1. Deadside
  2. News

Deadside News

WIP: Foraging & Bleeds



[h2]Hello Deadsiders![/h2]

Today we have a few new and exciting features that we would like to talk about with you today, as work continues on our next major update. Though before we begin, we want to thank you for all the feedback you have been sending on each WIP post. Your feedback and input is very valuable during this development process, as it helps us make the best possible game for our community. So, let’s jump into the new content!

You may have seen a teaser clip earlier this week on Wednesday, showing off Foraging! Now you will be able to find and gather your own food out in the forests of Deadside. You can find mushrooms growing around the bases of trees, bushes with nice berries, apples dropped from apple trees, and even leaves that you can craft into special tinctures!

The foraging system also comes with a new base item; the Drying Rack!


In this drying rack, you can dry out leaves, and berries. With these dried items, you can combine ten of them with a couple medicaments, and some vodka, to create special tinctures that will provide special buffs to your character. With mushrooms, you can roast them in a campfire for a tasty snack. In fact, many foods in our next update will each provide different buffs, and varying amounts of nutrition and hydration, adding even more variety to our selection of consumables.


This new foraging system also allows us to reduce the amount of roe deer that spawn in the forests, making their meat more valuable, and uncommon. We have also heard your feedback when it comes to wolf spawns as well. They will be more rare in general, most often found in groups lingering around abandoned campsites.

Next up, let’s talk about Bleeding! Unlike other games in the open world survival genre, our bleeding system will be relatively forgiving. The goal of bleeds is to add a bit more depth onto the existing combat gameplay, and healing system, without radically changing the Deadside gameplay that you all know and love. For example, the standard Bandit/Cannibal AI that you will find patrolling towns, will not cause your character to bleed when shot. Low tier weapons will not cause you to bleed either, like the IZH-70 pistol for example.

What this new bleed system will do, is slightly slow down the healing process, and encourage you to deal with critical wounds sooner. Bleeds take away a percentage of your current health per second, with each level of bleed causing more health to be lost each second. This means you will take the most bleed damage at maximum health, but not much damage if your health is already critically low.

Both normal and sterilized rags can be used to heal one level of bleeding, while bandages can quickly heal two at once. There are three levels of bleeding total, with each level multiplying the amount of health lost per second. All rags and bandages will be applied much faster in this version, to help quickly deal with bleeds. Additionally, it makes the new craftable barbed wire more consequential, as it will always cause your character to bleed on contact.


For those who really want all of the details on this system, here is a list of damage sources that have a percent chance to cause a bleed. Please keep in mind that this is a WIP chart, anything listed here is completely subject to change in the future. So let us know what you think!

Damage Source - % Chance to cause a bleed when damage is received

Tier 1 Weapons (Excluding Snipers) - 0%
Tier 2 Weapons (Excluding Snipers) - 5%
Tier 3 Weapons (Excluding Snipers) - 10%
Grenades & VG-25s - 25%
Wolves - 25%
Improvised Knife & Axe - 50%
Sniper Rifles - 50%
Regular Knife & Axe - 100%
M99 - 100%

Craftable Barbed Wire - 100%

Bandit/Cannibal AI - 0%
Military AI - 5%
Convoy Guard AI - 5%
Heli Crash Guard AI - 10%
Convoy Boss - 15%

Thank you for reading, and stay tuned for even more new features coming soon!

Bad Pixel

[hr][/hr]
Join other survivors:



Twitter Facebook VK YouTube Official website

WIP: Fast Travel Expansion



[h2]Hello Deadsiders![/h2]

Before we jump into today's work in progress feature, we know that many of you are very eager to get your hands on our next update. We see the many comments asking for us to just release it now, or to start a public test, but the version simply isn’t ready yet. During our last closed test, we identified a handful of gameplay issues that needed to be addressed before releasing the update.

For example, all players will now be respawning in the “newbie zone” in our next update. It’s very possible that all vehicles around this area could be taken, driven to new locations, and stored. If you don’t have any sleeping bags prepared in advance, this could make escaping the spawn area feel slow and repetitive after a while, especially in the late game.

Our solution is an expansion to our already existing fast travel system!

This new system would use our now virtually stored money, to quickly travel across the map using an underground mining network. Each fast travel point is a small mini safezone, so that players aren’t killed while loading into the new area. You can think of these almost as an extraction zone, where you can pay money to quickly travel to the safezone traders. Here you can see a work in progress screenshot of the new map with this system, each fast travel point has been highlighted to make them easier to see:


As you may have read in our last post, money in Deadside will now be stored virtually on the server, meaning that you don’t have to carry money on you in order to utilize these travel points. The fee for each fast travel point will vary, although we haven’t come to a final decision on exactly how pricing will function just yet, so let us know what you think!

We know that adding more features into this update is going to require a bit more development time, which isn’t an exciting thing to hear. But we know this update is extremely important to Deadside’s future, as it's going to radically change and improve the overall gameplay experience. So, we need to make sure that this update is as good as it reasonably can be, even if that means waiting just a bit more. In the meantime, we will keep you updated and involved in the development process as much as we can

[h3]Thanks for reading, let us know what you think about this expanded feature![/h3]

Bad Pixel

[hr][/hr]
Join other survivors:



Twitter Facebook VK YouTube Official website

WIP: Unified Money Storage & ATM

[h2]Hello Deadsiders![/h2]

We recently completed the first private testing stage of our next major update, with lots of valuable feedback to show for it. We really appreciate our testers for volunteering their valuable time, as well as the entire community for observing the test content, and submitting their feedback. All of you help make the game better.

