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Deadside 2023 Roadmap

[h2]Hello Deadsiders![/h2]

[h3]We are happy to present our 2023 roadmap!
[/h3]


We have a lot to talk about here, so let's break this roadmap down into a few different sections. These sections are not ordered by their appearance in game, instead they are organized to make everything easier to understand. We tried to take into account all of your wishes - we collected the most important of them, as well as those that coincide with our vision for the game’s development. With all that in mind, let's talk about these features:

[h3]A World of Animals:[/h3]

First up, we have new animals! This is a highly requested feature on all of our social media platforms, especially over on our Nolt. We are thinking of adding not only animals to hunt for food, but hostile creatures as well. We feel that this addition will do a lot for the immersiveness of Deadside, while also creating interesting situations in more remote natural areas that were previously empty. We have been talking about expanding our food and water mechanics for a long time now, and this is another step in that direction. This process also includes Fishing, which will be a very useful mechanic for players who live in areas far away from any duck habitat, or canned food spawns. For them, this will be a very important source of nutrition. But, fishing will not be an inexhaustible resource, it is possible to overfish an area, in which case you will need to wait until more fish return to the location.

[h3]Expanding Your Tactical Capabilities:[/h3]

Prone Position is another highly requested feature, and we are happy to finally confirm it for you all. The purpose of this feature is not to increase the number of campers or snipers, but actually to create more counter-play against them. The prone position allows you to hide behind small objects you previously couldn’t, or to hide in tall grass in a tough situation. With this feature, it will create more diverse tactical situations, and generally make the game more realistic. We have actually been experimenting with the prone position for a while, as there are a lot of technical challenges, mainly player collision. This can cause issues with odd animations, or player models poking through solid objects. Not only that, but there are many game balance aspects to consider as well. But, with our preliminary testing complete, we are confident enough to say that we plan to release it this year, if all goes well.

Prone will not be your only counterplay against snipers though, in update 0.6.0, you will see the addition of smoke grenades, which will be another useful tactical tool. Version 0.6.0 will also contain two new weapons, the NK417, and PP-3000. Both weapons are currently being tested on the Closed Test Server, along with the smoke grenades. For those who have been following development for a while, you know that this means update 0.6.0 will be on the Public Test Server very soon, with a full release following after.

Speaking of weapons, we plan to redesign some old weapon models going forward, as some of the older weapon models that were added early in Deadside’s development are quite simple, and don’t hold up to the same quality we are able to produce now. This will also lay the framework for improvements to the weapon system in the future, that we were unable to do in the past due to some technical nuances. Over the past year our team has expanded a lot, and this includes new weapon artists who are able to make these redesigns, you have already seen their work on the PP-3000 and NK417 models.

We are also working on a tutorial system. This should help players who are new to the game or genre get their bearings quickly, without requiring them to find a guide elsewhere. This will also help explain things that may not be clear to brand new players - like the difficulty of some events, and explain some more complicated features, like our raid system for example. This feature should hopefully alleviate some of the headaches new players may experience, while also making the game more approachable overall.

[h3]Improvements to Bases:[/h3]

Expanding the functionality of bases is one of the most important features in this list. Many gameplay features of Deadside depend on player made bases, Raiding for example. But, in order for these features to function correctly, we need to make it worthwhile for players to invest in their base. Currently, bases only provide a handful of features. The main use being storage, we also have the water collector, respawn markers, and the workbench to apply skins to items. Most of these features you can already have without making a base at all, you get free storage in the safezone, you can collect water at wells, and craft a respawn beacon for dynamic respawns. So, we plan to add features that are unique to the base itself, making them more valuable, and more detailed than before.

We also plan to fix some problems and exploits affecting our current base building system. You will begin to see some of these fixes in update 0.6.0, where we have prevented the creation of floating bases. There are other fixes that are right around the corner as well, fixing other bugs and exploits, but they require more testing. In any case, we are aware of the problems with base building, and it is a priority for us to fix them as soon as we are able.

[h3]Land and Sea Vehicles:
[/h3]

Vehicles are a very important part of Deadside, its an area we will continue to focus on and improve, which you will be seeing immediately in version 0.6.0, with the addition of the new Inflatable Boat type. This new boat is much quieter, smaller, and quicker than our Swamp Boats, however, they are much weaker, contain less storage space, and only seat up to 2 players. With the addition of this boat, it will create more diverse playstyles and gameplay opportunities that were previously not possible, due to how loud and bulky the Swamp Boats are.

Expanding boat functionality is an important part of our roadmap, that will create systems used in both the boats, and wheeled vehicles in the future. We have already created a vehicle lock, and an inventory system for the boats in update 0.6.0, and we plan to continue improving the boats in the future. This includes everything from general optimization, and improvements to functionality in other areas.

