About the Game
Gameplay
Death Trash is an open-world, singleplayer role-playing game with handcrafted levels, a strong story campaign and optional local co-op gameplay.
The game features real-time gameplay with ranged and melee combat, stealth, multiple choice dialogue, an inventory of items and worms, a crafting system, and skills like pickpocketing and puking.
Travel through a gritty, post-apocalyptic wasteland by world map and explore hand-painted, organic locations. Meet exciting characters, talk to the Fleshkraken, visit the Puke Bar, or descend into old temples in search of expanding your awareness.
Customize your own character through stats and making in-game decisions. Experience the story and discover side quests. Fight against machines and larger-than-life monsters. Or become their friend.
Death Trash features extensive player freedom:
- manual save games
- dialogue can be left anytime
- kill everyone or...
- don't kill anyone!
Story
Humans traveled to the stars and some of them settled on the planet Nexus with its ancient secrets of stone and flesh. But secrets were unearthed, and the civilized people had to flee into enclosed habitats. The wasteland is reigned now by outcasts, controlling machines, and offsprings of the worm.
You are one of the outcasts, pushed outside with a dangerous burden to carry, and your path will take you through deserts, ruins, the underground, and beyond.

Singleplayer / Multiplayer Details
The main feature of Death Trash is the immersive single-player campaign. But the game also contains a local co-op mode:
- Covering the full campaign. The second player can drop in and drop out anytime.
- Second player has their own character, stats, inventory etc. but shared quest progress.
- Both players are restricted to the same location and traveling on the world map happens together.
- Both players can perform actions separately, including dialogue, and don't interrupt each other.
- The game has a shared screen mode (default) and a permanent split screen mode.
We're not planning an online co-op mode due to limited development resources. We will evaluate this again in the future.
Steam Remote Play Together will be possible.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Update Notes 0.14.5
- fixed spawned Fleshworms being passive instead of aggressive
- fixed not being able to finish quest "Lessen the Pain" (regression)
- fixed issue with additional inventory space acquired from city merchant
- fixed some pathfinding issues
- updated FMOD audio plugin
- additional minor bug fixes and improvements
Small Development Update
We continue working on the next content update. It's a big one and will cover the Northern part of the world map. In the meantime we are also doing some design work for the final locations of the game.
We plan to look at the balancing of the game before the next content update, so if you have some feedback concerning that, we are listening. Best to send it via the F1 in-game feedback tool with the game data attached (enabled by default) so we can take a look at your character build, equipment etc.
If you want to get a bit more insight into the development process you can take a look at my personal development log over here: Development Log in Steam Forum
And if you haven't seen it yet: We released a content update a few months ago: The Perished City
Thank you for reading this and I hope you'll have a great day.
- Stephan
Update Notes 0.14.4
- fixed some explosions not making any damage
- fixed certain NPC in city having quest item he should not have
- fixed NPC in Tower talking about key challenge despite player having key already
- fixed regular scene actions be usable through walls while standing outside house with open door
- fixed being able to backstab target through house walls
- fixed Lessen the Pain quest not finishing when killing both targets directly
- fixed characters continuing investigating action despite entering combat
- fixed failed quests not getting reset when returning to main menu and starting a new game from there
- fixed crash in character command on irregular pathfinding setup
- fixed crash when raising attention causes another raising attention event indirectly (happened when hitting a wall with weapon while NPC was puking)
- fixed NPC conversation getting interrupted when player uses weapon against environment
- fixed a few input bugs in the main menu
- fixed spider webs getting thrown at flesh heaps leading to broken objects
- fixed "Quest updated" message sometimes appearing for hidden tasks
- fixed "Quest updated" message related to owned items when entering certain other dimensions
- fixed minor issues with item descriptions
- fixed some potential issues with doors
- fixed additional internal asset handling which affected localization mods and caused various sorts of rare logic bugs
- minor memory optimizations
- upgraded engine version
- additional minor bug fixes and improvements
Small Development Update
We have been busy in the last months working on the next content update and will continue to do so for a while. It's a big one and will cover the Northern part of the world map. We intent to release it as one piece unless we find a fitting way to cut it in two pieces. We are also doing some design work on the final locations of the game (endgame zone 1 and 2).
