Deadhold news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peakNot available
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score59% positive
- Total reviews39
- Release dateAug 25, 2017
- DeveloperDark Quarry Games
- PublisherDark Quarry Games
Genres: Action, Adventure, Strategy, Early Access
Company pages: Developer: Dark Quarry GamesPublisher: Dark Quarry Games
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer
Deadhold Steam news
Deadhold news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- The Status of Deadhold - Post Mortem - 11 January 2018
Unfortunately, I've decided to halt development on Deadhold. I've put in a ticket to remove Deadhold from the Steam store, and the servers will remain live for 3 months. We've let our community and players down, and this is clearly not what we had in mind when we started Deadhold four years ago. Thank you everyone for the enormous amount of support and trust you gave us these last 4 years, and for the vision we had, I'm sorry we let you down. :( Why we're ceasing development of Deadhold Plain and simple, we can't afford to continue development. The cost for ongoing development exceeds revenue (and has for some time). Sales were well below our grimmest projections for a worst case. While I'm proud of the work we did, and the team we built, it still remains that we dropped the ball on the business side badly. This, in conjunction with scoping too large, with some idealistic thinking sprin…
- The Status of Deadhold - Post Mortem - 11 January 2018
Unfortunately, I've decided to halt development on Deadhold. I've put in a ticket to remove Deadhold from the Steam store, and the servers will remain live for 3 months. We've let our community and players down, and this is clearly not what we had in mind when we started Deadhold four years ago. Thank you everyone for the enormous amount of support and trust you gave us these last 4 years, and for the vision we had, I'm sorry we let you down. :( Why we're ceasing development of Deadhold Plain and simple, we can't afford to continue development. The cost for ongoing development exceeds revenue (and has for some time). Sales were well below our grimmest projections for a worst case. While I'm proud of the work we did, and the team we built, it still remains that we dropped the ball on the business side badly. This, in conjunction with scoping too large, with some idealistic thinking sprin…
- We're still here - 14 October 2017
Sorry everyone we're still working on the next campaign map. We also have a new horde map in the works and some bug fixes. This first update has taken longer than we would like, a few of us have had some things going on that got in the way. The next release is gonna be in a couple of weeks I think, we're starting testing soon on the new content with our QA/moderator groups.
- We're still here - 14 October 2017
Sorry everyone we're still working on the next campaign map. We also have a new horde map in the works and some bug fixes. This first update has taken longer than we would like, a few of us have had some things going on that got in the way. The next release is gonna be in a couple of weeks I think, we're starting testing soon on the new content with our QA/moderator groups.
- Development Stream Oct 6th (Today) 8PM EST - 6 October 2017
Want to know how a Deadhold map is made? Come watch me paint one of our upcoming maps. I'll be on discord, and watching twitch for any questions. PS. Quick note that there could _potentially_ be spoilers for future content in Deadhold, so be warned. https://www.twitch.tv/drfisj https://discord.gg/0Vgtcx5Fx6Nbp1H6 Hope to see you there! - fisj
- Development Stream Oct 6th (Today) 8PM EST - 6 October 2017
Want to know how a Deadhold map is made? Come watch me paint one of our upcoming maps. I'll be on discord, and watching twitch for any questions. PS. Quick note that there could _potentially_ be spoilers for future content in Deadhold, so be warned. https://www.twitch.tv/drfisj https://discord.gg/0Vgtcx5Fx6Nbp1H6 Hope to see you there! - fisj
- Unknown Pleasures: Steam s latest diamonds in the rough - 31 August 2017
Welcome back to Unknown Pleasures , our weekly deep dive into the deep, dark waters of Steam new releases. These are the games that we most liked from the past seven days (with the exclusion of those we’ve already wittered about in detail). This week, we have Inner Space: The FPS, globular cats, rollerskate simulation, platforming goldfish and a spiritual Myth sequel. (more…)
- Deadhold Friday Night Fights! Every Friday Starting At 8PM EST - 30 August 2017
Come join the Devs every friday night from 8-10PM EST in Deadhold for some Coop and Multiplayer games! For those that can't make it several of us will stream the games live on twitch. https://www.twitch.tv/cowman1211 https://www.twitch.tv/drfisj https://www.twitch.tv/kelstek https://www.twitch.tv/jon_god
- Deadhold Friday Night Fights! Every Friday Starting At 8PM EST - 30 August 2017
Come join the Devs every friday night from 8-10PM EST in Deadhold for some Coop and Multiplayer games! For those that can't make it several of us will stream the games live on twitch. https://www.twitch.tv/cowman1211 https://www.twitch.tv/drfisj https://www.twitch.tv/kelstek https://www.twitch.tv/jon_god
- It Begins - 25 August 2017
Even though today is technically our launch day on Steam, we are already working on what’s coming next, so I’d like to take this opportunity to tell you what that is and also what you can expect from us going forward. First and foremost we are serious about making Deadhold a great game. Not an average game, a great one. We aren’t working with a publisher and we aren’t finance guys pouring over spreadsheets. Over the last several years all of us put in our time at day jobs and came home and worked on Deadhold. We want to connect with people who share our passion and want to help us make a great game. So without further ado here are the highlights for the next release, which we are tentatively planning to have ready in late September or early October: The second campaign mission “Hermit On The Hill”. Offline single player campaign. Crucible Horde 100 (100 wave horde map). Lots of misc thi…
- It Begins - 25 August 2017
