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Death Trash News

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

Development Update #4

Hello, everyone out there!

This year is coming to an end, and we want to give you an update on Death Trash and where it's heading. The game won't be released this year, so onwards to 2021 it is! We're still figuring out an exact date.

[h2]Our situation[/h2]

We're making great progress, but for every issue we solve, a handful new ones appear. Our work plan is to add more story content in December and work on stats, skills and some non-combat gameplay in January. And the game needs a good trailer.

Not being able to showcase the game on events to get direct player feedback and discussions was a major bummer this year. But a few select people have been playtesting the game for us (and communicating through our Discord) and giving a lot of valuable feedback and ideas. We plan to increase that number in the upcoming weeks.

Hopefully, all pieces will fall into place during the next few weeks so you're able to play the game soon!



[h2]About the Early Access version[/h2]

Meanwhile, here's a summary of what to expect from the Early Access version and what to expect at
a later point:

What to expect from the first Early Access version:
- 5+ hours of the handcrafted story campaign
- medium replay value
- all gameplay systems
- more reliance on combat than non-combat
- mouse / keyboard plus controller support
- user config settings, rebindable keys
- Windows, Linux and MacOS support
- local co-op technically working
- probably some bugs

What to expect from the final release version:
- 20+ hours handcrafted story campaign
- increased replay value
- improved non-combat gameplay
- improved local co-op design

What to expect from the post release version:
- updates concerning bug fixes and improving user experience

Feature ideas we're aware of and that might still happen:
- some kind of modding support, including a level editor

Feature ideas we're aware of but probably won't happen due to our budget limitations:
- online co-op



[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.

0.6.95
- updated damage calculations
- updated block ability
- updated spawning abilities
- Stealth is granted through an implant now
- added Superior Fitness implant
- added cheat code for endless focus energy
- updated a few item descriptions
- adjusted UI layout
- removed experimental random world
- disable NPC reloading affected by player damage
- fixed DPad input down leaving dialogue mode
- fixed NPCs looting more from player than they can carry
- more bug fixes and small improvements

0.6.94
- updated a few active player abilities, added some, removed some
- disabled focus regeneration, added focus charger to the world
- Occultism will increase max focus energy
- fixed vertical offset of visual melee effect too near to attacker
- slight increase of vertical dampening for melee calculations
- Fleshworms might eat puke lying around
- updated Flesh Vermin, mostly fixed storming into obstacles
- added pistol, bullet munition and rocket munition
- destructibles can have damage resistances now, e.g. barrels not destroyed by mind damage
- fixed some issues with NPCs and commands around doors
- switched action wheel weapons and abilities button on controller
- unequip items after resetting stats if item requirements no longer fulfilled
- even more bug fixes and small improvements

0.6.93
- updated inventory and merchant UI
- updated stat points per level
- show energy cost on equipped ability
- lots of small user experience improvements
- fixed fresh damage number shown on top of older one
- more bug fixes and UI improvements

0.6.92
- removed direct access to crafting, placed item for that in Festering Gorge
- fixed bullets sometimes getting stopped in mid-air on rolling characters
- make enemies react actively to player shooting ground next to them
- fixed NPCs walking away and still targeting player
- added soft lighting effect to shooting
- fixed some splitscreen UI issues

0.6.91
- removed perks tree, placed merchant with implants at Tauris
- updated UI: using icons for main tab buttons, removed perks window, grouped stats and skills window
- changed lockpicking skill, added lockpick item
- fixed broken MacOS version

0.6.90
- updated display for modified items
- fixed selected ability not getting saved for controller
- small UI improvements and bug fixes

0.6.89
- updated Old Trees (still WIP) and changed access to [REDACTED]
- allow moving while minimap is open
- increased resistance of NPCs against melee stun lock
- fixed more issues with melee input
- disabled holding mouse button down for continous melee attacks
- fixed some player sprite and look direction issues when switching weapon types
- added grenade throwing for player
- some NPCs might throw grenades
- updated screenshake setting to named values
- improved quest message handling on multiple messages from same quest
- Framework: added possibility for item modifications
- Framework: added damage buffs
- Framework: increased scene puzzle possibilities
- more bug fixes and small improvements

0.6.88
- fixed a few issues with melee clicking
- killed NPC at end of tutorial hub
- fixed overflow items not getting cleared after placing them next to player
- added UI flow for having multiple target equipment slots
- small asset fixes

0.6.87
- updated UI, including reload prompt
- action selection used with keyboard has click selection now
- added a consumable that grants experience points
- removed all experience points through combat
- updated a few items
- fixed poison ability transfering health to player

0.6.86
- exploding mutants damage everyone now
- mines get triggered by NPCs too now
- removed templates from standard character creation
- fixed a few collider
- fixed a few Player Character pixel errors
- fixed a pathfinding issue
- additional small improvements

0.6.85
- fixed action wheel conflict with inventory navigation
- moved tutorial hub world exit towards east
- added feedback button to pause menu
- fixed a few ability descriptions

0.6.84
- positions of characters get saved now
- updated Old Trees (still WIP)
- added small location in front of the Perished One
- fixed a few issues with Blind Man and that location
- Enforcer can defend themselves now
- fixed a few issues with uncovering minimap
- updated how wandering encounters get placed away from player on reload
- fixed issues with pathfinding serialization
- increased UI size of settings
- additional small changes and bug fixes

0.6.83
- fixed left mouse button icon
- fixed some dialogue
- fixed reload bar UI position in co-op
- additional small bug fixes



[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 granular development updates you can also follow us on Twitter:

https://twitter.com/DeathTrash

Stay safe and keep being friendly to other people.

- Stephan