If you want to get a bit more insight into the development process you can take a look at my personal development log over here:
Development Log in Steam Forum
And if you haven't seen it yet: We released a content update a few months ago: The Perished City
Thank you for reading this, for playing the game, for feedback, for the support and for the patience.
- Stephan
- fixed a few issues with quest progress in the Perished City
- added and updated some dialogue
- added a few pre-existing crafting recipes to the market in Perished City
- various other minor improvements to the Perished City
- added fix for granting access to mind items if missing due to old savegame
- restrict implants etc. to buying once (singleplayer)
- when accessing permanent player storage, show player inventory Items and Body Items instead of Resources
- improved checking for dialogue option freshness
- co-op: fixed Seneschal spawning multiple times in later area
- co-op: allow delivering field unit to Ira from other character without item
- fixed not being able to deconstruct a few items
- fixed some dialogue options not showing as fresh despite quest consequences
- fixed some internal asset handling which affected localization mods and caused various sorts of rare logic bugs
- fixed boss sometimes sliding instead of showing correct animation
- fixed a lingering threat issue for turrets
- fixed rare crash in Tower locations
- fixed rare crashes in boss fights
- fixed crash due to long error message from failed loading
- fixed a memory leak
- additional minor bug fixes and improvements
Welcome to the Perished City!
In a city marred by time a searching woman found a place, infested.
Her ailing body took root and healed, and soon she began providing.
The people, accepting her offerings, built a temple in her honor.
She became what was heralded, a beacon of care, a mother.
This major update brings you new locations, new quests, new characters, new enemies, and more. We hope you'll enjoy this.
[img src="{STEAM_CLAN_IMAGE}/35881561/e65e4fe52eaff873c6aae72de2bbfd9820193070.png"]
Your old save games should be compatible with this update. For convenience there's also a shortcut from the main menu that lets anyone jump straight into the city content. If you stumble over any issue, please let us know, preferably via the F1 in-game feedback tool which helps us with some additional info from your current game situation.
[img src="{STEAM_CLAN_IMAGE}/35881561/663d89724760550ec7c78bc5e21599c9aab39073.png"]
What's next?
Next we’ll be focusing on the major content update covering the northern part of the wasteland. This will take some time and we plan to update the game in between with smaller content additions. Then there are a few improvements we want to make to the existing content. This will include looking at the item economy, player progression and the balancing. The final updates will be focused on adding the endgame locations and on fixing the remaining quality issues before we call it version 1.0.
[img src="{STEAM_CLAN_IMAGE}/35881561/798a5394084566401fe24b84f103e910d2273447.png"]
It’s been a long road to get to this point, but the end is in sight. If you’re interested in what we are working on at any moment, you can take a look at my ongoing Development Log.
Be well and remain hopeful.
- Stephan
[img src="{STEAM_CLAN_IMAGE}/35881561/7452089f7899089a0aa9237b8601e38a17f2ef48.png"]
Full Update Notes 0.14 - The Perished City
New Content
- added "The Perished City", which continues the main campaign, including new locations, quests, enemies, items etc.
Gameplay and content changes
- updated Legion of Flesh: don't attack neutrals, always spawn all worms
- updated some dialogue and other text of previous content
Usability
- improved handling of showing dialogue option as fresh or old
- UI: fixed issues with crafting UI on some screen setups
- UI: added categories for quests
- UI: improved text handling for moving items to container or pickpocketing target
- UI on Steam Deck: allow disabling default UI scale
- added roadmap and link to support info to main menu
Bug fixes
- fixed NPC names not being affected by font changes
- fixed some throwable items landing in unreachable places
- fixed being able to pickpocket mind items
- co-op: fixed issue with syncing mind items between player characters
- co-op: fixed issues with item ownership events
- co-op: fixed sickness not ending when using puke ability in co-op with friendly fire set to all
- fixed a few smaller issues with item descriptions
- fixed some rare issues due to scene items not getting correctly initialized
- UI: fixed tooltip glitch in inventory
- fixed currency shown with item comparison
- fixed help text in input bindings window missing when getting there via pause menu
- added fallback handler for loading a savegame with missing location
- fixed hard-locked camera setting not getting saved
- fixed a few smaller issues with buying merchant services
- fixed issue with item serialization on certain characters, leading to quest and logic problems
- fixed crash in Crater boss fight
- fixed crash in virtual arena
- fixed rare crash caused by puking
- fixed a crash due to actor effects
- fixed additional crashes
- fixed various technical issues on Mac which occurred after operating system updates
- \ fixed initialization issue on Steam Deck (regression); added handler for merging savegames from the period when it was broken
- additional minor bug fixes and improvements
Performance and Framework changes
- fixed some performance spikes
- improved handling of localization
- updated FMOD audio plugin
- added more framework features for automatic testing
- lots of internal framework and tools changes
Hotfix 0.14.1
- updated some text
- fixed item potentially vanishing when getting it while inventory is full
- fixed small guns getting more damage increase per skill increase than other weapons
- fixed an issue with quest update notifications
- fixed abilities shown as ready in action bar despite being in a place currently where they are not equipped
- fixed some missing NPC portraits
- fixed a few issues with handling text for localization mods
- additional minor bug fixes and improvements
Hotfix 0.14.2
- added fallback to Ira when field unit was lost due to bug or was sold: talk to her again
- fixed pathfinding issue at Morrowmeat
- fixed a few issues with localization handling for mods
- additional minor bug fixes and improvements
Welcome to the Perished City!
