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Deadeye Deepfake Simulacrum update for 5 August 2024

0.8.7

Share · View all patches · Build 15259284 · Last edited 5 August 2024 – 03:09:08 UTC by Wendy

Patchnotes via Steam Community

Howdy Agents (✿◕‿◕)

Thank you to everyone who left a review since our last update. As always, be sure to join the discord!

Today's update comes with some fantastic artwork from Emett, go check out their work here!

Today I bring you the 0.8.7 update. This comes with a major change to skeletons, a big new mission, a new story encounter, and lots of fixes. This update is currently only available for Windows do to an issue on my end :< Mac and Linux versions will release soon.

Here are the notes.

Skelly Passives

Skeletons now come with a random passive ability! The idea behind this is to make the skeleton a little more exciting to roll for. My concern was that unlike guns, melee, and nades; skeletons don’t have much of a difference in feel except for the speed they move. This new feature also gives me the creative freedom to add requested bonuses that weren’t quite deserving of a full perk slot. These passives should sit somewhere between the classic +3% ice damage and the existing busted-ass passives already in DDS. All of them should be at least nice to have, and clever agents should be capable of making game breaking builds out of some of them. I’ve added 25 of these to the game and plan to add at least another 25 more before we hit 1.0. Skeletons should now have a firmer place in your build beyond their stat distribution.

Skelly passives appear as an adjective in your HUD, and a full description can be found in the shop and armory.

This system has a few limitations to speak of. Currently, only the player and clones of the player will make use of these passives, enemies will spawn without them. This is because some of the passives are NOT fun to play against. Eventually I’ll add a whitelist of all the passives enemies can spawn with so we don’t have a weird break in symmetry between player and AI, but you’ll have to wait for the next update on that. The spread of passives also leaves some builds wanting for more right now. I have some ideas for more dedicated melee passives that I didn’t have time to get around to. Meanwhile gun-heavy builds are getting a buffet of passives this patch.

Special thanks to Koka productions for requesting this feature a long time ago. Be sure to check out their DDS video here!

New Skelly Passives

  • JACKED - Gain +1 starting data per skeleton level rounded up.
  • STRAPPED - Gain +1 bonus mag per skeleton level rounded up.
  • PACKED - Gain +1 bonus nade per skeleton level rounded up.
  • SWIFT - +15% sprint speed bonus.
  • LUCKY - 10% chance to ignore damage.
  • CONSISTENT - Switching weapons preserves rotation.
  • INFORMED - Your data can't fall below 1.
  • STREETWISE - Your ego can't fall below 1.
  • STOIC - Gain 20% damage resistance when standing still.
  • HEADLONG - Gain 15% damage resistance when sprinting.
  • SILENT - Walking into glass silently dissolves it.
  • MASTERFUL - Your kick deals 1 damage per skeleton level.
  • PUSHY - Your kicks push units and objects 50% harder.
  • STEADY - Reduce gun recoil by 50% when standing still.
  • PRECISE - Reduce gun innaccuracy by 50% when standing still.
  • VEERING - Reduce gun rotation difficulty by 25% when standing still.
  • MUTED - Your gun is silent when fired with a full magazine.
  • RESOURCEFUL - Without magazines, you may reload your weapon with 1 round.
  • GENTLE - Colliding with units puts them to sleep for 1 second per skeleton level.
  • DEFIANT - On death enter an invincible state for [timePerLevel] seconds per level then die fr.
  • INNOCENT - Overlord punishments are half as likely.
  • DYNAMIC - Ready your gun 50% faster after sprinting.
  • MINDFUL - Your top listed abilitiy has +1 uses per 4 skeleton levels, rounded up.
  • DESPERATE - The last charge of an ability is free to use.
  • SAFE - Your grenades are safe from damage while you cook them.

New Story Sequence and New Mission!

Angel Team needs your help! Again! You could technically cheat your way into this mission since the last patch but now it’s officially in the game! This mission comes with a new story encounter I’m very proud of. I hope you’ll find it both stressful and entertaining (.❛ ᴗ ❛.). These new missions can only be accessed by meeting with fallen_angle in the tutorial area. Once the quest is done I’ll add a shortcut or two, allowing you to begin the sidequest while skipping the tutorial.

Bug Fixes

  • Fixed a bug causing player laid landmines to not trigger when stepping on to them.
  • Fixed a bug causing the terminal to crash if you attempted to talk to daemon_de_los_juegos twice.
  • Removed the bouncing cats from the angel introduction mission. Don’t worry, these lil guys are coming back in another level. They appeared for some players due to a weird plugin error I only just discovered.
  • Fixed the punch clock in the angel introduction mission, enemies will now appear in your graph when it’s used.
  • Fixed a few audio fading issues in certain zones. Some special conditions could result in music being switched off.
  • Fixed a bug in the angel introduction mission that made the mission a success even if you just completed floor 1 and then backed out to the apartment.
  • Fixed a few typos in agent emails.
  • Fixed some bugs involving blimp AI losing track of targets.

That’s all for now. The next major update (0.9) will add a final mission to the Angel Team sidequest, a huge overhaul to DDS AI that I’m in the middle of rn, and a few new endings to the game. This might take a while, so I’ll try to be better about releasing intermediate updates as we go. The game will release in 1.0 upon completion of the roguelike mode and a few passes for polish, dialogue rewrites, and mission adjustments.

Thank you all for keeping up with DDS! We’re nearing the approach of our full release and I’m so excited to get there with all of you <( ̄︶ ̄)>

Windows English Depot 1545991
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