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DEAD GRID 1.0 - Out Now!

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Greetings Mercs!

Dead Grid initial development started in 2018. Nearly 4 years ago, it entered Early Access. Today, I’m super excited to finally release 1.0!

Built through years of iteration and refinement, this release exists because of the Early Access community. A huge thank you to everyone who played, shared feedback, and stuck with me throughout Early Access. Your contribution shaped the direction of the game!

Without further ado, let’s take a look at all the new features of content update 08.

NEW BASE CAMP

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A new 3D representation of the camp has been added to the game. There are now 8 rooms with individual progression tied to the campaign, assignments, and various upgrades.

REGION CAMPAIGN

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A campaign has been added to the game leading to a victory screen.

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Hovering over the region map header shows your main objective and over-all game score.

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There are now 25 region locations. Some are tied to the campaign and some are optional.

NEW MISSION LOCATIONS

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  • Six new region locations have been added tied to the campaign.

  • Item rewards have been rebalanced at all region locations.

  • Many new enemy types, including elite and boss zombies with powerful abilities.

NEW AREA CLEARED DIALOG

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  • A new Area Cleared message has been added, replacing the original.

  • Every encounter now comes with a custom name, tied to the theme of the location.

  • Improved the visual indicator pending containers on area clear.

MISSION CHANGES

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  • Mission scaling (mission repeats) now offers a new Enemy Threat system.

  • Weapons found at harder locations drop with a higher item level.

  • Missions now require fuel to reach, explained later in this post.

REGION MODIFIERS

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  • Added 12 new region modifiers designed to reduce the enemy threat of locations.

  • Added 3 new region modifiers tied to survivors.

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  • Travel fuel is a new system introduced with 1.0, required to reach distant locations.

  • Fuel is automatically restocked and can further upgraded by spending intel points on Slade.

  • The early to mid game missions do not require much fuel.

  • Late game missions require a bit more planning, especially with repeats.

  • Fuel storage capacity can be upgraded by completing assignments for Slade.

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In addition to the fuel restock by Slade, your camp's mission van can be upgraded to consume less fuel on trips by completing assignments for character Ray.

NEW SCORING SYSTEM

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  • A new scoring system has been added to the game, called Glory.

  • This has no impact on game progression and is only used as a visual stat.

  • Glory is earned by killing enemies, completing missions and pulling off combos in combat.

  • Many combos now play a board announcer emote with over 50 emotes added to the game.

  • Combat Glory voice or visual emotes can be completely disabled in Game Settings.

SURVIVOR CHANGES

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All 15 survivors are now in the game and offer around 50 assignments with custom rewards.

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Intel spent on survivors is no longer tied to single locations. Many survivors have been changed and offer all new abilities to help you in your camp.

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The camp's survivors room shows all the intel spent from different locations.

LEADER CLASS CHANGE

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  • Leader's trait tied to summoning sickness has been changed.

  • Previously, a Leader merc had to be in combat for the ability to trigger, now a leader only needs to be in your mission squad.

  • This change means Leaders no longer need to be the first merc (primary merc) in squad.

  • The formatting of all class traits has been improved.

DROPPED BOSS LOOT

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  • Eliminated bosses now spawn a lootable area object with a selection of rewards.

  • Previously, eliminated bosses had to be looted which was frequently missed.

NEW ITEMS

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  • New accessories and gadgets were added to the game for you to discover.

  • Some gadgets now work while quipped on any merc in camp, not in your mission squad.

  • Lots of new consumables and trash items for a better variety of random drops.

NEW WEAPONS

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  • Many new SMGs, Assault Rifles, and Sniper rifles all with custom art and models.

  • Firearms with silencers are now marked as special weapons since they behave different from the expected loud firearms.

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Tutorial shovel has been replaced with a new axe that upgrades to a decent mid-game weapon.

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Added new modifiers to non-unique melee and ranged weapons, granting additional tactical benefits. Weapons containing these modifiers have a custom card frame with a cog icon on the top left corner.

PARRY CHANGES

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  • Parry chances offered by all melee weapons have been phased out.

