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Death Trash News

Update 0.7.27

- fixed saving in world map desolation leading to broken save game
- disable dialogue action of NPCs in combat (e.g. accidentally talking to blind man)
- don't make companion interrupt player dialogue or scene interaction when companion is in combat
- fixed combat behavior of bots in mine level
- co-op: fixed mouse cursor position when playing as mouse player on second screen
- co-op: disable second screen toggle if second screen was activated; added info that deactivation needs a game restart
- fixed some UI issues due to dynamic text lengths
- fixed issues with metal gate colliders
- fixed walk cursor display having wrong pixel offset
- fixed some minor issues with some scene assets
- added code to handle explored state of an area in save games on entering a resized area (for future content changes)
- additional small bug fixes and framework improvements

This week we fixed more bugs reported by players and also solved a few technical problems.
Behind the scenes we continued to work on future content. I made progress on the world map and painted a new sub world map for a certain area of the game.

I keep being hopeful to being able to focus more on the actual game in the coming weeks.

- Stephan

Death Trash will run on Steam Deck

Just a short news bit because we're so excited about it:

Death Trash will run on the upcoming Steam Deck.

Here's someone from Valve playing it: https://twitter.com/OnDeck/status/1456685910217539585



(Pretty big honor to be showcased there, by the way.)

- Stephan

Update 0.7.26

- barrels can contain loot now
- show quest update notification for individual tasks
- fixed quest not getting updated when losing quest items
- fixed not getting combat experience through minions
- fixed not getting experience when leading enemy through mine
- fixed not getting experience for enemies killed by exploding mutants
- improving handling of loading some invalid user data
- fixed a random crash happening mostly on boss fights
- fixed a few UI issues due to dynamic font changes
- dimmed hit marker on glancing attacks
- use kneel animation when equipping implants
- small level design fixes
- additional small bug fixes and framework improvements

Aside from these improvements we were mostly kept busy again by tech- and cross-platform problems. Fortunately a few of them are solved now.
And I'm currently painting the world map for the rest of the game. Hopefully you'll have as much fun journeying through it as I have working on it once it's fully there. The part of the world map that's currently available already will probably see some changes, too, to better integrate with the upcoming parts.

See you again next week!

- Stephan

Update 0.7.25

- added kneel animation for some player character actions
- make crafting quest also trigger on trying to deconstruct items
- allow continuing manual mouse movement when opening map overview
- updated visuals of fast travel marker
- updated mutant attack animations
- updated Fleshworm attack and hit animations
- added idle animation for flesh maggots
- updated item icon for crafting knowledge
- fixed some issues on the world map
- small level design fixes
- updated munition count in tutorial hub
- fixed a crash on using quick action button on terminals in Old Trees and Puke Bar
- updated some localization entries
- additional small bug fixes and framework improvements

That was an unexpectedly slow week regarding tangible updates as we were also busy on cross-platform stuff, pursuing crash bugs, bureaucratic tasks and painting new parts of the world map for future locations. But still, development goes on with a steady pace.

If you haven't noticed, Death Trash is on sale right now with 10% off during the Steam Halloween sale. If you don't own the game yet, but would like to, now is a good time.

A few language mods were updated in the last days, so please take a look if that's of interest to you:
https://steamcommunity.com/workshop/browse/?appid=941460

See you again next week with another update!

Update 0.7.24

We'll probably stick to this weekly rhythm of updates now. Raw patch notes plus a few additional thoughts and infos.

- added possibility to enter wasteland from anywhere on the world map
- smoothened collisions when rolling against or touching other characters
- added level optimizations that fix collider situations where player could get stuck in some corners
- fixed loading optimization not getting applied to later levels like Puke Bar and New Delphi
- added small animation for items getting picked up
- fixed occurences of procedurally generated levels not having any character placed
- fixed a potential issue on world map where encounters skipped individual range checks
- fixed an issue of zero damage getting shown on player death when health was near zero
- fixed a potential crash on Fleshkraken ending dialogue
- fixed a door issue in Old Trees
- small game feel additions for a few UI actions
- updated a few UI elements to better fit different text lengths through localization
- fixed a few UI components on dynamically changing language and font settings
- fixed a few issues with UI notifications on getting items
- fixed mouse cursor not changing during loading screen
- updated some localization entries
- additional small bug fixes and framework improvements

Lots of technical stuff fixed this week. The long-term task of making the UI compatible with localization should be finished for now.
Our automatic improvement of the level collider shapes should fix almost all of the issues where a character could get stuck. If you still encounter such an issue, please send us an F1 in-game report from the location.

Thank you for all the reported feedback so far! You're helping making it a much better game.

See you again next week with (hopefully) focus shifted towards making new content and updating the existing one. (Small steps though.)