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WIP: Mirny Map Expansion



[h2]Hello Deadsiders![/h2]

In this short WIP post, we would like to show you all a handful of areas that we plan to add into the Mirny map in our next update. We have taken some POIs from procedurally generated maps, and imported the entire Potny map into Mirny!

These new POIs will further populate areas of Mirny that were formerly empty in the south. For example the south west side of the map hasn’t seen a lot of traffic outside of base building and Kamensk. Now the Potny map connects it to the south end of the spawn zone, allowing players a new way to progress to the southern areas of the map.

Outside of these new POIs, our team is working on the implementation of blueprints, as well as a couple unique weapons that we hope to show soon. Below is a map highlighting the new areas, as well as a few screenshots. Let us know what you think!



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Deadside 2025 Recap & Future Plans



[h2]Hello Deadsiders![/h2]

Our team has substantial (and exciting) plans for 2026, and in this post, we will outline them as transparently as possible, as well as summarize the key learnings and takeaways from last year.

First things first, we hear your feedback loud and clear. Currently, the whole Bad Pixel team is focused on tuning bots’ vision and hearing, fixing loot generation, adding new base decorations, and revisiting the game’s economy - all of that being the main feedback points you’ve shared with us. Expanding Deadside’s PvE aspect and adding more depth to the game overall are also in the pipeline. In the upcoming update drops throughout the year, we plan to:

  • Expand the base production system
  • Expand the list of craftable items and resources
  • Add new production & comfort modules
  • Clear up bugs and issues

The next big update is planned for March, and we’re planning on filling it with highly requested changes like workbench improvements and, most importantly, increasing the map size on Mirny. Here is a brief sneak peek at what’s to come:


The March update will mark our return to the formula of more frequent updates - with monthly or bimonthly roll-outs and shorter dev cycles. We’ll explain why in a moment.

In 2025, we shipped two big systems: Modkit and procedural map generation. The modkit was supposed to let our creative community members add their own content and tweak the game’s mechanics, and procedural generation was meant to give you basically endless map variations. However, the response from all of you wasn’t exactly what we hoped for.

Each of those two systems took months of development. Our dev crew learned from it and will lean more toward the essence of what makes Deadside unique in the first place, while introducing compelling content you haven’t seen before with regular waves of improvements. Procedural map generation is on hold for now; however, we don’t want all the content we made for it to go unused. The plan is to bring locations created for the procedural maps (and more) over to Mirny. We’ve already started doing that in Update 1.8: several locations, originally made for procedural maps, have made in into the main area. And that’s not where the integration stops — we’re continuing to bring over more of these finished locations, and you’ll be able to explore them in update 1.9.

We want to thank our mod creators for their awesome creativity, private server owners for stepping up and helping shape the game, and all of our active players for their honest feedback and the time they spend in Mirny. Our everlasting goal is to make the game better, and that’s what we’re going to put a special focus on during the ongoing twelve-month period.

Thank you for reading, and stay tuned for more details!

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Hotfix 1.8.0.4: Community Feedback Rebalancing



[h2]Hello Deadsiders![/h2]

We have seen that some elements of update 1.8 have been met with mixed feedback from the community. Radical changes were made to several core systems, and we have gotten many suggestions to fix problems and make improvements. We hear you, and we’re taking steps to set things right.

We plan to release update 1.8.0.4 on Monday, in the meantime read through the changes and let us know what you think!

Key Changes:
  • Disabled AI damage to player bases
  • Increased headshot damage on unhelmeted AI for lethal headshots
  • Weapon repair parts added to the "Tools" section at Traders

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The Details


[h2]AI Damage to Player Bases[/h2]

Our goal was to make convoy hunting more challenging for players who prefer sniping bots from the safety of a "two-minute" twig base. We felt that upgrading to a log-tier base was a fair trade-off for that tactical advantage. However, some players began exploiting this mechanic to lure AI toward other players' bases, leading to total griefing and destruction. To prevent these unpleasant surprises, we are reverting this change. Your bases are safe once again.

[h2]AI Headshot Damage[/h2]

The recent weapon balance overhaul was intended to specialize weapon roles and make PvP more predictable. We wanted to ensure a stray pistol shot from a distance wouldn't result in an instant player death. Because of this, headshot damage was significantly reduced, leaving only sniper rifles capable of one-tap kills (excluding helmets).

Unfortunately, this unintentionally turned bots into bullet sponges. We are adjusting headshot values so that any weapon in good condition will kill an unhelmeted bot with a single headshot, provided you are within half of the weapon's effective range.

[h2]Weapon Repairs[/h2]

The new repair system was the biggest point of contention. In 1.8, we significantly increased weapon durability (by 2–3x on average), meaning a mint-condition gun won't lose 50% of its durability in a single mission. To balance the economy, we made repairs more expensive and introduced a more realistic system involving unique parts and Machine Oil.

The idea was to add a new dimension to the meta: weapon rarity. We wanted maintaining your favorite high-tier gun to feel like an achievement rather than just a button click. However, we agree that costs became prohibitive for especially rare gear.

As a temporary solution: Traders now stock unique repair parts. These will be significantly cheaper than buying a brand-new gun just to scrap it for parts.

The Future: We are planning a more robust fix by introducing a blueprint system that will allow you to craft these unique parts yourselves.

We are also currently working on expanding the crafting system, which will include a new workbench and the aforementioned blueprints.
Stay tuned for more updates, and let us know what you think about these changes!

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Hotfix 1.8.0.3

[h3]Hello Deadsiders![/h3]

In the next few hours, we will begin rolling out Hotfix 1.8.0.3 for PC!

Minor patch fixing a bug on PvE servers.

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required



The update does not require progress to be reset, meaning there will be no wipe!

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Hotfix 1.8.0.2 & PvP Fest Discount



[h2]Hello Deadsiders![/h2]

On Monday, February 9th at 11am CET / 4am CST, we will release Hotfix 1.8.0.2!

⚠️Warning:
During the patch deployment, servers may be temporarily unavailable. Game client update is required

We will also be participating in the Steam PvP Fest! Experienced players will be able to grab DLC at a discount, and any new players looking to try the game will have the perfect opportunity to do so. The PvP Fest starts on the 9th at 7pm CET / 12pm CST

Here are the changes you can expect to see:

[h2]Patch Notes:[/h2]
  • Fixed vests clipping into the new AGC and JTR 6x optics while aiming
  • Added base blockers to the cabin located at I5 (located below)
  • Add Dismantle recipes for all special weapon parts (x1 Special Part -> x2 Common Weapon Parts)
  • Adjusted workbench and planner recipes
  • Added a crafting recipe for the shovel
  • Reduced metal pile respawning
  • Decreased damage and accuracy of Bandit AI|
  • Added pistols and S85s to Bandit AI weapon pool
  • Decreased bot vision radius (-15%)
  • Removed military AI patrols from regular bandit locations
  • Removed “take in hand” and hotkey UI tabs
  • Added the ability to vault through windows using spacebar instead of F
  • Fixed incorrect particles appearing on upgraded base structures
  • Moved weapon mod crafting inside the workbench, now located in the weapons tab
  • Unregistered players no longer have access to crafting workbenches
  • AI now deal damage to player structures on PvE and PvP no raid servers
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