
Steam news
Full Steam announcements and update articles for this title.
Hello Survivors!
We've fixed the issue where players got stuck on the loading screen during area transitions. If you left your save at the point where this bug occurred, you should now be able to continue from where you left off without any issues.
We've also made some performance optimizations.
We're sorry for the poor experience. Thank you for your patience.
Hello Survivors!
The full release is here.
A brand new map has arrived. A dangerous autumn village filled with pumpkins. Surviving amidst its warm color palette offers a completely different experience.
We knew you didn't like having your earned upgrades — your stats — reset between rounds, and we prepared the game for a major backend change. We no longer reset your stats until you die. We've balanced the difficulty accordingly.
We realized that difficulty scaling through enemy count alone wasn't enough. As you progress through new sections, enemies gain increased speed, health, and damage.
If you win all sections in the first run, a new difficulty will unlock. Each time you defeat a difficulty, the next one unlocks. Along with this, the resources you earn also increase.
Normal
Survival
Veteran
Nightmare
Activities at camp such as cleaning waste, clearing trash, chopping trees, and breaking rocks now use a limited energy pool. Prioritize your work order based on the resources you need. To refill your energy, you need to head out on the bus for another adventure.
We heard you wanted items to have more levels. Items now have 4 tiers instead of 3, making them stronger and expanding our merging options.
Items like Drone Buddy and Airplane are returning. We're bringing them back with their flaws fixed for a more enjoyable experience.
We noticed that as your bag — your inventory — grew larger, your field of view narrowed. So we increased its transparency. You can also hide your bag by pressing B.
Added gamepad button icons to the UI.
The visual notification that appeared when a character's health regenerated was too weak — we've strengthened it.
Adjustments made for text readability on Steam Deck. Various text sizes have been increased. We're still working on it.
Bestiary UI readability has been improved.
All text has been enlarged and made more readable.
Values of temporary stat boosts gained on level-up have been increased:
Reload speed, Pickup range, Lifesteal, Poison, Burn
Drop rate and health restored by health drops (juice drops) from enemies has been increased.
Number of ranged enemies has been reduced.
All item balance has been reworked.
Maximum and minimum stats have been recalibrated.
Melee character Mack's attack range has been significantly extended.
The Coffee item was not working correctly on certain characters — this bug has been fixed.
A visual bug with the loading animation of Fork (fork, rapier, Poseidon's spear) items has been fixed.
A bag expansion bug when playing with a gamepad has been fixed.
The visual effect of the Electric item has been fixed.
Hello Survivors!
First of all, a massive thank you to each and every one of you. Your incredible support, invaluable feedback, and detailed playtest reports have been our biggest motivation. We’ve been working non-stop to shape the game exactly how you wanted to experience it.
Today, we are thrilled to announce that the wait is almost over: The Full Release (1.0) is officially launching on June 3rd!
To celebrate this milestone and give you a taste of what’s coming, here is a breakdown of the major features, new content, and balance overhauls dropping with the 1.0 update:
New Playable Character - Captain Roger: Smashing zombies using a shield crafted entirely from a trash can lid. Get ready for a whole new playstyle!
New Map: Explore the eerie paths of the brand-new Pumpkin Village.
Tier 4 (Legendary) Items: Take your builds to the absolute limit with the newly added Legendary item variants.
Stat Progression Rework: Mid-run stat resetting between stages has been removed to create a more meaningful and strategic progression.
New Difficulty Scaling: The heat is on! Difficulty scaling has been completely overhauled, making enemy progression feel much more impactful as the run goes on.
Custom Difficulty Options: Tailor your survival experience with newly added difficulty settings.
Camp Energy Mechanics: You now have a limited Energy Bar for camp activities. We wanted to make every single camp task feel more impactful and meaningful for your meta-progression.
The Trading & Hub Area is Back: The area where you trade and welcome new survivors back to the camp has been reintegrated as a fully engaging side-activity.
Balance & Tweaks: General balancing changes across weapons, items, and enemy stats.
Bug Fixes: Various pesky bugs and glitches have been successfully squashed.
UI & QoL Improvements: Cleaned up and optimized interfaces for a smoother gameplay experience.
Steam Deck Optimization: UI and text readability have been fully enhanced for seamless handheld play on the Steam Deck.
Gamepad Improvements: Smoother controls and better responsiveness for controller users.
All of these features, alongside many more hidden surprises, are arriving on June 3rd.
Thank you so much for being a part of this incredible journey with us. We truly hope you enjoy the full release!
Improved gamepad compatibility and responsiveness.
Added new icons for controller.
We've been away for a while, sorry about that. We've been busy, but we're finally back with some good news:
GAMEPAD SUPPORT IS HERE!