In a city marred by time a searching woman found a place, infested.
Her ailing body took root and healed, and soon she began providing.
The people, accepting her offerings, built a temple in her honor.
She became what was heralded, a beacon of care, a mother.
This major update brings you new locations, new quests, new characters, new enemies, and more. We hope you'll enjoy this.
[img src="{STEAM_CLAN_IMAGE}/35881561/e65e4fe52eaff873c6aae72de2bbfd9820193070.png"]
Your old save games should be compatible with this update. For convenience there's also a shortcut from the main menu that lets anyone jump straight into the city content. If you stumble over any issue, please let us know, preferably via the F1 in-game feedback tool which helps us with some additional info from your current game situation.
[img src="{STEAM_CLAN_IMAGE}/35881561/663d89724760550ec7c78bc5e21599c9aab39073.png"]
What's next?
Next we’ll be focusing on the major content update covering the northern part of the wasteland. This will take some time and we plan to update the game in between with smaller content additions. Then there are a few improvements we want to make to the existing content. This will include looking at the item economy, player progression and the balancing. The final updates will be focused on adding the endgame locations and on fixing the remaining quality issues before we call it version 1.0.
[img src="{STEAM_CLAN_IMAGE}/35881561/798a5394084566401fe24b84f103e910d2273447.png"]
It’s been a long road to get to this point, but the end is in sight. If you’re interested in what we are working on at any moment, you can take a look at my ongoing Development Log.
Be well and remain hopeful.
- Stephan
[img src="{STEAM_CLAN_IMAGE}/35881561/7452089f7899089a0aa9237b8601e38a17f2ef48.png"]
Full Update Notes 0.14 - The Perished City
New Content
- added "The Perished City", which continues the main campaign, including new locations, quests, enemies, items etc.
Gameplay and content changes
- updated Legion of Flesh: don't attack neutrals, always spawn all worms
- updated some dialogue and other text of previous content
Usability
- improved handling of showing dialogue option as fresh or old
- UI: fixed issues with crafting UI on some screen setups
- UI: added categories for quests
- UI: improved text handling for moving items to container or pickpocketing target
- UI on Steam Deck: allow disabling default UI scale
- added roadmap and link to support info to main menu
Bug fixes
- fixed NPC names not being affected by font changes
- fixed some throwable items landing in unreachable places
- fixed being able to pickpocket mind items
- co-op: fixed issue with syncing mind items between player characters
- co-op: fixed issues with item ownership events
- co-op: fixed sickness not ending when using puke ability in co-op with friendly fire set to all
- fixed a few smaller issues with item descriptions
- fixed some rare issues due to scene items not getting correctly initialized
- UI: fixed tooltip glitch in inventory
- fixed currency shown with item comparison
- fixed help text in input bindings window missing when getting there via pause menu
- added fallback handler for loading a savegame with missing location
- fixed hard-locked camera setting not getting saved
- fixed a few smaller issues with buying merchant services
- fixed issue with item serialization on certain characters, leading to quest and logic problems
- fixed crash in Crater boss fight
- fixed crash in virtual arena
- fixed rare crash caused by puking
- fixed a crash due to actor effects
- fixed additional crashes
- fixed various technical issues on Mac which occurred after operating system updates
- \ fixed initialization issue on Steam Deck (regression); added handler for merging savegames from the period when it was broken
- additional minor bug fixes and improvements
Performance and Framework changes
- fixed some performance spikes
- improved handling of localization
- updated FMOD audio plugin
- added more framework features for automatic testing
- lots of internal framework and tools changes
Hotfix 0.14.1
- updated some text
- fixed item potentially vanishing when getting it while inventory is full
- fixed small guns getting more damage increase per skill increase than other weapons
- fixed an issue with quest update notifications
- fixed abilities shown as ready in action bar despite being in a place currently where they are not equipped
- fixed some missing NPC portraits
- fixed a few issues with handling text for localization mods
- additional minor bug fixes and improvements
Hotfix 0.14.2
- added fallback to Ira when field unit was lost due to bug or was sold: talk to her again
- fixed pathfinding issue at Morrowmeat
- fixed a few issues with localization handling for mods
- additional minor bug fixes and improvements
Welcome to the Perished City!
