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Death Trash News

Workflow Update

Hey!

We have a small announcement regarding our workflow.

[h2]Game Updates[/h2]

So far we have updated the game about once per week since release. This fast rhythm was really helpful in improving the quality of the core game.
We're focusing on new content though, which often means bigger chunks of work, and the remaining bugs are less of an immediate nature. Therefore an update rhythm with longer intervals seems to be more fitting to the development tasks in front of us.

From now on we'll plan for monthly updates on the public branch, and we'll keep the inbetween updates to a beta testing branch. These will probably continue to be on a weekly basis, but we'll be less rigid with it. And when the monthly update is ready, we keep it a few more days on the beta branch for further testing until we know it's solid enough for a public release.

For anyone playing the game for the first time we'll recommend to just stick to the default branch. But if you played the game already and are returning to check out ongoing changes and want to help out with feedback and reporting bugs, please switch to the beta branch.

Here's how you can switch:
Rightclick on the game in the Steam library, click Properties, click Beta. There select the "beta" branch. Steam should update or queue an update for the game now. If you want to return to the public branch, select "None" in the BETAS window.

For the content update in February we're planning new locations, new energy weapons, gameplay improvements, and more.

Thank you. That's all. Hope you'll have a nice week. :)

- Stephan

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

Update 0.7.35

Update Notes

- fixed input delay on beginning targeting with throwable items
- show visual display for blip range while targeting
- adjusted blip range
- added numbers to visual character creation
- co-op: fixed a cursor issue showing skill check values etc. from other player
- show UI message when enemy avoided a stun
- fixed tutorial message for throwing items ending prematurely
- UI refinements for dialogue
- fixed some sounds being heard irregardless of distance to them
- fixed a few achievement issues when continuing savegame from demo
- fixed some exits in lower dungeon shown as "to world map" on map overview
- fixes button heights in settings menu on high resolution display
- fixed quest update message potentially being shown when already dead
- made lever for leaving Mine 19 more obvious
- fixed a player character head
- fixed some text
- reduced graphics memory usage
- fixed some memory leaks
- additional bug fixes and framework improvements

Fully back at work again this week.
Also got some concept work done for the second third of the game, but safe to say the technical tasks got the upper hand again.

Now that the core game is stable and most pressing bugs have been fixed, I'm thinking about changing our rhythm to less frequent but larger updates, and use the beta branch for the inbetween steps. (The beta branch exists already, by the way, but it's only used during the update process and carries the identical version as the public branch most of the time.)

- Stephan

Update 0.7.34

Update Notes

- fixed Fleshworms getting spawned multiple times on reloading levels
- fixed a cause for multiple potential crashes when entering other worlds
- co-op: improved checking for and removing items from inventory during dialogue
- small UI and usability improvements
- added feedback button (F1) to key bindings

Just a small update this week as we took a few days off, too.

Happy New Year! We have an incredibly busy year behind us, and next year looks like it's gonna be very busy, too. I wish you all the best for this coming year, and I hope we're gonna see Death Trash grow into the best possible experience, live up to its potential.

Thank you so much, everyone, for supporting us so far.

- Stephan

Update 0.7.33

[h2]Update Notes[/h2]

- added more player character portraits
- updated some dialogue
- fixed effects from infection potentially permanently stuck on player character
- added some props for the target practicing bots in Godhunters Prison and fixed some visual issues with the bots
- fixed a few situations of logic triggers potentially not getting executed, and specifically for unlocking world map progress on Crossroads and The Maw
- fixed a few bugs when switching UI while equip or unequip of implants is in progress
- fixed not naming specific inventory on being full when looting from container
- updated UI for player messages
- fixed a few UI actions (e.g. looting) triggering multiple sounds

[h2]What we're working on...[/h2]

Partial victory this week: I still had to take care of lots of technical issues, but I began working on the dialogue of the game. I think I made progress in understanding where some of the current dialogue falls short and how it can be improved.

Chris is working on new enemy types. They'll need some testing, visuals and audio, too, so not sure yet when they will make it into the current game.

As usual, a few bug fixes. Specifically switching to another inventory window in the short timeframe when an implant is equipped seems to have caused a few problems in the past that were reported but where I couldn't identify the root cause. This is one of those bugs that feels really good to fix.

[h2]Happy Holidays! (if that applies to you)[/h2]

Death Trash is on sale, by the way, until January 5th:

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

And if you played the game already, consider sharing your opinion by writing a Steam review. It's helpful for us, reading them, but it also helps a lot in giving this game more visibility towards other people on Steam.

Have a nice weekend!
And if you're celebrating seasonal holidays: Happy Holidays! :)

I'll have some days off, but I'll probably here again with a new update next week.

- Stephan

Update 0.7.32

[h2]Patch Notes 0.7.32[/h2]

- fixed humanoid corpses occasionally getting shown with wrong sprite for one frame when looting them
- fixed a few situations with looting and moving item stacks when inventory or storage is almost full
- fixed consuming item through inventory removing count from last stack instead of focused stack
- when inventory gets sorted, also sort stack counts
- fixed issue with automatic rifle enemy behavior
- fixed some small content issues
- multiple performance improvements
- framework: updated audio plugin
- framework: updated handling of local characters in save games for better compatibility with level design changes
- additional bug fixes and UI improvements

Ok. Looks like this partial work on technical issues as well as content isn't working out so good right now regarding content. That was a bit of a failure this week on my side, as the framework updates took more time than anticipated.
So next week I'm gonna try to just concentrate on writing dialogue etc.

The audio plugin update as well as all the performance improvements and the inventory changes were quite complex internally, so if that broke anything, please report it via the F1 in-game command.

In other news:
The community translators have been busy, updating their language mods.
Take a look at the Death Trash workshop if you're interested in a language version other than English or German. And I'm sure the people working on it would appreciate a Thumbs Up or some feedback.
(Keep in mind we still plan to have a few official translations for the 1.0 version.)
https://steamcommunity.com/workshop/browse/?appid=941460

Have a nice weekend!

- Stephan