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Death Trash - edgy post-apocalyptic isometric action-RPG - now available on Early Access

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
https://store.steampowered.com/newshub/app/941460/view/2895207113112320154

Hello!

There's no release date yet, but we wanted to update you about the great progress we're currently making.

Development Progress

During the last month we've added a couple of new locations and quests, lots of new art, new enemies, two boss fights, and a solid amount of gameplay and framework improvements. It feels like we're on a roll. It's not quite enough to confidently announce an exact release date yet, but the game is coming together nicely and feedback from testers is very positive.

7aa51395e31849e90a0c3a561008ab966713afed.jpg


What's left to do

Our task board is bursting with things to do, but looking at the Early Access release the priorities can be summarized as:

- continuing the implementation of the main story
- adding a few more quests
- revamping the skill system
- improving existing content
- further improvements to the controls
- creating a trailer

And finding a date that doesn't overlap too much with other major releases in the genre.

Here's hope that all of this will happen soon.

592f8c814582b35db558348cc9caec35cc59c84e.png

Puke Bar - Main Area (WIP)

Latest Patch Notes

To continue being transparent about the development of Death Trash, attached here are the actual patch notes since the last development update.

They're not spoiler-heavy, but if you want to experience the game fresh, you might want to skip reading them.
0.6.67
- added new boss fight at a south-east location
- small updates to very first area
- updated Flesh Vermin with audio and some animation
- fixed camera and pixelart resolution issues for menu, intro etc.
- blocked "self" inventory category (will get story unlock soon)
- updated skill checks to show percentages
- more bug fixes and small content fixes

0.6.66
- fixed puke competition quest
- fixed some melee effects having wrong vertical offset
- added another (similar) player body variant and more hair colors
- updated tracking of gameplay time in statistics
- added some debug tools
- lots of small fixes and improvements

0.6.65
- more fixes

0.6.64
- fixed a few content issues
- improved UI for getting new items

0.6.63
- updated Puke Bar
- updated mine level with art and more storytelling (WIP)
- updated Butcher's Den (WIP)
- added Aksa's Lair (empty content for now)
- updated Fleshkraken temple entrance
- added more art assets, including some furniture
- improved procedural generated areas
- fixed enemies getting checked for stats requirements on weapons
- fixed a few camera bugs
- updated workflow, new framework features, and more bug fixes

0.6.62
- added more quests
- updated Puke Bar
- fixed characters in procedurally generated areas not having weapons
- updated fast mutant runner
- Custer moves to Puke Bar now after quest
- lots of framework additions and bug fixes

0.6.61
- updated boss in workshop
- updated a few enemies
- added exploding mutant
- toned down flesh and blood explosions
- updated procedurally generated areas
- updated world map so location visuals fit to world map area
- more bug fixes

0.6.60
- toned down duration of blood trails
- fixed kinetic abilities
- allow cancelling reloading by rolling
- removed active reload for now
- make NPCs path around Spikes usually
- fixed melee attack getting queued too fast
- fixed a few sprite and content issues

0.6.59
- added new location plus boss fight
- added new location plus spiders
- updated mutant runner enemy
- added new art assets
- updated a few existing locations
- new iteration of world map area obfuscation
- make ranged hits show damage visuals on hit location instead of actor center
- updated equipment slot visuals
- lots of small additions and bug fixes

0.6.58
- added New Delphi location alongside new art assets
- updated Puke Bar front
- updated ghost enemies
- boosted Nano Health usage
- fixed some UI issues with Nano Health
- added features for actor effects; e.g. freezing happening in different stages
- action text like *click* has standard color now
- added possibility for NPCs to have resistances
- updated spikes
- lots of framework changes and bug fixes

0.6.57
- small content fixes


96805bf4b71d41837965695e01cc576005e6e55f.png

c61e513988ea6789d97c314ff84437ad6ced2642.gif
 

MRY

Wormwood Studios
Developer
Joined
Aug 15, 2012
Messages
5,719
Location
California
This game reminds me a bit of Dropsy insofar as it started as a collection of memes and gifs, and somehow became a game.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
It’s very early in development, definitely not advanced enough for that kind of assessment.
 

Farewell into the night

Guest
It's an aRPG. Those games are not even in the same league. Looks interesting, tho.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
It looks nice, but I fail to see how it could kill another Fallout-inspired RPG. I know there's a lot of them, but are they really in danger of doing anything other than eating up each other's opening market share?
Also, nice job throwing in a video with some guy who sounds like he dual-wields Soylent bottles.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,589
It’s very early in development, definitely not advanced enough for that kind of assessment.

Their Steam page indicates the game, already in early access, will be released in the next 60 days.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
ghostdog Saduj sure, but read their most recent notes from October 26. It’s just not there yet, regardless of anything else, making a comparison to Underrail is moot. That’s all.

I guess if you wanted to compare them you could say one has been out for years, refined and has a dlc, while the other is like an unraised dough ball. Underrail clearly wins.
 

Saduj

Arcane
Joined
Aug 26, 2012
Messages
2,589
ghostdog Saduj sure, but read their most recent notes from October 26. It’s just not there yet, regardless of anything else, making a comparison to Underrail is moot. That’s all.

I guess if you wanted to compare them you could say one has been out for years, refined and has a dlc, while the other is like an unraised dough ball. Underrail clearly wins.

I’m pretty sure the comparison to Underrail was a troll from the start. But I did think the game was further along based their saying 2020 on Steam.
 
Joined
May 31, 2018
Messages
2,868
Location
The Present
Watched some of the game play. Overall it looks like an updated version of Dink Smallwood. I don't understand where the claims to be a Fallout successor emerge from.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,205
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
To no one's surprise, Early Access is delayed to 2021:

https://store.steampowered.com/newshub/app/941460/view/2904222557110195539

Development Update #4
2021 is looking mighty fine

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.

Our situation

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!

a832ea14324592f041929c4fbee2f9ab1f3b0f35.gif


About the Early Access version

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

59cc092b1d65a78c441efd1fe4d62eedb093146c.png


Latest Internal Patch Notes

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

a204ef5d560b3477be7792042d05e78778fdd739.png


Wishlist Death Trash!

Please wishlist Death Trash, follow the game, and tell other people about it.
 
Last edited by a moderator:

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/941460/view/4475982739472156162

Testers wanted
We need feedback on the current state of the game

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.

Apply for testing

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.)

b38963875b345b0e8986d94ac04c8e481a7da9ef.gif


Latest Internal Patch Notes

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

c6a26543d5e74bb26fe0dd9495084146ffb2317d.png


Wishlist Death Trash!

Please wishlist Death Trash, follow the game, and tell other people about it.

For more frequent development updates you can also follow us on Twitter:

@DeathTrash


Stay safe and keep being friendly to other people.

- Stephan
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,625
They're still working on that.
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.
The truth is I may eventually end up playing that in local co-op.
 

Moaning_Clock

SmokeSomeFrogs
Developer
Joined
Feb 7, 2021
Messages
708
I think DeathTrash will be great fun (and a big success). Sure, it's not the next sincere deep RPG but the developer seems to have a big focus on just juicing up everything, so I'll think people will be in there for a good time - maybe a bit edgy and mindless. But I will most likely not play that game before it is out of EA.

Edit: After reading a bit more in the thread and digging up some old posts of the dev it seems that the lightweight humor and edgy stuff is only part of the game that is mostly shown? But I'll see that when it is released
 
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