In a city marred by time a searching woman found a place, infested.
Her ailing body took root and healed, and soon she began providing.
The people, accepting her offerings, built a temple in her honor.
She became what was heralded, a beacon of care, a mother.
This major update brings you new locations, new quests, new characters, new enemies, and more. We hope you'll enjoy this.
[img src="{STEAM_CLAN_IMAGE}/35881561/e65e4fe52eaff873c6aae72de2bbfd9820193070.png"]
Your old save games should be compatible with this update. For convenience there's also a shortcut from the main menu that lets anyone jump straight into the city content. If you stumble over any issue, please let us know, preferably via the F1 in-game feedback tool which helps us with some additional info from your current game situation.
[img src="{STEAM_CLAN_IMAGE}/35881561/663d89724760550ec7c78bc5e21599c9aab39073.png"]
What's next?
Next we’ll be focusing on the major content update covering the northern part of the wasteland. This will take some time and we plan to update the game in between with smaller content additions. Then there are a few improvements we want to make to the existing content. This will include looking at the item economy, player progression and the balancing. The final updates will be focused on adding the endgame locations and on fixing the remaining quality issues before we call it version 1.0.
[img src="{STEAM_CLAN_IMAGE}/35881561/798a5394084566401fe24b84f103e910d2273447.png"]
It’s been a long road to get to this point, but the end is in sight. If you’re interested in what we are working on at any moment, you can take a look at my ongoing Development Log.
Be well and remain hopeful.
- Stephan
[img src="{STEAM_CLAN_IMAGE}/35881561/7452089f7899089a0aa9237b8601e38a17f2ef48.png"]
Full Update Notes 0.14 - The Perished City
New Content
- added "The Perished City", which continues the main campaign, including new locations, quests, enemies, items etc.
Gameplay and content changes
- updated Legion of Flesh: don't attack neutrals, always spawn all worms
- updated some dialogue and other text of previous content
Usability
- improved handling of showing dialogue option as fresh or old
- UI: fixed issues with crafting UI on some screen setups
- UI: added categories for quests
- UI: improved text handling for moving items to container or pickpocketing target
- UI on Steam Deck: allow disabling default UI scale
- added roadmap and link to support info to main menu
Bug fixes
- fixed NPC names not being affected by font changes
- fixed some throwable items landing in unreachable places
- fixed being able to pickpocket mind items
- co-op: fixed issue with syncing mind items between player characters
- co-op: fixed issues with item ownership events
- co-op: fixed sickness not ending when using puke ability in co-op with friendly fire set to all
- fixed a few smaller issues with item descriptions
- fixed some rare issues due to scene items not getting correctly initialized
- UI: fixed tooltip glitch in inventory
- fixed currency shown with item comparison
- fixed help text in input bindings window missing when getting there via pause menu
- added fallback handler for loading a savegame with missing location
- fixed hard-locked camera setting not getting saved
- fixed a few smaller issues with buying merchant services
- fixed issue with item serialization on certain characters, leading to quest and logic problems
- fixed crash in Crater boss fight
- fixed crash in virtual arena
- fixed rare crash caused by puking
- fixed a crash due to actor effects
- fixed additional crashes
- fixed various technical issues on Mac which occurred after operating system updates
- \ fixed initialization issue on Steam Deck (regression); added handler for merging savegames from the period when it was broken
- additional minor bug fixes and improvements
Performance and Framework changes
- fixed some performance spikes
- improved handling of localization
- updated FMOD audio plugin
- added more framework features for automatic testing
- lots of internal framework and tools changes
Hotfix 0.14.1
- updated some text
- fixed item potentially vanishing when getting it while inventory is full
- fixed small guns getting more damage increase per skill increase than other weapons
- fixed an issue with quest update notifications
- fixed abilities shown as ready in action bar despite being in a place currently where they are not equipped
- fixed some missing NPC portraits
- fixed a few issues with handling text for localization mods
- additional minor bug fixes and improvements
Hotfix 0.14.2
- added fallback to Ira when field unit was lost due to bug or was sold: talk to her again