As a result of this test, we have identified some areas of gameplay that need improvement, requiring a few new features to be developed. In this WIP post, we will be covering what we have completed so far, with more to come soon after.

One of the areas we identified as needing improvement was our method of storing money. Up until this point, money in Deadside has been a physical object, which can be looted and stored. This implementation was mostly effective, but it had some limitations. For example, players almost never risk bringing money outside of the safezone, making roaming traders largely superfluous. Additionally, transferring money between players is a quite manual process, requiring players to split and organize large stacks of cash, to then toss it all on the ground.

So in our next major update, money in Deadside will become virtual, no longer stored as a physical item in a slot. Your money will be stored instead on the game server, with your total displayed on the top right of your inventory. This means you can now buy items at a Roaming Trader without bringing the money physically with you first. It also removes the limit on money stacks, making storage much simpler overall.

In order to transfer money between players, we have added an ATM into each safezone! With this ATM, you can easily transfer money to any nearby players using its UI.


We hope that these changes and additions improve the quality of life for our players, making it much easier to manage your cash overall. This change lays the groundwork for another upcoming feature as well, that we will talk more about once it's ready to be shown.

[h3]Thanks for reading, stay tuned for more news![/h3]

Bad Pixel

[hr][/hr]
Join other survivors:



Twitter Facebook VK YouTube Official website

-60% Sale + New DLC Weapon Skin Preview!

https://store.steampowered.com/app/895400/Deadside/

https://store.steampowered.com/bundle/13993/Deadside__Supporter_Pack/

[h2]Hello Deadsiders![/h2]

Now that Deadside and all DLC are -60% off until the 23rd, we think it's a good time to show off some new DLC skins that we are working on!

As requested, we have created some realistic camouflage patterns! These are not for sale yet, and will be included in our upcoming major update


[h3]Stay tuned for more news coming soon![/h3]

Bad Pixel


https://store.steampowered.com/app/2060120/Deadside_Hooligan_Skin_Set/

https://store.steampowered.com/app/2060140/Deadside_Tribal_Skin_Set/

[hr][/hr]
Join other survivors:



Twitter Facebook VK YouTube Official website



Major Update Preview & Private Testing



[h2]Hello Deadsiders![/h2]

Over the past few weeks, we have been covering various major features with standalone posts. Now it’s the time to take a look at the bigger picture!

Today marks the beginning of closed testing, which is being done by our private test group. While we aren’t ready for a large public test, your input is still very valuable during this period. So we have decided to allow our private test group to share as much information with the community as they like. They can even live stream their testing! Be sure to check out our community discord, where testers will be sharing detailed information for everyone to discuss, and give feedback on.

This test is absolutely packed with new content, it's by far our largest to date! So, let’s take a quick look at what will be included, to get everyone up to speed:

  • Cars - Found primarily in Kamensk, the North Island Military Base, and the new Airfield
  • Motorcycles - Found all over the map, typically in garages, or on the side of the road
  • Map Expansion - Opens a large area in the south east, adds the Airfield, new towns, and more events in the southern areas of the map
  • Added many new points of interest throughout the map - ruins, villages, caves, abandoned cars on roads, and more campsites
  • Scrap Metal - an incredibly important resource at all levels of progression, required to level up traders, and to upgrade your base to the highest metal tier. Spawns in most areas across the map, and will undoubtedly be fought over
  • Trader Reputation Levels - Requires the player to collect and deliver scrap to the trader, in order to raise your reputation level, and unlock better gear for purchase. Has 4 levels total.
  • Changed the distribution of loot across the map - now starter loot is placed primarily in the center of the map, with the best loot located on the outskirts
  • Removed the weapon storage limit in backpacks, allowing you to carry as many weapons as you like. Does not apply to the M99, or craftable backpack
  • Respawn System Rebalance - Removed town spawn points, raised the sleeping bag limit to 15, prevented sleeping bags from being placed inside of POIs, and removed the respawn beacon
  • Base Building 2.0 - Remodeled structures that can be upgraded to stronger materials
  • Improved Storage - Upgradable storage crates that can be upgraded to stronger materials, added a new craftable safe, vehicles can now be stored at bases
  • Raiding 2.0 - Will feature 3 server raiding game modes: raiding enabled, raiding disabled, and raiding enabled on decay. Closed testing is currently being done on the first option, raiding enabled
  • Base Decorations - Provides a comfort level that gives your player a buff, higher levels have better benefits. Buff can be retained after leaving your base for a short time
  • Small Chests can now be locked and upgraded, but can be disassembled if they are placed inside of your base claim area
  • Rebalanced the stack size of some items
  • Increased the consumption speed of food and water
  • Wells no longer dry up, and will always be active
  • Added music during gameplay
  • Made the MG36 less effective
  • Added Formalin to campsites and buried caches, is required to craft some comfort items
  • Added a wolf and deer heads, required to craft decorative stuffed trophy heads
  • Many various bug fixes and QoL improvements

Please keep in mind that these are only the features that were included in the current closed test. This is an intermediate test, the full version will be even more feature rich!

[h3]Thanks for reading, stay tuned for more updates![/h3]

Bad Pixel

[hr][/hr]
Join other survivors:



Twitter Facebook VK YouTube Official website