Even though today is technically our launch day on Steam, we are already working on what’s coming next, so I’d like to take this opportunity to tell you what that is and also what you can expect from us going forward. First and foremost we are serious about making Deadhold a great game. Not an average game, a great one. We aren’t working with a publisher and we aren’t finance guys pouring over spreadsheets. Over the last several years all of us put in our time at day jobs and came home and worked on Deadhold. We want to connect with people who share our passion and want to help us make a great game. So without further ado here are the highlights for the next release, which we are tentatively planning to have ready in late September or early October: The second campaign mission “Hermit On The Hill”. Offline single player campaign. Crucible Horde 100 (100 wave horde map). Lots of misc thi…
- It's starting to come together! - 15 July 2017
(Come hang out with us on discord: https://discord.gg/0Vgtcx5Fx6Nbp1H6) We’ve done a ton in the last two months. It took me longer than I expected but I finally finished all of the game code needed for the new deity spell system, item inventory (including the persistent framework), item generation, drop tables, progression and leveling. It was a big chunk of work. Shortly after that was completed Fisj was able to finally sit down and implement the deity spell trees and progression (WIP IMAGE): There are 36 spells across 3 deities that you can play, more will be added as we develop the game during Early Access. As you progress through the story, and difficulty tiers you earn experience towards your chosen deity (you can choose your deity at the start of each map). Earning experience unlocks newer and more powerful spells. Monsters, bosses, and missions all grant experience. Monsters and…
- It's starting to come together! - 15 July 2017
(Come hang out with us on discord: https://discord.gg/0Vgtcx5Fx6Nbp1H6) We’ve done a ton in the last two months. It took me longer than I expected but I finally finished all of the game code needed for the new deity spell system, item inventory (including the persistent framework), item generation, drop tables, progression and leveling. It was a big chunk of work. Shortly after that was completed Fisj was able to finally sit down and implement the deity spell trees and progression (WIP IMAGE): There are 36 spells across 3 deities that you can play, more will be added as we develop the game during Early Access. As you progress through the story, and difficulty tiers you earn experience towards your chosen deity (you can choose your deity at the start of each map). Earning experience unlocks newer and more powerful spells. Monsters, bosses, and missions all grant experience. Monsters and…
- Teaser Trailer Released - 8 May 2017
Check out the Deadhold teaser trailer on steam or youtube: https://www.youtube.com/watch?v=QIv8FiZvJzI
- Teaser Trailer Released - 8 May 2017
Check out the Deadhold teaser trailer on steam or youtube: https://www.youtube.com/watch?v=QIv8FiZvJzI
- Dev Update / Story Driven Campaign / Dynamic Difficulty - 15 March 2017
Lots of updates since I last posted. We've sort of been circling the issue of a full campaign mode for Deadhold in one way or another since the early days of the project. The TLDR is we are going to do a full story driven campaign and we will probably push our launch date back to give ourselves more time to get the first part of that ready for Early Access. This has been a bit of slippery slope for us trying to balance our resources and knowing what we could do really well. Deadhold is two pieces, there's the multiplayer side where you can hop in and compete with your friends or others in stuff like deathmatch and king of the hill, and then there is the part we've been calling "Adventure Mode" that is about experiencing light story elements of the Deadhold universe in this sort of blend of "drop in multiplayer coop" for lack of a more elegant way to describe it. Basically when fisj and…
- Dev Update / Story Driven Campaign / Dynamic Difficulty - 15 March 2017
Lots of updates since I last posted. We've sort of been circling the issue of a full campaign mode for Deadhold in one way or another since the early days of the project. The TLDR is we are going to do a full story driven campaign and we will probably push our launch date back to give ourselves more time to get the first part of that ready for Early Access. This has been a bit of slippery slope for us trying to balance our resources and knowing what we could do really well. Deadhold is two pieces, there's the multiplayer side where you can hop in and compete with your friends or others in stuff like deathmatch and king of the hill, and then there is the part we've been calling "Adventure Mode" that is about experiencing light story elements of the Deadhold universe in this sort of blend of "drop in multiplayer coop" for lack of a more elegant way to describe it. Basically when fisj and…
- Recap of 2016 / Adventure Mode Progress - 20 January 2017
In 2016 we hit the delete button on Deadhold and started over. The game is now better than it ever could have been and we are really proud of what we have built over the past year. Towards the end of 2015 fisj and I slowly came to grips with the reality of where we were at with the Unreal 4 version of the game. UE4 does some things really well but one thing it is not is highly malleable. The UObject framework, networking, and large components of the engine are complex, and interdependent. And UE4 is changing constantly. This made merging time consuming as we had to pull forward custom changes through several versions. For example, fog of war in the UE4 version involved low level networking changes and the IsNetRelevant stuff to stop sending packets for units outside of a clients visible area. At one point in a conversation with Epic they had plans to altogether remove some of the dorman…
- Recap of 2016 / Adventure Mode Progress - 20 January 2017
In 2016 we hit the delete button on Deadhold and started over. The game is now better than it ever could have been and we are really proud of what we have built over the past year. Towards the end of 2015 fisj and I slowly came to grips with the reality of where we were at with the Unreal 4 version of the game. UE4 does some things really well but one thing it is not is highly malleable. The UObject framework, networking, and large components of the engine are complex, and interdependent. And UE4 is changing constantly. This made merging time consuming as we had to pull forward custom changes through several versions. For example, fog of war in the UE4 version involved low level networking changes and the IsNetRelevant stuff to stop sending packets for units outside of a clients visible area. At one point in a conversation with Epic they had plans to altogether remove some of the dorman…
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
