Deadshot Patch 1.5.2
Changelog: - Fixed possible stuck spot - Fixed 2nd boss getting stuck in water
You wake up as an army soldier in the middle of a mutant apocalypse, trying to figure out what the hell happened and blasting some heads on the way. Deadshot is a retro styled first person shooter inspired from classics like Half Life, Doom, Quake and many alike.
| App ID | 2484180 |
|---|---|
| App type | Game |
| Developer | v0lt |
| Publisher | v0lt |
| Release date | 2024-09-18 12:11 UTC |
| Release state | released |
| Controller support | full |
| Store page | store.steampowered.com/app/2484180 |
| Last store refresh | 3 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Deadshot/Deadshot.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 22:17 UTC | $4.99 | $4.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 16580258 | 2024-11-29 14:44 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 2484181 | windows · 64 · english | 3.59 GB | 673.77 MB | 8736031509937241329 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 16580258 | public | 2024-11-29 14:44 UTC | 3 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:16 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Changelog: - Fixed possible stuck spot - Fixed 2nd boss getting stuck in water
Changelog: - Adjusted the volume slider audio curve - Fixed audio sliders text capping to 90% - Fixed possible stuck spot in C2L4
Changelog: - Slightly decreased shotgun damage - The 2nd boss should now wake up the moment you enter the room - Fixed the 2nd boss AI not finding the player in corners - Decreased the volume sliders max value from 20db to 10db - Adjusted tree leaves colliders - Fixed overlapping tree in C2L1 - Fixed an issue where sometimes the player would not be able to jump - Fixed the Thirsty achievement unlocking after interacting with 5 drinking fountains instead of 6 - Doors should now close right away when they are not powered - Optimized the first 2 levels of Chapter 2
- Fixed possible softlock in C1L2 - Disabled Unity's GPU Resident Drawer and GPU Occlusion Culling which should fix any crashes but comes at a slight performance cost
Changelog: - Added damage indicators - You can now hold down to shoot the super shotgun - Added more HP pickups in the last level - Made the final boss more clear how to beat - Added a text prompt on what to press to continue in a chapter end text screen - Increased the door close timer from 5s to 10s - Fixed super shotgun muzzle flash masking the portal shader - Fixed missing word in note from C3L5 - Fixed the weapon tutorial text saying "press scroll" instead of "use scroll" - Added alternative fire tutorial to shotgun attachment - Fixed sparks still appearing when shooting the portal fuses
- Fixed save triggers not working in C3L3 - Removed overlapping door in C3L4 - Fixed fuse door not powering off when removing the fuse in C3L3 - Fixed lever door in C3L4 autoclosing when it shouldn't
Changelog: - Fixed secret triggers not triggering in C2L3
Changelog: - Fixed the tips in the pause menu not generating properly - Fixed not being able to scroll backwards to a weapon with no normal ammo but with attachment ammo - Fixed rockets going in the wrong direction when aiming at the sky - Mutated Rats and Dogs now traverse edges slower The Demo has also been updated to reflect these changes.
Changelog: - Fixed a weirdly placed ragdoll in C1L3 - Increased paper scroll step - Added some ammo mags next to the C1L1 pistols on the ground - Slightly increased restart level button size on the death screen - Fixed C2L2 triggers not triggering - Fixed a bug where you could interact with stuff while you are dead - The first fuse slot in C1L2 should now always be interactable The Demo has also been updated to reflect these changes.
Changelog: - Tooltips now show on gamepad - Added text on the power core doors - You can now navigate to the paper scrollbar - Changed the button selected color to be more obvious - Changed the restart button text on death screen to "Restart Level" for clarity - Fixed an objective in C1L1 not loading correctly - Fixed some doors not being interactable in C3L4 - Fixed being able to toggle the flashlight when dead - Fixed tutorial and objective UI not fully disappearing sometimes - Fixed a bug that caused dropdowns scroll to break when selecting the last item on a gamepad - Fixed the "What are y
After 2 years of development the game is finally out!!! Go get it.
Changelog: - Fixed player not being able to uncrouch - Increased the range of explosions - Enemies that wake up via range now also check if the player is in sight - Added more pickups to the 2nd and 3rd level - Made the 2 fuse slots in the 2nd level more obvious - Slightly increased shotgun damage - Fixed an issue where doors powered by the core would be closed when loading the game - Other small fixes and improvements
Changelog: - Fixed player being able to wall jump - Added a light above the armory vent to make it more obvious where you need to go - Added a new note in the armory making it more obvious that you have to blow up the barrels
After another year of development and a new demo has arrived, this demo is closer to what the final game will be, and it will remain public even when the full game is done. Unlike the old demo who had the whole first chapter this one only has the first 3 levels because I can't just share 33.3333333333% of the game in a demo, and if people complete the demo and then get the full game they will have to go trough the first chapter again. As for whats different in this demo then the old one (other then the level count): - Improved graphics. Lighting and post processing has been improved. - New wea
- Slightly increased interaction distance - Fixed transparent objects bot being visible trough glass - Fixed the mutant solider melee ragdoll - Readjusted the core top cables from the 3rd level - Fixed the keybind menu wrong anchoring on lower UI scale values - Fixed a weirdly posed ragdoll in the 5th level - Fixed a bug that would set the difficulty on hard when exiting the game on apocalypse difficulty - Fixed a bug where certain stuff like the player position wouldn't load properly after respawning (hopefully...)
Full appinfo as delivered by Steam PICS, changenumber 34904507. Also at /api/app/2484180/raw.
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