- fixed pathfinding issue at Morrowmeat
- fixed a few issues with localization handling for mods
- additional minor bug fixes and improvements
Patch notes
New Features
- map overview has multiple tabs now if level hub has multiple sub areas, including walk commands between areas (mouse only)
- inventory: moved gold to fixed slot
- inventory: moved a few passive items like ammo from main to resources inventory
- inventory: resources inventory is infinite now
- inventory: mind inventory is infinite now
- merchant UI: highlight "trash" items on selling screen
- added toggle for headwear visuals via item slot context menu
- implemented thorough check for displaying multiple choice option as new/fresh or old/obsolete
Gameplay and content changes
- split extra crit damage by amount of bullets
- trigger puking when trying to eat at full infection
- updated hitting multiple targets in combat and backstabbing: increased damage on secondary target(s)
- fixed inconsistency with exhausted melee attacks
- update values of some machine enemies and dogs
- make spiders react to blips
- updated inventory items sorting order
- minor merchant item availability changes
- enable looting Godhunters Prison key from high priest
- minor level design improvements
Usability
- sped up some scene interactions
- removed some forced cutscene triggers
- made a few scene fadings and interactions more convenient
- improved action wheel usability for controller
- weapon tooltip: added ammo count
- allow cancelling consume item action via roll button
- fixed some situations preventing cancelling action
- allow toggling stealth mode while having map overview open
- show map overview for non-physical worlds
- Burning Blood ability: improved radius display
- accessibility: added option for high contrast stealth cones
- Steam Deck: increased UI size for some content windows
Bug fixes
- fixed game getting stuck when controller disconnects during loading screen
- fixed potential issue of local character not spawning
- fixed sometimes not being able to pick up items lying in door frames
- fixed a few things affected by Burning Blood when they should not
- fixed characters not being able to return to the pathfinding grid when pushed out
- fixed a few issues with throwable items, especially blips
- fixed input issues with charging weapons
- random encounters: fixed some visual issues with procedural generation
- fixed not being able to deconstruct some items
- fixed some procedural levels not being traversable
- fixed lots of minor UI, input and usability issues
- fixed issues with timer based challenges
- fixed issue with tower quest
- fixed some NPC behaviors regarding threat detection and combat mode
- fixed some issues with projectiles
- fixed potentially getting stuck on world map
- fixed some rare pathfinding issues
- fixed some NPCs carrying wrong ammo
- fixed issues with currently used weapon when equipping block item
- fixed a few rare issues with stats, e.g. not being able to assign points after death in perma-death mode
- fixed issues with weapon max range calculations in some situations, especially indoor
- fixed issues on equipment selection screen ('C') with large amount of equipment
- fixed manual mouse movement controls interfering with rolling
- fixed issue due to behavior tree execution on frame of death
- fixed some scene events affecting characters when they should ignore it due to being part of a conversation
- fixed equipment slot issues in non-physical worlds
- fixed NPC in player dialogue occasionally reacting to some world events
- fixed NPCs unlocking doors when investigating
- fixed some issues with NPC reactions
- fixed being able to drop quest items for Little Pests quest without quest getting updated
- fixed a potential crash at the Philosopher
- fixed pathfinding issues with targeting locked doors
- fixed some issues with quest messages
- fixed issue in visual character creation
- fixed weapon tooltip showing wrong numbers for enhanced weapons
- fixed a few UI issues
- fixed some missing debug console entries
- fixed rare crash due to pathfinding
- fixed a few other rare crashes
- lots of additional minor bug fixes, improvements and framework additions
- fixed some text
- minor content fixes
Performance and Framework changes
- improved world map performance
- fixed some memory leaks
- minor performance improvements
- added handler for potentially sending crash report from last hard crash
0.13.1 Bugfix Update
- fixed a crash when dying while being followed by tamed Fleshworm
- fixed missing display names for shortcut travel in some areas
Current state of things
1. Content update
The content update "The Perished City" will be on the Beta branch soon.
