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Death Trash News

Early Access begins August 5th

For six years now we've been working diligently to bring the post-apocalyptic / flesh / sci-fi world of Death Trash to life, in all its glory.

[h2]Early Access Release[/h2]

The game is still in development but we believe we have a great foundation in place: Gameplay that feels satisfying and is complex enough, a good amount of content, a solid framework and tools, many design problems figured out, platform features implemented, and a plan where we want to go with the game.



Now is the time to open it up to more people, getting feedback and testing. We always had a firm grasp on the personality of the game and its genre but we also listen to player feedback when it comes to usability and gameplay range.

Join us on August 5th and take part in the journey of Death Trash and help us in making this game the best it can be!

[h2]Full announcement trailer[/h2]

[previewyoutube][/previewyoutube]

[h2]Playable preview[/h2]

To give you a taste of Death Trash there will be a playable preview from June 16th to June 22nd.

The Early Access version will differ from the preview demo by having improved features and a lot more content. We'll write about the details closer to release.

The final version of Death Trash is targeted for next year.

Wishlist Death Trash now to get a notification when the Early Access starts:

https://store.steampowered.com/app/941460/Death_Trash/

And thank you for all the support throughout those years. We appreciate that.

- Stephan

We'll finally get to see what Death Trash is like with a demo for the Steam Next Fest

Six years in the making, with an incredibly detailed visual style that mixes high quality (and often gruesome) painting with pixel-art, Death Trash is getting a demo real soon.

Read the full article here: https://www.gamingonlinux.com/2021/06/well-finally-get-to-see-what-death-trash-is-like-with-a-demo-for-the-steam-next-fest

Demo playable at Steam Next Fest

Six years ago, on this exact day, Death Trash was born.

This month, finally, you'll be able to play it for the first time at Steam Next Fest from June 16th to June 22nd.

The demo will feature the start of the game and will be 1-2 hours long, depending on your progress.

It will run on Windows, Mac and Linux, it will support mouse / keyboard as well as controller, and it will support singleplayer as well as local co-op.

Short teaser:
[previewyoutube][previewyoutube][/previewyoutube][/previewyoutube]

Make sure to wishlist the game and follow the game hub to get all the news:

https://store.steampowered.com/app/941460/Death_Trash/

Please support Death Trash and tell other people about it.

Development Update #5

Hey, everyone!

It has been almost three months since we invited the first wave of testers. The general feedback has been very positive, but there were a few elements which needed to be fixed or improved. So we've been diligently working on that: fixing problems, one by one, and raising the quality of our beloved game.

Massive wall of tasks in front of us

[h2]Development Progress[/h2]

Here's a summary of the improvements we've accomplished over the last 2-3 months:

[h3]Combat[/h3]
- improved input, especially for mouse and keyboard
- improved game feel, added more effects
- added more advanced melee weapon animations and adjusted all timings
- added animations for ranged weapon attacks and reloading

[h3]Stealth[/h3]
- made stealth better readable by adding border to visual cones and overlapping
- updated line of sight handling
- allowed other game actions while in stealth, like switching weapon and targeting
- added free look functionality
- fixed lots of situations where interactions would break stealth but should not
- allowed pickpocketing of enemies, improved pickpocketing gameplay and UI
- allowed backstabbing friendly NPCs

[h3]NPCs[/h3]
- improved combat behaviors, e.g. using movement while reloading
- improved handling of NPCs pursuing player, e.g. when to allow a player to leave the area
- updated animations of all non-human characters
- fixed lots of bugs in behaviors, including door situations

[h3]Content[/h3]
- added lots of new audio
- added equippable headwear for player characters
- updated some area artworks
- added a few more NPCs and items
- small level design improvements everywhere

[h3]Render pipeline[/h3]
- removed full-screen render texture, converting all non-standard sprite scene objects to individual pixelart grid solutions, to have smooth scrolling and sharp character presentation while maintaining the scene art consistency (took us weeks to convert, but it was absolutely worth it)
- fixed even more pixelart related issues
- added more shaders and stuff

[h3]Balancing[/h3]
- made normal difficulty more accessible, hard difficulty more intense
- improved variety and quantity of gaining experience points
- adjusted attribute and skill points, added character level limitations
- adjusted weapon gameplay values
- adjusted item selling values
- added optional challenges for the campaign run

[h3]Co-op[/h3]
- improved camera handling, area switching and spawning situations
- added inventory functionality to exchanging items between both players
- lots of usability improvements, like having a shared quest items inventory, tutorial items granted to both players etc.
- fixed lots of co-op specific bugs

[h3]Additional improvements[/h3]
- added more "juice" to every interaction
- implemented platform features like achievements
- added more features for [unannounced]
- improved world map
- made it possible to save inside procedurally generated world map encounters
- added autosaving on floor changes etc.
- improved tutorials
- fixed some performance issues
- lots of UI and input improvements
- added more user config options

[h3]Framework[/h3]
- added modding of gameplay values
- added modding of all text entries
- added testbot which gives the game a testrun for every new version
- improved error handling and error messaging to user

New player headwear, already looted by NPC

[h2]Looking ahead[/h2]

As you can see, we've been very busy. Still no promises for the release date. But if we can channel the productive energy we had for the foundational work, usability and low level gameplay into improving the story, the quests and the more abstract elements of game play, then the Early Access version is bound to be in a very good state.

