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The 'Feeding Frenzy' Update is OUT NOW for Deathground! (Patch 8)

Deathground · Community Announcements · March 20, 2026

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'Feeding Frenzy' - Update is now live for Deathground! (Version 0.1.57b)

Since you last ventured into the Biomedical facility, Cooper has been checking in on the Bio-scanners. It looks like something's gotten itself trapped in one of the paddocks and it doesn't seem right to let it sit there and starve, so you’ll need to feed and release it.

Hi Operatives, Deathground's first sub-mission, 'Biomedical - Feeding Frenzy' is now available, alongside several mechanics updates and balancing adjustments. Please see the update and patch notes below for the full details.

This Sub-mission, like ‘Epoch’, has a shorter duration than the larger primary missions. Taking place in the basement of the Biomedical facility, where you’ll have access to a few new side-areas, the ‘observation deck’ and ‘morgue’ In Feeding Frenzy, you’ll need to search fridges across the basement to collect ‘meat’, which you’ll deposit into the observation room feeding chute. Be careful, the more meat you’re holding at once the more of a trail you’ll leave for raptors to follow…

In one of the observation paddocks sits a starving Allosaurus

Behind the glass of the observation room sits a starving Allosaurus

As part of this update, we’ve updated the raptors perception, specifically, scent. This was (is) a tricky sense to balance, for a few obvious reasons, including the fact that you, the player, can’t sense scents…because of this, raptors respond to scent trails, for example, meat being carried by a player.

After losing sight of a player, raptors will now search more thoroughly around the environment in an attempt to locate them; opening lockers, checking in barrels and under tables. 

That’s IF they lose sight of you! We’ve also fixed a rather pesky bug which was preventing players from being spotted correctly after entering a hiding space within view of a raptor.

Compys have also been adjusted based on player feedback.

After spotting you, they become more aggressive the longer you spend nearby, and this aggression rises faster the closer you get to them - stay there too long or get too close and they’ll attack, either by quickly nipping at you, or by launching themselves at your face! Rather than attacking again right away, they’ll instead retreat to a safe distance and wait to see if you got the message. 

Throwing an object, like a bottle or a brick, at the compy previously caused them to retaliate and attack, but now, instead, causes them to retreat for a short period, allowing you to gather your composure and plan your next move. Compys hiding in lockers and barrels have continued to cause chaos during development (and not in a good way!) but we hope to include these in an update fairly soon, we’ll let you know when you need to start keeping an eye out!

This mission's objectives are balanced based on player count, which is a fancy way of saying that if you have more players in your team, you’ll be given more work to do during the mission! 

In the last few months, we’ve been tweaking missions and mechanics to account for these changes, so similar expansive balancing changes will be included in missions going forward, and added into existing missions over the course of the next few updates.

Clone-pods, respawning and player assists have also been reworked for this update. The spectator menu has been revamped, showing spectator mode controls, including a new ‘request respawn’ button, which will highlight the nearest active clone pod so that your team can bring you back from the dead.

We’ve also adjusted how many respawns players are given when starting a mission and when unlocking additional respawn rooms. This balancing change aims to make things a little more fair for solo players by granting them more respawns, and a little more challenging for teams by granting them fewer respawns.

Players can now help up teammates who are downed without needing a healing item, and crawling speed while downed has also been reduced to account for this change.

PATCH NOTES: (V 0.1.57b)

⚠ Important: Before launching, please ensure your PC meets the minimum system requirements and that your graphics drivers are fully updated! For reference: 

[p align="start"]Please note: While our team is working to further optimise the game if your system does not meet the minimum requirements, your gameplay experience may not perform as expected.

Highlights and changes

(Developer's Note: as part of general progression mechanics, going forward, you’ll need to complete specific missions and even optional objectives to unlock some content!)

(Developer's Note: These updates aim to make interactable hiding spaces a location where you pause and wait for enemies to pass, rather than somewhere to jump in and hide, dodging the raptor completely. They also aim to make vents more viable traversal options for getting around levels, without immediately and relentlessly being chased by the compsognathus! We will continue to balance each of these elements based on feedback.)

Quality of life adjustments

Bugfixes - General

(Developer's Note: This engine upgrade is part of plans to upgrade visual and animation fidelity, giving us access to multiple new tools and updated features - but man alive did it introduce a whole heap of issues as a result there are likely some additional issues we’ve missed in our testing, so we’ll be relying on you to let us know what’s broken via the bug reporting section of our discord server!)

Bugfixes - Dinosaur / AI

Here's a reminder of our DeathRoad to release: 

To view in full size, click here.

See FAQs and Discussions and we will do our best to get back to you!

Join our Discord and for Bug Reporting or search for teammates.

Thanks,

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