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
0.14.6
- add in-between tiles for two tilesets connected via door
- minor level design changes throughout the game to accommodate for the new tiles and improve door situations
- updated some art assets: adding details and fixing some angles
- minor level design fixes throughout the game
- adding and updating some visual "punching" of scene objects on interactions
- fixed some issues with quest messages
- fixed ammo count in gameplay UI sometimes not getting correctly updated
- fixed veganism trait not getting applied after permadeath restart
- fixed health being full instead of original starting value after permadeath restart
- co-op: fixed a few issues with location and quest messages in shared screen mode
- co-op: fixed issue with dialogue display in co-op when using multiple monitors
- fixed issue with vignette fading when entering levels
- fixed rare issues with Inventory
- fixed issue with serializing ActorEffects from character traits
- fixed some issues with damage effects for non-physical damage
- fixed issues with character look direction in and after dialogue
- fixed characters in dialogue being affected by nearby puking
- fixed some issues with NPCs in solo dialogue mode
- fixed being able to drop quest items which are not placed in quest inventory
- fixed some issues with NPCs using area exits
- fixed some unintended NPC to NPC dialogue occurrences
- fixed some checks for dialogue option freshness
- make pickpocketed characters break their 'stun' if getting attacked
- fixed some issues with Behavior Tree nodes
- fixed enemy health bar stopping position update during some sequences
- fixed some missing audio events in main menu
- fixed some gamepad navigation issues in menu
- fixed camera position issues on world map when returning to different savegame
- fixed some missing item notifications
- fixed some German localization
- fixed some rare crashes
- updated FMOD plugin
- lots of small additional bug fixes and improvements
- lots of feature additions for framework, level editor, automatic testbot and tools
0.14.6.1
- fixed a crash in Geisterland
Development Update:
We are currently working on a large content update covering the Northern Wasteland and are making good progress. We'll show you some impressions soon. The Northern Wasteland leans towards a similar size in locations as the original Early Access release.
Once that is done there are "only" the final locations of the game left (either for the 1.0 release or beforehand, don't know yet) and also making some improvements to the existing locations and gameplay.
There’s an ongoing development log over here if you’re interested: https://steamcommunity.com/app/941460/discussions/0/600767185374168697/
I appreciate everyone who has been patiently awaiting the full release of Death Trash and I am looking forward to that moment myself.
- Stephan
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
- co-op: fixed some enemies continuing to attack downed partner
- action bar: fixed not being able to drop modified weapon on top of non-modified weapon
- add location knowledge of Old Trees in Mortus dialogue when he mentions it
- updated reward amount for Little Pests quest
- fixed some corpse container not getting disabled after looting
- fixed threatening NPCs with weapon making them sometimes try to walk away through walls
- fixed a few rare crashes
Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
- fixed rare crash due to tutorial event handling
- fixed rare crash on using block ability around exploding enemies
- fixed crash on having a ticking grenade in player inventory
- co-op: fixed rare crash when exiting an area
- fixed tutorial about throwable items not getting marked as solved
- fixed drag and drop of grenade to NPC inventory not arming that grenade
- fixed quest tasks involving items showing different progress when visiting other worlds
- fixed inventory navigation prompts for controller not getting updated after changing button bindings
- minor asset, level design and text fixes
Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
- hard difficulty: removed hitstun on player
- hard difficulty: slightly increased enemy melee attack speed
- fixed dialogue progress issues in Puke Bar and in Tower location due to recent dialogue system changes (regression)
Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
- world map: fixed issue with holding fast travel button
- world map: added fix for potentially being stuck in world map collider
- world map: allow holding left mouse button to continuously update target position
- fixed missing audio ambience in some underground locations
- fixed rare random crash due to character list handling
- fixed drag and drop of abilities from inventory to action bar resulting in blank fields on action bar
- co-op: fixed both players downed not immediately resulting in game over (regression)
- co-op with secondary screen: fixed player interface being visible during loading and pause screen
- updated some visual assets
- minor content fixes
- minor UI fixed and improvements
- make error handler also catch errors and exceptions from threads
- updated engine to Unity 2021.3 (latest long-term support version)
- updated audio plugin
- modding: fixed changes to GameplayValues not getting applied
- additional internal framework improvements
Latest roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
- removed skill type from throwable weapon descriptions since those are not influenced by skills
- fixed a crash on Controller disconnect
- co-op: fixed a few issues and a potential crash around area exits
- minor content fixes
Roadmap:
https://store.steampowered.com/news/app/941460/view/5009714462588640927
0.8.4.1
- fixed a camera scale issue in recently added area
- fixed input buffering for shooting being too long
- fixed stealth tutorial not recognizing Body inventory tab
- fixed a few UI issues
- additional bug fixes for issues introduced with 0.8.4
- fixed script error from latest update
0.8.1.2
- allow drag and drop of abilities into action bar from body inventory
- improved action bar visibility on action selection screen
- fixed a few issues with updating ability values in the action bar
- fixed DPad conflict between navigation and quests and crafting shortcut in merchant and loot view
- fixed characters like Mortus having a boss health bar
- fixed accidental trial watermark in recent update
0.8.1.3
- fixed issues with the action bar
- 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
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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