  • Parry is now greatly boosted with by merc's training in Martial Arts.

  • Pistols and SMGs now offer a bonus to parry chance, playing into a small/light weapon theme.

  • Iimproved the parry chances of skills Tai Chi, Black Belt and Parry Master.

  • Enemies stunned through a parry reflect now remain stunned into player's turn, allowing you to setup additional combos with Skull Crush.

RECON

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  • This feature grants a chance to select an additional card for draw at the start of every turn.

  • The mechanic is explained on the Skills UI.

  • This is a rework of an old system called Tactical Advantage, which was tied to individual mercs.

NEW NON-MERC TURN ABILITIES

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A bunch of non-class specific turn abilities were added to offer more options for getting supplies, boosting mercs in play, dealing damage, at the start of your turns.

ARMORY UPGRADES POINTS REWORK

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  • Cards with armory point rewards are no longer drawn in hand during combat.

  • Points are still collected and consolidated on the Loot Haul screen as a summary.

  • The thought behind this change was to reduce card clutter in hand and also give an easy reference of collected armory rewards when returning camp.

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The armory UI has also been improved with better tool tips, and a small tutorial.

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The UI for locked labs has been improved.

CHALLENGE MODES

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Challenge modes no longer end, allowing you to experience the full game. This was a frequently requested feature by players who enjoyed the modified game rules of specific challenge modes.

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A new challenge has been added, called Wasteland Purist.

GAME DIFFICULTY CHANGES

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Veteran, Apocalypse and Extinction difficulties have been slightly bumped while Easy and Normal remain the same from the last Early Access release. Boss enemies have a much higher chance to cause bleeding on all difficulty modes.

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Apocalypse can now be switched to Extinction and vise versa mid game. This also covers challenge modes which start on Apocalypse by default.

ACCESSIBILITY

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Game Settings UI has been cleaned up with new accessibility and many feature tweaks.

KIOSK MODE

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  • Added a kiosk mode of hiding menus and UI from the title screen with 4 variations.

  • This option is available at the top right corner of the title screen and is useful for making thumbnails of videos.

AUDIO

  • Added 10 new music tracks to combat and camp.

  • Remastered all gunshot sounds for volume consistency and to reduce clipping of rapid firing guns.

ACHIEVEMENTS

  • Added 18 new achievements (Fame) for a total of 350.

  • A few old achievements have been reworked to reflect the new survivor mechanics.

  • Previously unlocked achievements on Steam are not reset with 1.0.

SAVE COMPATIBILITY

1.0 requires a full reset of previous game settings, saved games and in-game achievements.

An Early Access branch is be available to continue playing old saves, using the last EA build.

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branch name: CU07 - Last EA Build (2025)

BUG FIXES

  • Updated engine to include Unity's security patch from 2025.

  • Mission location with 12 repeats is missing the vertical progress bar (visual bug only).

  • AR or SMG does not re-target remaining shots if the primary target is eliminated (occasional bug).

  • Cannot start a new assignment if remaining reputation is the same as required for the assignment.

  • Pressing (t) while renaming a merc or fallen zombie aborts the rename interface.

  • Some unique cards are missing card art, related to the Pristine condition added in CU07.

  • Upgrading flamethrower weapons in the Armory does not consume earned points.

  • Armory points do not drop when killing enemies with a flamethrower spray.

  • Flamethrower equipped on Nobu in combat is not properly aligned (visual bug).

  • Card details is wrongly placed (off-screen) while hovering over weapons in Armory.

  • Player is unable to finish the mission with all enemies eliminated. (rare case)

  • Flamethrowers found as loot and given to mercs during a mission cause a game error.

  • Event Precognition is not drawing a random class skill.

  • Enemies can occasionally spawn on area clear, by various status effects.

  • Many small fixes across tool tips and general game text.

WHAT'S NEXT?

This is a soft launch of 1.0 where the full version of the game is available to play. I will continue to monitor and push patches as needed. The store page will be refreshed a few days later, coming out of Early Access.

See you in Pine Valley!

--Paul

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