The Cursed Apple is ever changing, and these streets are nothing like you remember. A massive visual update to the map and neutrals, six new heroes, HUD updates, numerous quality-of-life additions, accessibility options, and more.
Check out everything that's new at: https://www.playdeadlock.com/cityneversleeps
We also wanted to take this opportunity to talk about where we are with the development of the game and what to look forward to in the future. Our team has been incredibly happy and surprised with how passionate and supportive the community has been the past couple of years; every day someone shares something cool they've seen from the community with the rest of the team, and we are thankful for the constant support and useful feedback, despite the game being unfinished. We think building a multiplayer game is very hard and risky, and the best way to minimize that risk to make sure that we are able to have it in players' hands from an early state to help us shape it and tell us what is fun and what isn't. So, we wanted to give you all more insight into what we've been focusing on internally, as part of developing this game with your help and guidance.
After the Old Gods New Blood update, we felt that there was still a good amount of work we wanted to do on the core game itself before we moved onto more polish phases of the game development (like updating older hero artwork). Unlike previous updates where our efforts were more singularly focused on the key parts of that update, this year we've been working on several different things in parallel. A good number of those are things you can see in today's update. Some others are things we've been working on in the last few months alongside this update. This even includes things like progression and hero/hideout customizations, as we feel those are features we want to be able to adjust and significantly change based on feedback before the game is fully released. There are also other things we've been working on recently that are more speculative (as in we aren't 100% sure if they will be released or not based on how playtesting goes, though results so far have been promising) like large item redesigns/additions and alternate game modes that expand the scope of the game.
Then there are other things like Midboss (both the model and the layout to a degree), Guardians and Walkers, which we do consider important but just haven't gotten to yet and will be focusing on for upcoming updates. On the other hand, things like hero remodels were in our heads as something we'd get to later, towards the end of early development, after other core aspects of the game were more fleshed out. That doesn't mean we don't think they are important by any means, just that they are more of a known quantity to us that don't necessarily need to be done earlier than other things. That being said, we will likely be gradually working on them in the near future for inclusion in upcoming updates alongside other work.
We hope you will like this update. Thank you all for your continued support so far during development, and don't forget to Vote!