We have already begun full development of wheeled vehicles, but we aren’t exactly sure when this feature will be finished, so we didn’t want to include it in the final roadmap. Even still, we hear how badly you all want cars, and your comments don’t go unnoticed. There is still lots of work to be done, and many technical challenges to overcome, but it's something we are prepared to take on this year.

[h3]New Locations & Gameplay[/h3]

You all asked for a new big city, and so we will give it to you! Located in the south west of the map, this will be the largest city added into the game yet, putting our humble Beregovoy to shame. It will have many unique locations, with long building lined streets, all along a big river. This city isn’t just another new location, or pretty visual, it will create a different type of gameplay - the location will have many enclosed spaces, right next to places for sniper duels. The city will be part of a larger map expansion in the south west, which will include a few towns, and other unique points of interest. We plan to continue working on this map expansion over multiple updates, expanding the area, improving the suburbs, and the city itself.

And finally, our last feature for today, new missions. PvE events are a big part of Deadside, and expanding the variety of events for players to complete will add more depth to the gameplay, and provide more challenges for players to overcome. We also plan to continue improving already existing PvE events this year, as well as the AI themselves. PvE and AI improvements are a constant and complex process, as they are very server resource intensive. So it is something we will continue working on this year, and into 2024.


That's our roadmap! It took a while for us to get to this point, a lot of our time this year was spent on the Swamp Boat implementation, and until that was completed, it wasn’t possible for us to put out a roadmap that we could be confident in. We believe this roadmap is a realistic list of goals for the rest of 2023, but when it comes to game development, plans sometimes need to change, and that includes the planning in this roadmap. Even though plans may change, we still have a bit more in store for you. We have more plans for 2023 that weren't listed in this roadmap, as we really just wanted to cover the main points today, so, be sure to stay tuned for more news in the future :)

[h3]Thank you for reading, good luck out there!
[/h3]

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Naval Battle Video Competition Winners

[h2]Hello Deadsiders![/h2]
[h3]We are happy to present the winners of our Naval Battle Video Competition![/h3]

[h3]1st: Sumorokov [/h3]
[previewyoutube][/previewyoutube]
[h3]2nd: BlueTheRobot [/h3]
[previewyoutube][/previewyoutube]
[h3]3rd: Mayor Falcon [/h3]
[previewyoutube][/previewyoutube]
[h3]Thank you to everyone who participated in the event![/h3]

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WIP: Smoke Grenades, Inflatable Boats, New Weapons and More



[h2]Hello Deadsiders![/h2]

After the release of our last major update, work has not slowed down one bit. The team has been working on many different new features behind the scenes, some of which are ready enough to be shown to you today. So, let's not waste any time and take a look:

[h3]First up, Smoke Grenades![/h3]



PvP in Deadside places a heavy importance on good positioning, so when you find yourself stuck in a difficult situation, it can sometimes be hard to escape depending on where you are on the map. So, with the introduction of smoke grenades, you will have a tool at your disposal to quickly reposition, using the smoke as concealment. The utility of the smoke grenade isn’t limited to just PvP, the vision of AI will also be affected, making it a valuable PvE tool when going up against some of our more challenging events, like a Convoy or Helicopter Crash.

We are also working on a second type of boat to add to the world, Inflatable Boats! These are similar to the already existing Swamp Boats in game, however with a few differences. The Inflatable Boats are more maneuverable, they are smaller, and easier to hide. However, they only seat up to two players, and they aren’t as durable as the metal Swamp Boats. These will be much more useful to players who aren’t running in a big team, who don’t want the attention that a huge metal Swamp Boat draws.



Speaking of boats, we plan to improve the already existing Swamp Boats in a few ways:

First, is a storage compartment, which can carry items for you. This will allow you to carry more loot in and out of an area, extremely useful for missions, or even raiding. Both boats will contain this feature, with the larger boat offering more storage size

Second, is a Vehicle Lock. This can be used to prevent your boat from being stolen from unauthorized players. You can either buy this lock at the trader, or craft it yourself. It's important to note that this lock is a new item, and not the code lock used to secure bases. It also doesn’t prevent your boat from exploding, so be sure to keep an eye on your investment



And of course, fishing is going to be added to the game very soon. You all have known this for a very long time now, so let's keep it brief. In order to fish, all you will need is a Fishing Rod, and you are good to start pulling fish out of the water. Of course, you will still need a knife and a lighter to cook and prepare the fish


[h3]Next up, we have re-designed the base Tower:[/h3]


This new tower will be much more useful for defending your base from raiders. The last tower didn’t provide nearly as much cover, and it could be difficult to shoot from at times. This tower will have much more utility, so during your next raiding party, keep your eyes out for someone using one of these

[h3]Last, but definitely not least, we have some new weapons![/h3]



First up, the PP-3000, a compact submachine gun with excellent handling and modularity. Its short barrel and low recoil makes it ideal for close quarters combat, not to mention that it can mount weapon optics, like a red dot, for increased accuracy. However, it does have its limits, its rate of fire is 600, nice and easy to control, but slow enough to get outpaced by higher tier weapons. Its magazine is also limited to 20 rounds by default, however this can be mitigated by finding an extended magazine, giving you 40 rounds in total. Despite its drawbacks, this is sure to be a very powerful weapon in the right hands, or for a new player looking for an easy to use platform.