We'll be inviting more testers in the coming weeks. If you haven't done so, you can apply through this form: https://docs.google.com/forms/d/1fmr5-biTbCHMcSw3Amc0KSqvRAXgk9UboMsACfVCHOw

If you have any questions or feedback, write us here, on the Steam forums, or on our Discord: https://discord.com/invite/deathtrash

[h2]Wishlist Death Trash![/h2]

And please wishlist Death Trash, follow the game, and tell other people about it.

https://store.steampowered.com/app/941460/Death_Trash/

- Stephan

Testers wanted

Hey, everyone!

Hope you're doing well. Death Trash development slowed a bit down at the end of last year, but we're back to full development speed again.

[h2]Apply for testing[/h2]

We're approaching the Death Trash Early Access release and need a few additional testers regarding

a) feedback if the current version is good enough already and
b) finding major bugs.

If you would like to help us, fill out this form:

https://docs.google.com/forms/d/1fmr5-biTbCHMcSw3Amc0KSqvRAXgk9UboMsACfVCHOw

(Be aware that we're not getting back to everyone, we pick a few entries according to our needs.)



[h2]Latest Internal Patch Notes[/h2]

To continue being transparent about the development of Death Trash, attached here are the actual patch notes for our internal builds that happened since the last development update.

These notes are not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.

0.6.102
- upgraded to Unity 2020.2 from 2019.4
- added and changed a few audio events
- converted Block ability to implant, set keyboard preset to Shift
- implemented Stealth skill, now influencing duration of being discovered while in enemy cone
- fixed issues with quests 'Little Pests' and 'He Who Follows Blindly'
- improved quest-line around New Delphi
- fixed some UI navigation issues
- minor iteration on mutant death animations
- lots of small changes and fixes to enable more audio setups

0.6.101
- fixed content of some locked container
- improved navigation UI: allow looping on vertical lists by first input down
- improved navigation UI: allow continous input on tab lists
- framework additions for future audio changes
- additional gameplay and content fixes

0.6.100
- added and updated a few art assets
- added Godhunter dungeon to world map (still WIP)
- updated loot hint visuals
- updated stealth discovery UI
- fixed equip item tutorial
- additional bug fixes and small improvements

0.6.99
- added new outdoor variant
- updated Ruins of Orlon
- updated Butcher's Den lower level
- fixed lots of situational NPC behavior issues
- fixed a few inventory bugs
- fixed inventory controller navigation on non-uniform grids
- added popup selection for named values in config screen
- increase space around procedural generation exits
- reduced intentional freeze frames in combat
- lots of small content fixes and improvements

0.6.98
- fixed door at ranged combat tutorial
- fixes issue with some focus outlines
- fixed looping sounds being heard from afar
- fixed some issues with throwing items via controller
- additional minor fixes and changes

0.6.97
- updated Tauris
- more work on new locations around New Delphi, still WIP
- allow NakedMan to visit more places
- placed minor damage ability at the entry of Festering Gorge
- added craftable throwable item for distracting other characters
- fixed player stealth state and discovery progress in cones not getting saved
- updated UI marker for discovery progress
- show level hub name on map display
- updated machine merchant visuals
- updated humanoid machine animations
- fixed some random encounter characters not having any loot
- fixed some issues with Flamethrower
- fixed being able to spam barks on NPCs
- fixed puke tutorial not updating on player eating puke
- fixed being able to finish ranged weapon tutorial by using melee
- lots of framework additions and changes regarding interactions, talker, talker color etc.
- additional small content and NPC behavior fixes

0.6.96
- improved block ability
- updated button config
- added quest chain and new locations around New Delphi, still very WIP
- small changes to Tauris
- allow moving while having action selection / wheel open
- allow right clicking on consumables in action selection for consuming without selecting
- made ranged weapon tutorial more robust
- updated roof fading shader
- fixed Fleshworm getting added as companion
- fixed player sprite flipping for one frame on some interactions
- a few small UI improvements
- updated code for checking which level entry to pick
- disallow getting hit states on NPC when NPC is reloading
- fixed world map entering with keyboard 'use'
- fixed random encounter merchant sometimes being a green-skin
- more bug fixes and small improvements



[h2]Wishlist Death Trash![/h2]

Please wishlist Death Trash, follow the game, and tell other people about it.

https://store.steampowered.com/app/941460/Death_Trash/

For more frequent development updates you can also follow us on Twitter:

https://twitter.com/DeathTrash

Stay safe and keep being friendly to other people.

- Stephan