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PTS 1.9: Blueprints, Map Expansion, New Airdrops

Deadside · Community Announcements · April 03, 2026

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Hello Deadsiders!

Today we present the massive 1.9 update for public testing! This version brings huge features and gameplay rebalancing, so your feedback from testing is invaluable as always. The new blueprint system is a massive expansion to progression, there is a large map expansion to explore, and new airdrops to call down!

Below are instructions on how you can load into the public test server, with some details about version 1.9 for you to read while it installs.

Important note: Version 1.9 makes fundamental changes to progression, crafting, repair, and more. Due to this a full wipe of all servers is required to expand gameplay and push the project forward.


How to connect to the Public Test Server (PTS):

  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.

How to switch back to the live version of the game:

  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.

Update 1.9 Features:



Mirny Expansion:





The south west of Mirny will be getting a new desert island look with the addition of the Potny area. Located in E6-E7, this new dense region offers a new area to explore directly connected to the spawn zone. Another new island is being added to this area as well, but as of this test work in this area isn't finished just yet.



We have also added six new POIs to Mirny; a scrapyard (I10), farm (G10), a construction site (H3), two villages (K9, J10), and an oil storage facility (J7).

Older territories have been adjusted to fit in the new areas, and empty areas of the map have been improved.

Blueprints:



In version 1.9 we want to significantly expand the list of items a player can craft themselves, deepening the in-game economy and giving our players more options in their progression. Now you can unlock blueprints to craft weapons, armor, attachments, and more all at your base.



Here we have the new blueprints tab, it shows the complete list of blueprints in the game grouped according to the workbench on which the items are crafted. In this example all the recipes are still locked, you can unlock them by studying blueprint fragments.



Blueprint fragments can be found everywhere, from car trunks to heli crashes. Once found you can right click on them to study. Another option is the new research table, here you can dismantle an item converting it into the corresponding blueprint fragment. If you already have a recipe already unlocked, surplus fragments can be sold to traders.



Weapon and armor blueprints can be continually researched and upgraded. Each blueprint level unlocks potential upgrades that you can apply at the new upgrade station.
If you meet the level requirement and have the required materials, you can apply upgrades that increase the performance of your gear.



Those who have spent the time leveling up their blueprints will be able to explore new possibilities with their gear.

Many more items can now be crafted at your base using 3 different base items. Workbenches will allow you to craft basic items, the Advanced Workbench allows for mid game items, and the new CNC Machine for complex high level equipment.



This new blueprint and crafting system is a huge change to Deadside, so we would really like to hear your feedback during testing. Balance and progression is a complex subject, so the more data we get from you the better. We expect players will have differing opinions on the subject and we can't please them all, but we do have the modkit available so that anyone can create the gameplay they prefer.

Weapon Repair



Speaking of weapons and crafting, version 1.9 comes with a highly requested change to how weapons are repaired in Deadside. We have heard your feedback and decided to simplify the weapon repair system. There are no longer unique weapon parts, just common and rare parts. For example, an S85 will require common sniper parts, while a VSD will require rare sniper parts for repair.



We have also added weapon components used for crafting, upgrading, and repairing weapons. After learning the blueprint you can craft these with scrap metal and spare parts at an advanced workbench. Weapon components have many important gameplay uses, making the required scrap and spare parts even more important to gather.

New Airdrops



Airdrops have been in the game for a very very long time, but never before have you been able to call one down yourself. Now if you acquire a signal flare, you can drop them in any location you want!



You can find signal flares in some locations across the map or in some event rewards. Alternatively you can purchase them directly from the trader if you have level two reputation with them. There are 4 flare variants that call down airdrops with different loot inside. Red gets you weapons, ammunition and explosives. Green gives you armor and equipment. Blue gives you resources for crafting and base building. Finally Purple has food and medicine.

Base Building



Bases in Deadside have been important for a long time, but with this update your base becomes even more critical to your progression and gameplay abilities. On top of that we have seen that on some PvP servers only a few large and experienced teams are able to build their base to a significant size, raiding any others that appear. Now less explosives will spawn in the world overall, with the main source being gameplay events like missions and helicrashes. Now that bases continue to see added depth and importance, this change will give new or solo players more of a fair chance.



With these base changes also comes more items to build with, for example offset doors. These were made per player request for convenience with stairways, though we are sure players will find other creative uses for them.



If a campfire or grill wasn’t cozy enough, we now have a large fireplace ready to be installed in your base! In addition to looking nice, this fireplace is now the most efficient way to cook your food.



We have also added 4 decorative masks that can be hung on your wall, or crafted into wearable versions to intimidate your enemies.

Survival Mechanics



Deadside was originally conceived as a survival game, but as of late food and water haven’t been impacting gameplay much unless you need to spam certain healing items in a pinch. So some gameplay changes have been made to keep these features relevant. One big change being a significantly reduced amount of canned food and bottled water in the world. Water wells will be a dangerous hotspot for players again unless you have water collectors at your base.

Food will still be available at traders, and there are many other sources to gather food from across the world. Deer spawns have been increased, you can hunt duck, fish, gather apples, berries, mussels, or mushrooms.

To keep this system fair you will now respawn with the amount of food and water that you died with. This is nice if you spent the time collecting food and water, not so great if you ignored these needs. In the case these stats reach zero, you will respawn with these values slightly increased so that you have a chance.

AI Balance



With the recent weapon rebalance included in the last update, we got feedback that they had the effect of making AI too accurate and dangerous. So we have made two major changes to AI, first being that military bots are simply less accurate overall. The second is a change to their hearing system to make suppressors a more viable option. AI are less reactive to suppressed shots overall, while being especially ignorant to suppressed pistols allowing you to use stealth as an effective tool.

Trader Changes



Now that many items can be crafted at your base with blueprints, changes have been made to the trader’s inventory and pricing for proper gameplay balance. Most notably, high level weapons and armor will no longer be sold to prevent them from becoming too common. But if you have more money than sense, you may still have a chance. Traders now offer a handful of cases that offer different sets of random items when opened. Those willing to gamble might just get lucky!



Other various changes have been made as well like item pricing, plus both traders now purchase the same set of common items from you for convenience.

Medical Item Rebalance



Changes have been made to the medical items for better balance overall. For example basic rags provide less hp than before, just +3. Sterile rags just +10.

Vehicle Improvements



Optimization of our vehicle system has allowed us to increase the amount of vehicles available on each server. Additionally server owners can now customize the amount of both land and water vehicles individually

Loot Changes



With all of the features listed above like trader changes and blueprints, it's safe to say that the in-game economy of Deadside will take a new form. So logically the balance of loot spawns will need to follow suit. In general loot boxes are now more random, containing a much larger pool of items. High level weapons and armor will no longer be found just laying around, you will need to craft them or find them in event rewards. Just like the trader changes, this keeps meta items from becoming too common now that you can craft them.

New Skin Applicator Item





Many of you are likely familiar with the loot crates opened by red keys. These gray crates offer weapons with unique skins, however they present a problem in gameplay where players can get high level items with very low risk. So in version 1.9 locked crates will drop the new skin applicator instead of a weapon. These are single use items that can be used to apply unique skins to weapons, keeping the original purpose of locked crates while improving gameplay balance.

And those are the major changes included in version 1.9! Hop in the Public Test Server and give these features a try, we would really appreciate any feedback you have. We plan to run this test for longer than normal so that we have time for testers to really get a feel for the new progression, and so that the team has more time to make changes.

Stay tuned for news on the release date!

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