Based on your feedback, we've made several balance changes:
The amount of scrap gained has been increased from 6 to 10.
Prices of permanent upgrade options have been reduced, and their values have been increased.
The health gained from health drops has been increased by 5, and their despawn time has been reduced.
Values from XP Gain and Scrap Gain cards have been increased.
Negative effects from various items, such as helmets, have been reduced.
Thank you for your patience.
Hello Survivors!
Based on your feedback, we've made several balance and gameplay improvements to make survival feel fairer and more enjoyable.
A special level has been created for the final node, featuring an intense fight against multiple bosses and enemies in a small arena
Playable characters' bullet size has been increased by 10%
Playable characters' reload time has been slightly reduced, allowing for more frequent shooting
Enemy damage has been slightly reduced, especially for contact based enemies that were dealing excessive damage on touch
Playable characters' maximum health has been increased
Scrap gained has been increased from 4 to 6
The progress bar at the top of the screen now fills more slowly, progress gained from enemies has been reduced
Enemy variety has been increased across all levels
Blitzbreaker boss's charge attacks have been reworked
Damage numbers displayed when dealing damage have been improved
You no longer lose all items upon death
The patch that will allow you to carry your stats over to the next level will be released in a few days. Until then, we wanted to fix some smaller issues and make a few balance adjustments.
Thank you for all your feedback.
We are still working on Steam Cloud and gamepad support. Since we are a small team, we had to set our priorities accordingly.
Thank you for your support. We carefully read your feedback and continue improving the game based on your experience.
Playable characters’ movement speed has been increased.
Our rocket launcher character Sam now has 2 rockets.
Dash ability has been improved and its range has been increased.
The number of bags and items in levels has been reduced.
Spawns are no longer time based. All spawn points will be active across the map at the start of the level.
The mismatch between the pink Gravemaiden’s attack animation and the red danger area has been fixed.
Indicators for the Bus and Tutorial have been moved closer to the center.
Standard enemies’ movement speed has been increased.
Zombies that used to fire triple projectiles now fire double projectiles.
The number of enemies in early levels has been slightly reduced.
Backpack expansion can now be done using common cards. Each common card increases capacity by +1.
The size of bouncing balls has been increased, making bounces more visible and satisfying.
Several UI issues have been fixed.
Background music has been added to the Base.
In this major update, the game’s risk and progression systems have been completely reworked. Based on your feedback, we’ve made the experience more persistent, more risky, and more meaningful.
Backpacks and items collected during a run now carry over to the next levels.
Your backpack is not reset on death, and items are no longer sent to camp automatically.
More items mean more power.
More power means greater risk.
You now truly have something to lose.
Levels gained through XP during a run now carry over to the next level.
Level progression is persistent.
Note: Stats gained from cards do not carry over for now. This feature will be added very soon.
Thank you for your feedback and patience.
You no longer return to camp automatically at the end of a level.
You can return to camp at any time using Return to Camp, keeping all your items.
Only the current map is reset.
This system leaves the risk decision entirely up to the player.
The Trade / Recruit system has been temporarily removed from the game.
It will return later as optional side content with a clearer and more streamlined design.
With the new systems, difficulty has been intentionally increased:
Enemy counts increased.
Level durations extended.
Area damage on level-up reduced by 50%.
XP requirements for leveling rebalanced.
Delayed enemy spawns at the start of the game removed.
Values from permanent upgrades reduced.
Scrap gained from enemies reduced from 6 to 4.
Scrap penalty on game over removed.
Node count reduced from 36 to 8.
Permanent backpack upgrade increased from 5 to 8, price increased.
Fork item mechanics reworked.
Bear Trap slow duration reduced and explosion radius decreased.
Fixed an issue where the Rare binocular item appeared as Common.
Fixed missing mouse cursor issue.
Bus indicator made more visible: recolored red, enlarged, and moved closer to the center.
Various collider issues fixed.
UI issues in the stats panel resolved.
Maximum stat values rebalanced.
Some projectile sizes adjusted.
Lifesteal percentages increased.
Unhappiness caused by unbuilt camp structures reduced.
A bus storage system is coming in the next update.
Items can be deposited into the bus during a run.
Items stored in the bus will be safely transferred to camp even if you die.
You will be able to leave items between runs and retrieve them when progressing.
We recommend using storage to free up backpack space and avoid missing new items.
Camp systems in development:
Selling items from camp
Storage / stash improvements
Item merge system in camp
We are also actively working on gamepad support.
Join the community for tips, strategies, and discussions about the new mechanics.
Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.
Get ready for a game-changing update.
