2026-06-11 14:27 UTC · Community Announcements · talecrafter
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 starti
2025-11-26 15:30 UTC · Community Announcements · talecrafter
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 improvementsSmall Development UpdateWe 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 befo
2025-10-27 14:54 UTC · Community Announcements · talecrafter
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 n
2025-07-24 15:13 UTC · Community Announcements · talecrafter
- added further quest and character handling for later stages of Perished City - 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-
2025-06-26 16:12 UTC · Community Announcements · talecrafter
Welcome to the Perished City! In a city marred by time a searching woman found a place, infested. Her ailing body took root and healed, and soon she began providing. The people, accepting her offerings, built a temple in her honor. She became what was heralded, a beacon of care, a mother. This major update brings you new locations, new quests, new characters, new enemies, and more. We hope you'll enjoy this. Your old save games should be compatible with this update. For convenience there's also a shortcut from the main menu that lets anyone jump straight into the city content. If you stumble o
2025-03-13 15:22 UTC · Community Announcements · talecrafter
Hey. We put the content update “The Perished City” on the beta branch and would appreciate some feedback. Our design goals for this and the further content updates are to improve the writing, especially the variety in how NPCs talk, add more depth to the narrative elements, add more player decisions, and have more visual variety among the locations. It would be good to know if we’re on track with that. The update needs more work in some areas, including balancing and itemization, and it’s currently separated from the main game still. There’s a separate entry for it in the “New Game” menu. So I
2025-02-10 15:13 UTC · Community Announcements · talecrafter
If you're looking for the content update: This isn't it. See "Current state of things" -> "1. Content update" down below. Patch notes New Features - map overview has multiple tabs now if level hub has multiple sub areas, including walk commands between areas (mouse only) - inventory: moved gold to fixed slot - inventory: moved a few passive items like ammo from main to resources inventory - inventory: resources inventory is infinite now - inventory: mind inventory is infinite now - merchant UI: highlight "trash" items on selling screen - added toggle for headwear visuals via item slot context
2024-12-23 11:33 UTC · Community Announcements · talecrafter
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
2024-06-21 11:03 UTC · GamingOnLinux
Death Trash features a world where cosmic horrors long for humanity but meet punks with shotguns. Influenced by post-apocalyptic, horror, and cyberpunk classics. Death Trash is certainly promising, and it's finally gearing up for a content update. Read the full article here: https://www.gamingonlinux.com/2024/06/cosmic-horror-post-apocalyptic-rpg-death-trash-has-a-teaser-for-a-new-update
2024-06-20 18:14 UTC · Community Announcements · talecrafter
A small peek at our upcoming content update, which covers the Perished City, located at the center of the game's world map. We expect this to be on the beta branch in the next months. For more info and tentative dates about our future updates, take a look at our roadmap: https://store.steampowered.com/news/app/941460/view/4186732260752603133 - Stephan
2024-03-28 12:38 UTC · Community Announcements · talecrafter
Welcome. This is the roadmap for the final phase of the Death Trash Early Access. We have avoided communicating concrete dates in the past. Working as a small team on a complicated game has been notoriously difficult, especially in regards to timely estimations. The Early Access took longer than we initially anticipated. For that we are sorry. But during the Early Access we have improved the game and, equally important, our tools, workflows and knowledge. We are more confident now about handling the rest of the game and what time we’ll need for that. Note: These dates might still change. If on
2023-12-21 11:23 UTC · Community Announcements · talecrafter
Patch notes Combat improvements - added some of the new melee weapons (see last update) to game locations - updated handling of player hitting enemy with melee: will always lead to mini hit stun and interruption now (formerly first hit lead to hit stun, but then NPC resisted further stuns for some duration) - decreased hit stun duration for NPCs - some NPCs might try to circle back a bit after a stun (to evade stun lock) - boosted damage for all melee weapons - updated range on some weapons - added eventual weak and tired melee attack when consecutively melee attacking (depending on weapon) -
2023-11-20 16:06 UTC · Community Announcements · talecrafter
Patch notes Additions - added new melee weapon variants (for now only via Shift+F10 -> Playtest -> Combat) Improvements and changes - improved some dialogue - experimental: added experience points progress bar above health when in inventory etc. - improved pathfinding through multiple rooms and fixed some other pathfinding issues - autosave when closing merchant screen and having bought or sold something - tutorial area: make combat puppets destructable - a few other minor level design improvements - lots of underlying framework changes and additions Bug fixes - fixed rare issue of character v
2023-10-24 14:03 UTC · Community Announcements · talecrafter
Patch notes Additions - added test level with new combat enemies (Shift+F10 -> Playtest -> NewEnemies) Improvements and changes - increased default speed on world map - map overview: added some NPCs to the map after having spoken to them - made equipping weapon and armor slots take a bit of time - improved UI while equipping weapons and armor and fixed a few usability issues related to that - scroll wheel selection of weapons: added short delay before actually equipping (due to new equipment durations) - updated NPC look directions: patrolling characters will turn around for a moment before be
2023-09-20 13:37 UTC · Community Announcements · talecrafter
Patch notes Improvements and changes - improved quest handling and dialogue of priest quests around New Delphi - updated mutant runner behavior: two charges instead of three, added cooldown, prevent multiple charging runners - set shotgun and automatic weapon bullet speeds to the same value as rifle bullets - quest inventory has unlimited space now (and added UI for handling this) - improved perma-death mode: on death directly restart at gameplay start of game, keeping original character creation decisions - make 'Usable Parts' stackable Usability improvements - overview map: mouse click on ex
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