Next, we have the NK417, a very powerful DMR, chambered in 308 (7.62x51). The only other DMR we have in game currently is the VSD, so in order to explain how it will perform, let's compare the VSD and NK417 directly. The NK417 will shoot faster, and have less vertical recoil. It will also have a 20 round magazine, compared to the VSDs 10 round mag.

It's looking like the NK417 is going to be the clear choice over the VSD, however, the NK417 will do just slightly less damage than the VSD, but enough that it may require one more shot to kill depending on your target, and shot placement. This is mainly due to ammo availability in the world of Deadside, where 7.62x51 is rare, and the ammo you can find is low quality, probably re-loaded with questionable power charges.

So, the VSD will be a better choice for longer ranged combat against armored targets, while the NK417 will be more useful in mid range combat against softer targets.

These new weapons will also come with some new skins! You can find these skinned versions in all of the same places that you find other skinned weapons, inside of locked military crates. Here are a few images of just some (not all) of the new skins:



With the new features finished up, the question you are sure to be asking is, “When?” Well, sooner than you would expect. We are currently testing a lot of these features, which will be compiled into the upcoming version 0.6.0. Not all of these features are guaranteed to make it into this version, but it's safe to say that the majority of them will. A lot of the features we talked about today are nearly finished, so we don’t expect to keep you waiting for long.

[h3]Thank you for reading, more news coming soon.[/h3]

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Naval Battle Video Contest



[h2]Hello, Deadsiders![/h2]

Today we begin a new type of community event, a video competition! Content creators have always been a big part of the Deadside community, and they have helped a lot to get this game off the ground in its early days. And so, with this competition, we hope to promote some of our talented creators in the community, who are maybe just trying to get started themselves.

The aim of this competition is to create a video that showcases PvP Boat Combat. This can be done in any fashion you choose, it can be anything from a fast paced video filled with tons of PvP, to a slow paced story driven video with cinematic shots, it's up to you!

At the end of this competition in two weeks from today (June 2nd), we will choose our top three videos, with a first, second, and third place ranking. These videos will be promoted on Deadside’s social media platforms, and the winners will also get a unique role in our discord to show off to the rest of the community.

In order to participate, join our discord and have a look in the #video-comp-rules and #video-submissions channels.

In other news, update 0.6.0 is in active development, which will contain some new features that we know a lot of you will be excited about. We will share these new features with you all when they are further along in development and ready to be shown. Until then, it's time to catch some dinner, they will be biting soon :)



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UPDATE 0.5.1



[h2]Hello, Deadsiders![/h2]


On May 18 at 07:00 am PDT /02:00 pm GMT, Update 0.5.1 will be deployed on the servers, featuring changes in the economy and QoL improvements, as well as bug fixes.

Originally posted by author
⚠️Servers will be rebooted and may be temporarily unavailable while the update is being deployed. Game client update is required.


We have analyzed the trading dynamics and updated a number of prices for buying and selling items to better align with our vision of the economy.

The flask from the supporter pack is now not initially filled with water. We understand that this small change may cause mixed feelings among supporter pack owners, but after considering recent addition of multiple new sources of water in the game, we believe this decision is necessary.

We also moved the knife in the starting kit from the weapon slot to the inventory, expanded the respawn marker recipe, and allowed the character to move while viewing the map.

[h3]Bugfixes:[/h3]
  • Fixed a bug when a held weapon would raise if the character's back had contact with an obstacle.
  • Changed compass orientation on camera turn. Compass will now show the direction of the camera instead of the character's body.
  • Fixed a bug where the character's body would sink instead of floating on the surface after dying in a boat.
  • Fixed a bug with the ability to build without the hammer in the inventory.
  • Fixed a bug that caused the binocular mask to be displayed on a screen when the character enters the water.
  • Fixed a bug that caused misplacement of a grenade in the character’s hand during throwing.
  • Fixed a bug with the player having muted sound turned on after server restart if the character had earplugs on or was under water before disconnection.


[h3]Other changes:[/h3]
  • Boat engine’s sound and propeller’s turn speed now depend on the speed of the boat.
  • The loudness of characters' footsteps has been increased.
  • Improved the sound of characters moving through bushes and reeds.
  • Multiple sound effects changes.
  • Multiple graphical content and level design fixes.




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