Tomorrow, Dead Engine’s risk and progression systems will be completely redesigned. Your decisions will matter more than ever, and every run will carry real weight.
With the new update, items and progress will now carry over between levels. This means every choice comes with real stakes, real rewards, and real consequences. To match this shift, difficulty has been significantly increased, making each encounter more intense and demanding.
The camp flow has been improved, and new systems are on the way to make every run more strategic, more deliberate, and more exciting.
This is just the beginning. Big changes, new challenges, and a more intense Dead Engine experience are coming.
Stay tuned.
Join the community for tips, strategies, and discussions about the new mechanics.
Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.
Thank you for your continued support. We read your feedback closely and continue improving the game based on your experience.
Fixed the repeating Storage Man quest.
All playable characters are now unlocked from the start.
Increased the damage of all enemies.
Rebalanced health values for all enemies.
Reduced attack cooldowns for all enemies, especially standard enemies.
Reduced Woman Zombie’s attack range and cooldown.
Increased Titan boss’s attack range.
Increased permanent upgrade prices.
Improved Mack’s attack animation.
Reduced Mack’s lifesteal, health, and damage.
Mack can now deflect incoming projectiles.
Improved several sound effects and music tracks.
General audio balancing improvements.
Rebalanced music volume levels.
Fixed the lingering wind effect after the Charger dies.
Fixed the bus indicator. It now always appears on top of the UI.
Bus countdown increased from 60 seconds to 90 seconds.
Fixed an issue related to the campfire.
Fixed localization issues for Shuriken, Knife, and Kunai.
Join the community for tips, strategies, and discussions about the new mechanics.
Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.
Thank you for your continued support. We read your feedback closely.
We are currently reworking the backpack reset between levels.
Controller support is coming very soon. For now, we recommend playing with mouse and keyboard.
When you win a run, you are now taken directly to the base.
The base area has been scaled down to reduce confusion.
The base camera has been zoomed out for better visibility.
Characters & Upgrades
Nerf and Mack damage reduced by 5.
Mack lifesteal reduced from 12% to 5%.
Sam’s maximum HP increased.
Permanent damage upgrade and HP regeneration values reduced.
Damage, critical chance, and HP regeneration values from cards reduced.
Cards & Drops
Values from Collect Range cards increased.
Drop chances for Common, Rare, Epic, and Legendary cards rebalanced.
Common cards now appear slightly more often.
Enemies
Blitzbreaker (Charger) charge speed increased.
Titan movement speed increased by 0.1.
Speeder and Butcher zombies’ HP increased.
Some enemies’ damage slightly increased.
Enemy projectile speeds slightly increased.
Economy
Scrap gain reduced from 8 to 6.
Fixed several issues with the quest system.
Fixed localization issues in some languages.
Join the community for tips, strategies, and discussions about the new mechanics.
Thanks for playing Dead Engine and for helping us shape the game with your feedback. More improvements are on the way.
The engine is running. Dead Engine is now playable in Early Access.
Survival here is not about reflexes, but about making the right decisions. Inventory space is limited, ammo is valuable, and time is always working against you. What you carry, which route you choose, and when you decide to disengage from combat determines the fate of every run.
Zombies are not just numerous, they are reactive. Noise, line of sight, and mistakes quickly escalate the threat. Using the environment correctly, advancing at the right moment, or retreating when necessary often matters more than firepower.
With Early Access, you step into short but high-tension runs, a constantly shifting risk–reward balance, and a ruthless gameplay loop where every mistake has permanent consequences.
There is no turning back. Every run is a test. How far you go is entirely up to you.
Join the community for tips, strategies, and discussions about the new mechanics.
Dead Engine is now available on Steam in Early Access.
The engine is warming up, and we are getting into the details.
In Dead Engine, survival is not about reflexes but about making the right decisions. Inventory space is limited, ammo is valuable, and time is always working against you. What you carry, which route you choose, and when you avoid a fight define the fate of every run.
Zombies are not just numerous, they are reactive. Noise, line of sight, and careless moves increase the threat. Using the environment, pushing forward at the right moment, or pulling back can often matter more than firepower.
The Early Access version offers players:
Short but high-tension runs
A constantly shifting risk–reward balance
A gameplay loop where every mistake has lasting consequences
Join the community for tips, strategies, and discussions about the new mechanics.
Add Dead Engine to your Steam wishlist to be notified first when Early Access goes live and new updates are released.
The collapse is about to begin.
In Dead Engine, survival is not about reflexes, it is about decisions. What you carry, what you leave behind, and when you take risks shape the fate of every run. Resources are limited, threats are constant, and even moments that feel safe can turn against you in seconds.
