We are pleased to reveal Deathgarden’s Early Access roadmap and priorities for the upcoming four months. We will add new content monthly, implement onboarding efforts for new players, as well as additional progression elements. Click to view our full roadmap below.
Deathgarden has partnered up with BattlEye! This anti-cheat system will help us prevent hackers and cheaters from muddling with your Deathgarden experience.
What is BattlEye?
At its core, BattlEye is a proactive protection system that puts a strong shield around the entire game. This shield blocks off most hacks right from the start!
BattlEye also boasts an intelligent dynamic ‘on-the-fly’ detection system, which helps ensure that unrelenting cheaters are quickly globally banned.
BattleEye is constantly evolving to prevent new forms of attacks on games.
How it works
BattleEye scans your computer’s memory for cheating software that attempt to bypass your computer’s protection.
Note that BattlEye runs in the background while Deathgarden is running. However, the anti-cheat’s bandwith/cpu consumption is negligible. (You don’t have to worry about BattlEye affecting your computer’s performance.)
Should I be concerned about privacy issues?
BattlEye will never collect nor store information that is unrelated to Deathgarden or hack-detecting mechanisms.
Can I uninstall Battleye and still play Deathgarden?
No. There are several validation steps upon launching Deathgarden. One such step validates the presence of BattlEye on your computer.
End of August Patch
- Analytics tool integration to improve the Arena Generation process
- New Hunter perk, “Auto-Collect,” which allows the Hunter to auto-collect crates from a distance
Hey everyone! Here are the balancing changes we've made in today's hotfix.
Our theme for this balance pass was making the Hunter experience feel a bit more exhilarating and less punishing. We feel that Runners have gotten very good over the past weeks, and we continue to monitor win rates for both sides moving forward. We want Runners to use their number advantages to think and work together to accomplish their goals, and not simply rely on ‘choke point’ mechanics to win.
Matchmaking Servers - We've removed server selection
Design Intent: We wanted to optimize matchmaking queues for everyone, and so, we removed the server selection option.
Healing Bolt - (35) healing applied (2) -> (3.5)s
Design Intent: We want to reduce the so-called ‘overheal' aspects of the chase. By increasing the time to heal significantly (without reducing the amount healed) we force Runners to think ahead instead of just spamming the heal button, all without affecting ‘out of combat’ healing. Healing should be a personal aid and a team help, not an automatic get out of jail free card.
Degenerate Bolt - Reduced effectiveness (-50 dmg reduction) -> (-40 dmg reduction) & duration (10)s->(8)s & forces a simple reload (does not increase reload time anymore)**
Design Intent: these effects combined with certain Perks (Damage Dodger) and Support Healing caused near-impossible situations for the Hunter.
NPI Bolt - Reduced all tier duration (40)s -> (15)s; Reduced Tier 3 bonus (100%) -> (20%);
Design Intent: we under anticipated certain combinations of NPI earning bonuses combined with this Power. We still feel that 20% is a valuable end-game reward for this Power, especially in the right hands.
NPI Reward - 'Escape' (500) -> (300) NPI & 'Assisted Escape' (300) -> (150) NPI; Adjusted Danger close NPI reward from (50) ->(15) NPI
Design Intent: too much NPI is being generated too easily around the Hunter allowing for near-infinite loops (especially combined with the NPI Multiplier bolt)
Voice Chat - You are now opted-in by default
Design Intent: this was a popular request!
Core TTX Sniper Rifle - Reduced Weapon spread (~10%)
Design Intent: with the introduction of the Bolt Action Sniper Rifle, we felt that this Rifle was not getting enough love. We wish to bring to bring value to this Weapon as a unique choice
LMG Weapon - Max spread -(15%) & + (5%) damage
Design Intent: Make the LMG feel more powerful, and more balanced with the value offer of other Weapons
Assault Rifle Weapon - Max spread -(5%) & + (5%) damage
Design Intent: Make the AR feel more powerful, and more balanced with the value offer of other Weapons
We will be at Gamescom next week! Meet the Devs and play Deathgarden in Hall 9 in the ESL Arena.
See you there
Yo, I've reached 15h of gameplay, and I'm really enjoying the game so far. The game is cool and, since I love DBD, I kinda have the same good feelings in DeathGarden.
However, even if the game is a ton of fun, I've noticed some issues that have to be fixed in my opinion. I also have some propositions to improve the game (I hope you'll see my post, devs, it would be amazing).
Compared to DBD, where you can farm bloodpoints to get cool skills, skins and characters, this game doesn't really have any progression, except for the customisation. Right now, the only goal is to get new outfits and emblems (and that's kinda lame, since there is not any other progression system).
If you can bring the same rewarding system as DBD (getting xp for altruism, boldness etc..) plus the same progression system (leveling up for skills, not only cosmetics) then the game would be much better (I don't actually think a lot of players will stay, even fans like me, if they can't grind up for something).
You also need to add differents classes for the Hunter, like recon, rusher, etc.. this would add some game mechanics and will give more choices for the hunter (and the runners will need to counter each type of hunter).
About the bugs, weapons skins do not work at all. I've bought differents assault rifle skins, chosen them for a game, but can't actually see them in game. That's a bit frustrating, since cosmetics is the only real goal right now.
I didn't really see any other bug right now (at least, not huge bug or glitch)
About the balance between both sides, I think this is pretty balanced. However, you need to nerf and buff some skills.
Right now, hunter's movement speed is a bit to slow. Runners are a big to heavy (maybe just need to lowered their health a bit).
Nerfing the runners amount of energy from 5 maximum special bolts to 3 is a good deal. In the end game, having 5 runners means having 25 special bolts ready to go. This is to much.
The games are too short for sure, maybe add more objectives/time to capture them, and force the hunter to kill 4 runners instead of 3.
Overall, the game is pretty good, but if you do not change some things (as I mentioned), it will become really boring and unsatisfying to play, which would be really sad, don't you think ?
Anyway, thanks for reading me, I hope you'll improve Deathgarden and I hope you did consider my ideas
August 13th Hotfix
Hey everyone! Here are the balancing changes and bug fixes we've made in today's hotfix:
- Resolved the auto-shotgun’s “instant-kill” issue
- Decreased the auto-shotgun’s rate of fire (0.25 second/shot -> 0.35 second/shot)
- Decreased the auto-shotguns damage output: Reduced the Number of flechettes per shot (14->10). Increased the damage per flechette (9->9.5).
- Increased the Runners’ stamina regeneration rate (11->9s for full regen)
- Improved the Arena Generation time
- Resolved the issue that would change your selected server region when matchmaking with friends
- Resolved the disconnection issue that sometimes caused client crashes