more to come throughout the rest of the year!

Upon release your existing level and prestige will be respected and transferred directly into the new system. To avoid higher levels from being thrown in at the deep end we will offer information on how to play the Labyrinth.

[h3]What can we expect from future progression system updates?[/h3]
We have so many plans around progression and meta systems in general. We’ll be sharing them with you as we start working and as they get nearer to release. We have plans to appeal to social party players, completionists and the competitive crowd, and anyone in between.

See you in Game,

The Deceit Team
Twitter | Instagram | Discord

[hr][/hr]
Next in our ‘Dev Blog’ article series we’ll be discussing our plans to bring further depth and responsiveness to combat in Deceit, through additional Terror Abilities, animations and other improvements.

v2021.5.0 - The War Against Cheaters

Hello Test Subjects!

Today’s update brings the next iteration of our Anti-cheat system, along with several bug-fixes, polish, and balancing tweaks.

[h3]The current state of Anti-cheat[/h3]
Cheating in Deceit is a significant issue that has been plaguing the community for some time. Last year we made an initial, first iteration of anti-cheat, that primarily targeted cheats that we could easily detect on the game servers. Since it was released, this iteration of the anti-cheat has enabled us to detect and punish over 60,000 instances of bad actors, and to this day this number continues to climb.

[h3]Today’s update: EasyAntiCheat[/h3]
In today’s anti-cheat update we’ve integrated with EasyAntiCheat - which helps target the client-side injected cheats that we’re currently unable to prevent or detect on the game server side. With this we anticipate that the number of cheaters you see in-game will be greatly reduced, however we’ll keep our eye on the situation and will remain vigilant. For more information on EasyAntiCheat you can visit their website: https://www.easy.ac/.

Please note, we are intentionally leaving out some details and numbers around our anti-cheat effort in order to avoid giving any information that cheat program developers may use to their advantage.

If you happen to run into any issues with this update, please reach out to us on our official Discord.

[h3]What are the next steps?[/h3]
Anti-cheat is a long lasting arms race between game developers and cheaters. Moving forward, we are looking into more ways to detect players from cheating, and aiming to ensure a high quality of games for all players. This includes detecting players who choose to circumvent the fair rules of the game, including boosting and teaming.

[h3]Reporting players[/h3]
If you suspect someone of cheating, please use the in-game reporting function, and detail what sort of cheat you suspect them of using in the description box. These reports are critically important for us to verify how well our detection system is working.

[h3]Patch Notes[/h3]
  • The Fuse Box time reduction in the first 2 areas has been increased from 25s to 30s.
  • Several in-game analytics events have been added to enhance how we track, and subsequently improve, the different types of games that players experience.
  • The in-game translations have been updated thanks to our Community Translators.
  • The middle night period now only requires 8 Generators to be completed if there are still 2 Infected alive. If there’s only 1 Infected alive this period still requires 10 Generators.
  • When the final Infected is eliminated from the game the Generators will instead behave as if an Innocent was eliminated, maintaining the uncertainty of whether or not your vote was legitimate.
  • [FIXED] Reducing the number of extra Generators available from 2 to 1 when there’s only 1 Infected alive caused 1 Generator to be auto-completed, instead of disabled. This made it unintentionally easier for the Innocent to complete all the Generators at night vs 1 Infected.
  • [FIXED] Players can’t damage other players with melee attacks (terror swiping & knifing) through water.
  • [FIXED] The hologram for Reward Crates holding either the Lethal Injection or the Shotgun doesn’t get fully removed once the crate is no longer usable.
  • [FIXED] Light can shine through the doors to the final area of the Manor.
  • [FIXED] You’re able to jump out of the map in the first area of the Forest.
  • [FIXED] You’re able to climb up onto the Asylum’s Swimming Pool scaffolding.
  • [FIXED] You’re unable to easily interact with a Reward Crate in the second area of the Forest.
  • [FIXED] The Terminal Objective briefly flickers as you start to use it.

See you in-game!
The Baseline Team
Twitter | Discord

Clips Competition - Announcement

Hello Test Subjects!

We’re excited to announce our first ever community competition for Deceit! We’re on the lookout for the best Deceit video clips that are worthy of winning some amazing prizes. Impress us with your next level deception skills, or make us fall off of our chairs laughing. We’re hyped to see the best moments from your games.

[h3]Prizes[/h3]
First place - £100 digital steam gift card (currency can be auto-converted by Steam) and a pre-release official Deceit t-shirt from our upcoming merch store (unisex sizes XS-4XL).
Second place - A pre-release official Deceit t-shirt from our upcoming merch store (unisex sizes XS-4XL).
Third place - 125 Loot booth tokens in-game.

[h3]How to enter[/h3]
Submit your entry by tweet with your 60 second or less video attached, including the hashtag #DeceitClipsCompetition and tagging our official Twitter @PlayDeceit.

[h3]Timeline[/h3]
  • Entries can be submitted between now and 11:59 PM BST on Sunday 25th July.
  • Entries will be judged by the Deceit development team.
  • Winners will be announced in a follow-up news post on Friday 30th July.
  • Winners will be contacted by Twitter direct message to redeem their prizes, therefore entrants must either be following the @PlayDeceit account, or have their DMs open.


[h3]Eligibility[/h3]
  • The clip submitted must be authored by you.
  • Clips must be from patch 2021.4.0 or later (July 1st).
  • There must be no use of other brand’s copyrighted material (e.g. copyrightable music).
  • There is no limit as to how many clips each person can enter.
  • Clips can be at most 60 seconds long.
  • Entrants must be at least 16 years of age.
  • Entrants must not be banned in Deceit.
  • No purchase necessary to enter or to win.
  • Violation of any of the conditions or rule breaking will result in disqualification.


We’re looking forward to seeing your entries!

See you in-game,

The Baseline Team