This took us longer than anticipated. More about that over here in this roadmap update: https://steamcommunity.com/games/941460/partnerevents/edit/523078230806102912
The main elements for the update are in place now, but there's still a bunch of improvements to be made.
2. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here:
https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
3. Devlog
I have started a simple development diary over here: https://steamcommunity.com/app/941460/discussions/0/600767185374168697/
Conclusion
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Patch notes
New Features
- map overview has multiple tabs now if level hub has multiple sub areas, including walk commands between areas (mouse only)
- inventory: moved gold to fixed slot
- inventory: moved a few passive items like ammo from main to resources inventory
- inventory: resources inventory is infinite now
- inventory: mind inventory is infinite now
- merchant UI: highlight "trash" items on selling screen
- added toggle for headwear visuals via item slot context menu
- implemented thorough check for displaying multiple choice option as new/fresh or old/obsolete
Gameplay and content changes
- split extra crit damage by amount of bullets
- trigger puking when trying to eat at full infection
- updated hitting multiple targets in combat and backstabbing: increased damage on secondary target(s)
- fixed inconsistency with exhausted melee attacks
- update values of some machine enemies and dogs
- make spiders react to blips
- updated inventory items sorting order
- minor merchant item availability changes
- enable looting Godhunters Prison key from high priest
- minor level design improvements
Usability
- sped up some scene interactions
- removed some forced cutscene triggers
- made a few scene fadings and interactions more convenient
- improved action wheel usability for controller
- weapon tooltip: added ammo count
- allow cancelling consume item action via roll button
- fixed some situations preventing cancelling action
- allow toggling stealth mode while having map overview open
- show map overview for non-physical worlds
- Burning Blood ability: improved radius display
- accessibility: added option for high contrast stealth cones
- Steam Deck: increased UI size for some content windows
Bug fixes
- fixed game getting stuck when controller disconnects during loading screen
- fixed potential issue of local character not spawning
- fixed sometimes not being able to pick up items lying in door frames
- fixed a few things affected by Burning Blood when they should not
- fixed characters not being able to return to the pathfinding grid when pushed out
- fixed a few issues with throwable items, especially blips
- fixed input issues with charging weapons
- random encounters: fixed some visual issues with procedural generation
- fixed not being able to deconstruct some items
- fixed some procedural levels not being traversable
- fixed lots of minor UI, input and usability issues
- fixed issues with timer based challenges
- fixed issue with tower quest
- fixed some NPC behaviors regarding threat detection and combat mode
- fixed some issues with projectiles
- fixed potentially getting stuck on world map
- fixed some rare pathfinding issues
- fixed some NPCs carrying wrong ammo
- fixed issues with currently used weapon when equipping block item
- fixed a few rare issues with stats, e.g. not being able to assign points after death in perma-death mode
- fixed issues with weapon max range calculations in some situations, especially indoor
- fixed issues on equipment selection screen ('C') with large amount of equipment
- fixed manual mouse movement controls interfering with rolling
- fixed issue due to behavior tree execution on frame of death
- fixed some scene events affecting characters when they should ignore it due to being part of a conversation
- fixed equipment slot issues in non-physical worlds
- fixed NPC in player dialogue occasionally reacting to some world events
- fixed NPCs unlocking doors when investigating
- fixed some issues with NPC reactions
- fixed being able to drop quest items for Little Pests quest without quest getting updated
- fixed a potential crash at the Philosopher
- fixed pathfinding issues with targeting locked doors
- fixed some issues with quest messages
- fixed issue in visual character creation
- fixed weapon tooltip showing wrong numbers for enhanced weapons
- fixed a few UI issues
- fixed some missing debug console entries
- fixed rare crash due to pathfinding
- fixed a few other rare crashes
- lots of additional minor bug fixes, improvements and framework additions
- fixed some text
- minor content fixes
Performance and Framework changes
- improved world map performance
- fixed some memory leaks
- minor performance improvements
- added handler for potentially sending crash report from last hard crash
0.13.1 Bugfix Update
- fixed a crash when dying while being followed by tamed Fleshworm
- fixed missing display names for shortcut travel in some areas
Current state of things
1. Content update
The content update "The Perished City" will be on the Beta branch soon.
