1. Death Trash
  2. News

Death Trash News

Update 0.7.31

[h2]Patch Notes 0.7.31[/h2]

- updated effects on higher infection: not as lethal, and leading to forced puking eventually
- make Occultism correctly increase max possible infection value
- disallow eating meat when at full infection
- improved a few elements in the Little Pests quest
- fixed potential issues with force triggering puke on player character
- fixed potential infinite booze handout through random puke bar guest
- fixed equipment slots not being able to use with mouse when cancelling equipment slot selection
- prevent equipping the same implant twice
- fixed clicking on currently executed scene action restarting the action
- co-op: fixed players not getting downed by exploding mutants
- small update to icons for unusable items and already owned items
- additional small bug fixes and framework improvements

Hey. This week we'll have a smaller update as we had some "development side quests" we were working on aimed at long-term tasks.

Thank you to everyone who gave feedback on the infection system. I think the biggest issues should be fixed with this update, but if you have more thoughts about it, please keep it coming via F1 in-game or here on Steam.

Have a nice weekend!

- Stephan

Death Trash patch fixes 'a crash caused by Fleshworms eating puke'




There's nothing about gorepunk RPG Death Trash that isn't delightfully grotesque, and that extends to its patch notes. A tweet following the latest one simply notes: "Uploaded a hotfix for a crash caused by Fleshworms eating puke."..
Read more.

Update 0.7.30

[h2]Patch Notes 0.7.30[/h2]

- added new infection value which increases through actions like using implant abilites and eating meat, has negative impact on high values, and gets cleansed by puking
- updated a few items related to this new system
- minor update to tutorial area for this
- removed old energy system for abilities and related terminals
- added another location to south east
- allow buying equipment items more than once, but add marker for owned weapons and equipment
- hide stamina bar in combat mode when full
- fixed being able to drop items into walls with mouse controls
- on loading level make sure all lootable items are reachable
- fixed some door issues
- updated spikes collider
- small level design and asset improvements
- fixed a crash due to pooled objects being reused when not fully initialized
- co-op: share experience points from consumables and skill usage
- co-op shared camera: fixed awkward moment on unlocking tutorial bypass
- co-op shared camera: disallow using point and click commands on map overview
- fixed buttons being too large on high display resolutions
- fixed a few issues with language mod handling
- updated both controller plugins, adding support for more variants
- additional small bug fixes and framework improvements

The infection system is fresh and might need more work. If you encounter any issues with it please report it via F1 or here or in the forum. If you have ideas on how to expand on it and what effects it should have on higher values, please tell us, too.
The main purpose of the infection system is to bring more of the narrative layer into the direct gameplay, to give more raison d'être to the puke ability, and to replace the previous energy system, which we weren't really happy with.

The new location is nothing noteworthy, again, but the important thing is that I'm getting more time to work on content and small additions with each update becoming a regular thing now.

Apart from that lots of technical work and bug fixes again.

Have a nice weekend!

- Stephan

Update 0.7.29

[h2]Patch Notes 0.7.29[/h2]

- added blocker location on the way from Puke Bar to New Delphi
- make NPCs react to a few events like hitting objects
- make enemies react to doors getting opened near them
- updated NPCs following waypoints and pausing on waypoints
- fixed a few situations of NPCs walking into spikes
- fixed world map encounter being spawned in impassable terrain
- make player character a full pathfinding blocker during dialogue; fixes blind man trying to walk through player towards lever
- updated energy bar UI
- added max keyword to stats display if level is at max
- fixed text cursor potentially remaining in scene on switching input
- improved performance in Glutt boss fight
- additional framework improvements

Another week behind us with progress on multiple fronts.
The new location is nothing spectacular. Don't return to the game just for that. But it's part of what I hinted at before: New content will probably arrive in ongoing small chunks through our weekly updates instead of holding it back for major updates.

[h2]Steam Awards[/h2]

Thanks so much to everyone who gave Death Trash one of the Steam Awards. (The voting is still ongoing.) I know the game is still very much work in progress, so when someone says that the game is already among their favorites or that they like a specific part about it so much, then this makes us really happy.
We'll continue trying to make this game a great one.

[h2]Steam Sale[/h2]

By the way: If you don't own Death Trash yet or want to gift it to someone: It's on sale currently.

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

Have a nice weekend. See you again next week.

- Stephan

Update 0.7.28

- expanded world map in preparation for future content
- fixed inconsistencies on combinations of focus highlighting individual objects and highlighting all
- fixed inconsistencies of focus highlighting in shared co-op screen
- fixed large performance impact when using highlight all
- fixed pathfinding issues on low framerates
- fixed pathfinding issue on alt-tabbing out and in to paused application
- fixed item descriptions potentially breaking when split into two columns
- fixed issues with using the space key on the world map
- co-op: fixed pointer towards other player potentially obscured by level elements
- fixed a few small level design issues
- adding game state data to sending script error reports
- additional small bug fixes and framework improvements

More technical challenges solved this week. But we also spent a bit time on updating the world map and improving its tools.
Be aware this update is just about updating the map and not adding new locations to it, but it's of course part of the ongoing work on new content.

Hope you'll have a great weekend, and see you again next week with another update.