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

agris

Arcane
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Apr 16, 2004
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6,949
I don't understand how a developer can work on the same shit for 10 years.
A side job possibly? Who knows. Passive income/this as a hobby, basically.
All fair, but regardless: any learning animal would look at the pattern and read “mid to late 2025” as 2026 - at the earliest
 

NaturallyCarnivorousSheep

Albanian Deliberator Kang
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Possibly Retarded
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Sep 29, 2021
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EGT Tower 14th floor, Tirana
I don't understand how a developer can work on the same shit for 10 years.
Until 2020 it was one guy doing it, most likely not very intensively and very sloppily. Then he hired a dev who's first task was to get the spaghetti code and the development pipeline in order, something that should've happened since the beginning. That being said this current update still talks about them developing "the city", which they've been doing since 2020 iirc. so most likely they're both doing it part time.
 

d1nolore

Savant
Joined
May 31, 2017
Messages
721
Don’t think I’ve seen this before. Looks pretty interesting but god damn 10 years and still on early access….
 

Nikanuur

Arbiter
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Mar 1, 2021
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Ngranek
Or... just an everyday case of the undead-rot the EA brings in general. Consorting with demons the EA devs are, and in accordance they and their followers reap, no matter the other outcomes.
 

NaturallyCarnivorousSheep

Albanian Deliberator Kang
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EGT Tower 14th floor, Tirana
The newest update is a "roadmap update" in which they remove dates so nobody's disappointed if they miss one.
They're still making "the city"(4th year now) and the stuff they address is that their communications were too sparse. The woman who was hired as a communications director is now doing art, apparently, the programmer guy is gone. Seems to still be Berliner go-to-nowhere project as much as it did when I did my deep dive into it.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,963
I must've bought it on a sale. I have to recheck OP and look for dev's website. I think there is a discord as well.

Deathtrash X
Deathtrash.com
Deathtrash on tumblr dry
Deathtrash GOG forum
Deathtrash STEAM community
Deathtrash Discord party

Tbh, Deathtrash.com has all of those links and more, even direct email. It'd be nice to see end of year update.

Oh derp! The roadmap post; that is the update.

All Events > Death Trash Events >

Roadmap Update - End of 2024
I am sorry. We made progress this year, but not as much as I had hoped. The projected dates for the next updates did not work out as planned.

We are focusing on the content of the game at the moment. That is slow work, as we are still somewhat inexperienced in this. (And it seems to me that working on story-based content will never be a straightforward process to begin with.)

I appeal here to your understanding of the situation, and therefore will lay out what this current situation consists of.

Situation​

We are a small team. Two core members at the moment, working full-time on Death Trash. We will look at potentially getting additional help after the city content update is done.

This is our first game. We are still learning and mistakes will be made along the way, but we are willing to learn from them.

Our main goals with this project are the following:
1. To create a game with soul and personality. Reminiscent of the role-playing classics, but a thing of its own.
2. To stay independent. To keep control over all parts of the game and to fully understand all the bits that go into making a game like this. Which means working on most parts of it ourselves.
Or, to put it another way: working on something idiosyncratic in a personal way, staying close to the full process of creation.

We have sufficient funds to finish the development. We have enough motivation. This game will get done, no matter what.

Our communication this year was flawed. I think I responded often enough and in a transparent way, but I failed at showing where we are, at showing the progress, and at explaining the challenges of the project and its bottlenecks. I talk of helpful tools but I don't show what they are. I talk of the complexity of the project but I don't talk about the details. I get frustrated when pixelart games are lumped into some 'easy-to-make' category, but I don't outline the flaws in that argument. We need to do better.

Next steps​

Removing the dates from the roadmap.​

To avoid confusion and unfulfilled promises, we have decided to remove dates from the roadmap for now. More concrete timeframes will return once we make more progress on the content and can better estimate the remaining effort.

Regular update with improvements​

We’ll publish a regular update in January that will contain improvements made over the last year which were originally to go alongside the next content update. These improvements include better inventory handling, which in our own test-playing fixes the recurring issue of the limited space inventory filling up too quickly.

City content on beta branch​

Around that same time, we will publish the work-in-progress city content on the beta branch. (This will be unfinished and will be separated from the main game still, accessible only through a jump start from the main menu into the city. It's rough in parts and contains placeholders, but we could already use some feedback on dialogue, aesthetics, level design etc.)

Development Insight​

From January on, after a short vacation, we will give continuous insight to the development process.
I am not sure yet in what form this will end up eventually, but I would like to start out by making some short non-spoiler notes every day I am at work, probably in its own forum thread, and this journaling then might lead to questions which I could tackle in more long-form. Let me know what you would be interested in.

Conclusion​

I hope you'll have a great 2025, and I hope that Death Trash has a great year, too.
Thank you to everyone who supported us, and that includes all the small moments of friendly words and gestures.

- Stephan
 
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