This took us longer than anticipated. More about that over here in this roadmap update: https://steamcommunity.com/games/941460/partnerevents/edit/523078230806102912
The main elements for the update are in place now, but there's still a bunch of improvements to be made.
2. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here:
https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
3. Devlog
I have started a simple development diary over here: https://steamcommunity.com/app/941460/discussions/0/600767185374168697/
Conclusion
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Patch notes
Combat improvements
- added some of the new melee weapons (see last update) to game locations
- updated handling of player hitting enemy with melee: will always lead to mini hit stun and interruption now (formerly first hit lead to hit stun, but then NPC resisted further stuns for some duration)
- decreased hit stun duration for NPCs
- some NPCs might try to circle back a bit after a stun (to evade stun lock)
- boosted damage for all melee weapons
- updated range on some weapons
- added eventual weak and tired melee attack when consecutively melee attacking (depending on weapon)
- introduced different melee attack speeds for different humanoid and mutant tiers
- humanoid ranged enemies don't shoot 100% accurately anymore
- adjusted humanoid enemy stats, mainly boosting health for higher tiers
- replaced a few later mutant enemies with stronger variants
- slight decrease of player health
- changed rocket launcher and similar weapons to high tech skill (and therefore excluding from some weapon modifications)
- fixed multi-bullet guns benefiting disproportionately from damage modifications
Other gameplay improvements
- stealth skill influences energy consumption while moving
- allow Flashbang grenade usage during pacifist challenge runs
- added more info to weapon tooltips about damage improvements via modifications and skills
- added more info to skill tooltips
- minor content fixes
Bug fixes
- fixed dialogue text being affected by fullscreen FX
- fixed one issue where weapon from dying enemy would get thrown behind collider
- fixed one constellation where item would get duplicated on looting
- fixed items not getting visibly removed on corpses when looting them (regression)
- improved popup handling regarding unintended input, e.g. via double clicking item in inventory
- fixed some issues with ranged weapon missing warning while having block ability equipped
- fixed issue with random range varation for weapons
- fixed some pathfinding issues
- additional bug fixes and improvements
Technical changes and improvements
- improved performance on world map
- minor global performance improvements
- framework: replaced all dialogue variables with new system (hopefully not breaking anything)
- lots of improvements to the underlying framework and tools
Hotfix 0.12.1
- co-op: fixed a crash on the world map (introduced in last update)
- fixed issue with converting dialogue states from older savegames
Current state of things
1. Combat feedback
The changes listed above hopefully make the combat more fun to play and more consistent. They do also influence the balancing of the combat and might, in some cases, remove some of the challenge. For these cases I would really appreciate some feedback, via F1 in-game or a Steam forum topic for example, so that we can look at the individual situations in more detail and continue improving the combat experience for everyone.
2. Beta branch
We have a beta branch where we update the game more frequently.
You'll find more info about the beta branch and about testing in general over here:
https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/
3. Sale
Death Trash will be part of the Steam Winter Sale from December 21st to January 4th with a 20% discount.
4. Next Update and beyond
The next update (0.13) should be ready in January. (Edit: Update will take longer.)
We are currently working on new content (continuing the main story through the city) as well as adding more depth (narrative and gameplay) to the existing game.
We are also taking a look at a few of the remaining design issues, for example the item economy.
I am aware that the progress we make isn't always very tangible, but I can also see all the improvements we have made so far and the foundation we are building, and now, having more and more time to focus on the content and gameplay, I am looking forward to see Death Trash grow and prosper.
Conclusion
Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.
- Stephan
Current Release
Not available
System Requirements
How to Install
DeathTrash.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
228 MB
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View AllDownload Death Trash for PC with a direct link or via torrent. Get the full version of Death Trash for free. Death Trash is a Action released by Crafting Legends.