With Early Access, players will face a high-replayability, tension-driven gameplay loop. Every run starts differently, every mistake has lasting consequences. To progress, you must plan. To survive, you must adapt.
The countdown has begun. In one week, the engine starts.
Join the community for tips, strategies, and discussions about the new mechanics.
Add Dead Engine to your Steam wishlist to be the first to know when new updates or the go live.
We’re back with the second developer log for Dead Engine. With this update, the game evolves into a much harsher experience focused not only on survival, but also on camp management, decision-making, and risk balance.
In this devlog, we’re sharing details about the newly added Base Building system, the improved route selection map, and the new Supermarket area.
The camp is no longer just a safe zone. It is a living system that must be managed.
Happiness Bar Represents the overall morale of camp residents. As morale drops, problems escalate.
Hygiene Without toilets, survivors may relieve themselves in the middle of the camp. Neglecting hygiene causes morale to drop sharply.
Resource Gathering Explore the camp surroundings, chop trees, and break stones to gather essential resources.
Campfire Use your wood wisely. No one likes a cold and dark camp.
Tent Construction You don’t want survivors sleeping outside at night. Build shelters for everyone.
Trash Collection Collect trash to gain scrap and maintain camp order.
If even one of these systems fails, camp stability quickly deteriorates and you’ll face various penalties.
You are not alone in the camp. You can talk to survivors and assign them to vital tasks such as wood and stone gathering.
By interacting with them, you can also learn small gameplay tips that help shape your decisions.
Each new character arrives with a different background, different risks, and different expectations. You decide who stays and who gets sent away.
Camp members are no longer just “resources” or “bonuses.” Each one brings their own past, fears, and hidden truths.
If you accept someone who has been bitten, they may turn into a zombie at night and harm others.
The new route selection map makes progression more fragmented and unpredictable.
Multiple routes are available on the map, each offering different encounters and risks. The path you choose determines what you face, what you lose, and what you bring back to camp.
Recruitment and trading are now a natural part of this flow.
The new Supermarket map dramatically changes Dead Engine’s atmosphere.
Tight spaces, dense obstacles, and limited visibility force players to move much more carefully and strategically.
With this update, Dead Engine becomes a much tougher experience at the intersection of survival, management, and ethical decision-making.
We continue shaping the systems based on your feedback. Even darker mechanics await us in the next developer log.
Join the community for tips, strategies, and discussions about the new mechanics.
Add Dead Engine to your Steam wishlist to be the first to know when new updates or the demo go live.
We’re back with our very first developer diary for Dead Engine. In this entry, we’ll dive into the new mechanics, deeper survival dynamics, and the brand-new Crimson Lands map. Survival is now more strategic, riskier, and more rewarding than ever!
Inventory management and resource usage are now more critical. New bags, equipment, and upgrades increase your chance of survival. Every item, every trap, and every strategic move makes a difference.
Survivors seeking refuge will arrive at your camp and express their needs. Fulfill their requests, make the right decisions, and strengthen your camp.
Outpost (Checkpoint) System: New characters arrive at your camp each day.
Request/Impact Mechanic: Earn instant rewards or long-term upgrades.
Bite Detection (Flashlight Mechanic): Inspect suspicious survivors with your flashlight to detect hidden wounds.
Branching Storylines: Your choices will have lasting consequences within the camp.
Camp Progression & Upgrades: Unlock new bonuses and mechanics.
New UI & Interaction Cards: Survivor bios, risk indicators, and quick decision options.
Dead Engine takes the post-apocalyptic pixel survival experience one step further. The Crimson Lands map introduces tougher enemies, new characters, and fresh strategies to master.
Crimson Lands features dark alleys, neon lights, and tight passages. Set traps, sneak around, or face enemies head-on. Every corner presents new tactical opportunities.
Blitzbreaker (Heavy Charger): A tough, charging enemy that rushes straight at you.
Plant Guardian: A relentless pursuer with high damage potential.
Bloody Nurse: Fast, deadly, and throws knives with precision.
Each new enemy pushes your survival skills and strategic thinking to the limit.
Sheriff Colt joins the fight with his trusty revolvers. His rapid-fire abilities and synergy-focused skills open up brand-new tactical possibilities.
At the start of each day, 1–3 survivors appear at your outpost. Each comes with a bio, request, first impression, and risk/reward profile. The flow is simple: Initial Review → Flashlight Scan → Interaction Outcome → Long-Term Impact. Balancing risk and reward determines the fate of your camp.
Join the community for tips, strategies, and discussions about the new mechanics.
Add Dead Engine to your Steam wishlist to be the first to know when new updates or the demo go live.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dead Engine, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Dead Engine statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.