Preview of 1.0 - Content Update 8
Greetings Mercs and Happy Halloween!
Version 1.0 is nearly feature complete, but I still have a lot of work ahead of me to prepare marketing materials, create a new trailer, and go through extensive testing. I want the launch to be as smooth as possible. This will take me at least another month to prepare.
The release will require my full attention to patch and support. I would like to allocate some family time this holiday season, so I’ve decided to schedule the release for January 8, 2026 - roughly two months from now.
Here’s a quick preview of what’s to come, but not everything is covered in this post.
REGION CAMPAIGN
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1.0 comes with a complete campaign, structured into 3 acts.
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The lore of the acts is not revealed in this preview to avoid spoilers.
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The final mission ends a boss fight and a victory cutscene, but you'll still be able to continue playing the game and improve your squad after finishing the campaign.
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Some locations now require you to complete survivor assignments tied to the acts.
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Version 1.0 comes with five new mission locations, new enemy types, and new assignments.
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Completing major milestones shows a splash screen when returning to camp.
NEW SCORE MECHANIC: GLORY
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The game now offers an additional scoring system called Glory.
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Performing various combos in combat triggers announcer emotes, granting a score. This is an extension to the existing emotes, such as Head Shot, Double Kill, Triple Kill, etc..
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There are now over 50 voiced announcer emotes for different combos.
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The board announcer now has a separate volume control in game settings.
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This effect can be completely turned off in game settings.
REWORKED ENEMY THREAT ON REGION LOCATIONS
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Enemy scaling on mission repeats has been reworked to increase based on silent or loud runs.
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Various region modifiers can spawn to help you reduce the threat.
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The previous system of reducing threat by completing near-by missions has been phased out.
REGION MODIFIERS
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Added 12 new region modifiers to reduce the enemy threat of region locations.
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Added 3 new region modifiers tied to specific survivors.
SURVIVOR SUPPORT
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The survivor assistance mechanic has been drastically reworked with new progression and UI.
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Intel points spent on survivors are no longer tied to a single location — instead, their support improves at all locations where they offer assistance.
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More than 5 points of intel can now be spent on many survivors.
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Spent intel can no longer be refunded. (Intel points in previous saves are auto-refunded.)
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New mercs have a chance to show up in camp every day (each mission counts as a day). Previously, new mercs showed up after clearing a new location for the first time only.
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The chance of merc discovery is now tied to Ramon. Spending intel on Ramon increases this chance, giving you more control of the frequency.
ARMORY UPGRADE POINTS
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Dropped Armory point cards are no longer drawn into your hand during combat. These points are now collected and consolidated as a reward section on the Loot Haul screen.
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This change intends to reduce card clutter in hand during combat.
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The drop rate of points has been rebalanced and new gadgets can improve the chance.
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The UI of the Armory screen has been slightly reworked.
LOCATION LOOT LEVEL BONUS
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Each location now offers a bonus to the loot level of weapons found during a mission run.
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Harder missions offer a higher bonus.
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The bonus is displayed on the mission details screen in camp.
NEW SPECIAL WEAPON MODIFIERS
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Many non-unique weapons now contain new modifiers granting additional tactical benefits.
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These effects are similar to unique weapons but improve with weapon (color) upgrades, they are listed as Special Modifiers in details.
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Weapons containing these modifiers now have a custom card frame (top-left corner).
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Firearms with silencers are treated as special weapons.
NEW WEAPONS
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8 new submachine guns with loud and silenced variants.
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5 new assault rifles.
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5 new sniper rifles.
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2 new sharp weapons.
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The newly added weapons come with custom art and models.
NEW GADGETS
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A few underused gadgets have been reworked to offer new benefits.
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Some gadgets can be equipped on resting mercs in camp and still offer benefits in combat.
NEW CONSUMABLES
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10 new valuables and junk cards to be found in the world.
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10 new random food and drink consumables.
ENEMY CHANGES
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Eliminated bosses now spawn a separate area object containing their loot. I noticed some players missed looting bosses while rushing to return to camp, so this should hopefully resolve that.
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Enemies can now be stunned for multiple turns, enabled by a new Heavy Stun ability tied to certain blunt weapons.
REWORKED TACTICAL ADVANTAGE
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Tactical Advantage has been renamed to Recon and is no longer tied to individual mercs.
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Recon grants a chance to select an additional card to draw at the start of every turn.
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The chance is now tied to points spent in different class trees, shown on the skills UI.
PARRY CHANGES
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Unarmed combat training has been renamed to Martial Arts.
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Base parry chance is now gained by merc's training in Martial Arts.
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Pistols now include a Small Gun modifier, offering an additional bonus to parry chance.
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Improved Parry skill has been renamed to Parry Master and provides a greater bonus.
GAME DIFFICULTY
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Veteran, Apocalypse, and Extinction difficulties have been slightly increased in difficulty scaling, while Normal and Easy remain unchanged.
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You can now switch between Apocalypse and Extinction modes while in camp.
CHALLENGE MODES
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Many players enjoy playing different challenge modes which end on a specific mission, typically 4-5 missions into the Region.
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Version 1.0 will allow you to play the entire campaign on any challenge mode, giving you an alternative way to experience the full game.
GAME POLISH
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New “Area Cleared” screen at the end of every encounter.
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Every encounter has has a unique location name.
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Many screens have been cleaned up, with larger fonts, improved tool tips, reworked text.
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AUDIO
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Added 6 new music camp tracks (for total of 20).
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Added 8 new music combat tracks (for total of 40).
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Remastered all gunshot sounds for volume consistency.
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Refactored rapid gun fire logic to reduce audio clipping.
As usual, the full patch notes will also contain a list of all the bug fixes since the last patch.
Thank you for playing Dead Grid and I can't wait to share 1.0!
--Paul
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