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Version 1.7 Release Date Announcement



[h2]Greetings, Deadsiders![/h2]

Today we're addressing one of the most popular questions: "When will Version 1.7 release?". Open testing is still ongoing, but we have some great news — the release date has been set. Deadside V1.7 will be launched for PC on December 9!

Update 1.7 adds new large Points of Interest to the Mirny map and refines the game's world level design. We have also improved the safe zone storage system to expand the modkit's capabilities. Now modders will be able to add safe zones to the map and storages

This means that the update will wipe player building progress and Safe Zone storage on official servers - a necessary step we must take to ensure the update works correctly.

The character's inventory on the server will remain unaffected.

As for community servers, this time we are leaving the choice up to the owners. Only storage in the safe zone will be forced to reset, while the decision to wipe constructions and transport remains at the discretion of the administrators. We will provide detailed instructions on how to wipe servers by yourself later.



Please note: player bases may conflict with the new landscape and points of interest, as well as block loot spawns and events (cargo drops, helicopter crashes), as we have made changes to their logic — now they will not appear near player buildings.


[h3]Head to the servers, it's time to go all out![/h3]


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The Steam Awards 2025

[h2]Hello Deadsiders![/h2]

Steam Award nominations are here, and we just wanted to say a huge thank you to everyone in the Deadside community for your constant support. Your feedback, passion, and dedication are what keep this project moving forward every day.

If you feel Deadside deserves a nomination this year, we’d be incredibly grateful.

[h3]Here is how you vote![/h3] https://store.steampowered.com/steamawards/nominations/2025


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WIP: Rsh-12, Demolition Table, Modded Items & More



[h2]Hello Deadsiders![/h2]

As playtesting continues of version 1.7 on the PTS, we have been able to begin working on new content while preparing V1.7 for release. Most of the features we will discuss today are still in a very early state, as we have just recently been able to begin work on them. Meaning as always with our WIP posts, plans and specifics are subject to change. Even still we are excited to show you what we have begun working on!

Let's start with what we know will make it into update 1.7, additional modkit support! By far the most requested modkit feature on release was the ability to add custom modded items. So we have worked to make that a reality; in update 1.7 custom items will be possible! Modded items can be added to mission rewards, cargo drops, world spawners, and the admin menu. This feature opens the flood gates for all sorts of modding possibilities, from custom weapons and armor, to rare vault keys. Additionally, modders will now be able to directly change the players amount of money, allowing them to further adjust gameplay to their liking.

Some of you mentioned on our last few posts about procedural map generation that you would like to see updates to the original Mirny map. So we have decided to add a couple of the new POIs created for procedural generation into the Mirny map, specifically the Pyramid and Factory POIs. These are large unique POIs that will add a bit more variety into the emptier areas of the classic Mirny map (E8 & J9-10, subject to change).

Let's move on to features that don’t have a release date just yet, starting with the Rsh-12! Sometimes called an “assault revolver,” it fires the large 12.7x55 cartridge originally designed for large rifles. While its name and implementation in Deadside may differ in some ways to real life, you can be sure that it's going to hit harder than any other pistol in the game.


Next we have a big change to explosive crafting; introducing the Demolition Table! This base module is where all explosive crafting will be done, requiring you to set up a base yourself before going out to raid others. While its texture isn’t finished yet, we can show you the base model as it will appear in game


The demolition table will allow you to create some new items as well by dismantling ammunition into gunpowder. This gunpowder can then be used at the demolition table in a recipe to craft another new item; Improvised Grenades! These are stuffed full of nails and metal scrap to create some lovely fragmentation, useful for combat and raiding


We are also working on a handful of new decorative base modules, though the models aren’t ready to be shown at the moment. These include decorative low fences, signposts, new flags, lamps, full body wolf and deer taxidermies, and the highly requested weapon displays! With these new decorations, you will be able to light, decorate and display weapons in your base to make it feel even more like home.

Here is an example of a weapon display, though keep in mind the final version will likely be different than what you see here


Be sure to follow us on socials or watch the #teaser channel in our discord to see previews of these decorative models. With that, we have covered everything the team is currently working on!

Thanks for reading, let us know what you think about these WIP features!

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PTS 1.7 #2: New Weapon & Building Competition



Today we begin our second procedural map playtest, this time with a new weapon!

Now on the PTS is the Cross Vector, a new high tier submachine gun that many of you will likely recognize. Known for its low recoil and high rate of fire, it's a competent and dangerous weapon in the right hands.

This test also includes changes based on the feedback we got from the first playtest. Thank you to everyone who took the time to submit bugs and complete our survey, it's great to be able to fine tune this update with your help. We aren’t finished making changes to this update yet, but this playtest should address reported issues with map generation bug, loot distribution, and more

To make this second playtest more interesting, we are going to be running a PTS building competition!

Winners will get a handful of DLC game keys of their choice, the special @Building Competition Winner role in our discord, along with being featured on our socials! The building competition isn’t the only event we will be running during this playtest, so join our discord to participate

For a full list of changes included in this second playtest, check out the full patch notes at the bottom of this post. Enjoy testing!

[h2]Survey:[/h2]
Please complete this SURVEY after testing: it helps us improve the game. You can edit your answers at any moment.

How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.


[h2]Playtest 2 Changes:[/h2]

  • Added new weapon: Cross Vector
  • Rebalanced procedural gen loot distribution
  • Fixed many map generation bugs and further refined the generator
[h3]Less inventory restrictions:[/h3]
  • Huge weapons (M99) can now be carried in the inventory
  • Large weapons (such as Mosins, SVDs, etc.) can now be carried in more backpacks in larger quantities.
  • Clothing and vests can now store other clothing items or backpacks.


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PTS 1.7 - Procedural Map Playtest



[h2]Hello Deadsiders![/h2]

[h3]Public testing of procedural maps begins now![/h3]

As you may have seen from our recent WIP post and teasers, the team has been working on making a procedural map generator for Deadside. This system will quickly generate a completely unique map, allowing servers to have a lot of map and gameplay variety. We already have a functional though work in progress generator that we would like to playtest with everyone.

This will be the first of several public tests before the release of version 1.7, that way we can correctly tune the generator before release. We are looking for feedback primarily on the overall gameplay experience, for example loot distribution, and PvPvE gameplay. Procedural maps will feature many new POIs for you to explore and test as well.

We will be launching three PTS servers, PvP EU, PvP US, and PvE EU. Each of these servers will have a 4x4Km map, each with a different seed. So when the test goes live tomorrow, login to the PTS and have a look around! The more feedback and participation we get from our community, the better the system will be on release

Check out the patch notes below the instructions for a list of smaller detailed changes

[h2]Feedback:[/h2]
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server

[h2]Survey:[/h2]
Please complete this survey after testing: it helps us improve the game. You can edit your answers at any moment.

How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.
  • Bots have a revised vision system
  • Added the ability to quickly jump over balconies using space
  • Fish now correctly appear in the player’s inventory after being caught from a boat.
  • Remodeled GRM-40.
  • Remodeled FAMAS.
  • Removed many inventory restrictions when dragging and dropping to replace items
  • The game no longer freezes when entering via the “Continue” button if the player doesn’t have the required mod installed on the client.
  • If a player places an assault ladder belonging to another player on their base, the raid block for the base owner will no longer trigger even after the ladder is destroyed. The same behavior now applies to beds and sleeping bags. Other objects (structures and modules) still trigger the raid block like normal
  • Players now hear the correct concrete footstep sounds when walking inside the building near “Khimmash” in G8.

[h2]Thanks for reading, enjoy the playtest![/h2]

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