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Dead Man's Country is an open-world multiplayer action RPG set in the late 19th century of the American Old West. Face the untamed harshness of the wild in a landscape of vast forests, soaring mountains and desolate plains.

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Progress Report #1

News

Dear Community,

we thought it's a good idea to release a little sum-up of what we've worked on the last few weeks, the list also includes 'behind the scenes' stuff which we haven't covered on our site yet, hopefully this gives you guys a good update on our progress. :)

  • Engine: Our first prototype has been updated to Unity's 2017.4 LTS (Long Term Stability), which we plan to use for our first release. This version is guaranteed to receive bugfixes without major changes which could break backward compatibility. This version has also been the most stable one for us so far.
  • Terrain: Progress is looking good, we also had some major workflow improvements.
  • Networking: All player movements are now double-checked by the server instance (authoritative movement) to address teleport- and no-clip hacks.
  • Networking: Interpolation added.
  • Networking: Dead reckoning added.
  • Networking: Lag compensation is still being worked on.
  • Combat: Damage drop off for range weapons is now properly calculated.
  • Character: Improved character controller handling on slopes.
  • Character: Weapon handling has been optimized when activating/deactivating them.
  • Animations: Workflow improved for animation retargeting (especially for motion captured ones).
  • Weapons: 1866 Yellowboy Rifle added (https://twitter.com/DeadMansCountry/status/979384778855247873).
  • Weapons: 1861 Navy Conversion Revolver added (https://twitter.com/DeadMansCountry/status/979747245422776320).
  • Weapons: 1860 Double Barrel Shotgun added (https://twitter.com/DeadMansCountry/status/980102521426497536).
  • Weapons: 1874 Sharps Rifle added (https://twitter.com/DeadMansCountry/status/981503473819713538).
  • Weapons: Tomahawk added, melee combat still needs some love though (https://twitter.com/DeadMansCountry/status/983724748076208128).
  • Weapons: 1858 New Model Army Revolver added (https://twitter.com/DeadMansCountry/status/988703525369733120).
  • Weapons: Sticky bomb added (https://twitter.com/DeadMansCountry/status/992008560912601088).
  • Shader: Various post-processing stack improvements.
  • Shader: New ambient occlusion modes added (MSVO and SAO).
  • Shader: Our character skin shader is almost finished (https://twitter.com/DeadMansCountry/status/980909856361275392).
  • Shader: We've implemented a motion blur shader which relies on the moving object instead of the player's camera (https://twitter.com/DeadMansCountry/status/984723884367892480).
  • Shader: Volumetric lighting improved.
  • UI: There is some good progress on our UI, nothing to show yet, but we posted an early mockup from some months ago (https://twitter.com/DeadMansCountry/status/981153951218270209).
  • Environment: We finished our grass shader with physically based shading support (https://twitter.com/DeadMansCountry/status/981917793812697090).
  • Environment: Our grass shader also supports touch bending now (https://twitter.com/DeadMansCountry/status/983345950042345473).
  • Environment: Mesh blending has been added (https://twitter.com/DeadMansCountry/status/982299162569035777).
  • Environment: New canyon walls (https://twitter.com/DeadMansCountry/status/993926569491140609).
  • Props: We continuously working on adding new props (https://twitter.com/DeadMansCountry/status/982702739250733056, Twitter.com, Twitter.com).
  • Placements: A new feature has been added which removes all kind of foliage for dynamic placements. (https://twitter.com/DeadMansCountry/status/985960044469587970).
  • Equipment: Tribal mask added (head item, Twitter.com).
  • Particles: We improved our particles in regards to lighting (https://twitter.com/DeadMansCountry/status/989497266582052865).
  • Particles: Worked on our revolver muzzle flash (https://twitter.com/DeadMansCountry/status/995994191510605825).
  • Farming: We made great progress on our crop/tree grow system, which is also fully server-synced and runs with almost no performance cost (https://twitter.com/DeadMansCountry/status/997478138169970688).
  • Environment: Our ore spawning algorithm got some love (https://twitter.com/DeadMansCountry/status/999247022539583488).
  • API: A device token has been added, which will later be used as a parameter to identify account hacks.
  • Forum: News & Announcements module added (you are here!).

Please note that the list is in no particular order and doesn't include bugfixes, the later will be listed with the start of the alpha on a separate release-/changelog page.

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Dead Man's Country
Platforms
Windows, Mac
Developer & Publisher
Einser
Engine
Unity
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Western
Project
Indie
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Latest tweets from @deadmanscountry

An oven is a more permanent alternative to campfires, as it's burn time is much longer. If you cook often, it's wis… T.co

Jul 16 2018

Have you ever tried to make friends with a bull? Maybe this mask can help you. #DeadMansCountry #DMC #einser #gameT.co

Jul 9 2018

A new mixture from our snake-oil salesman, you should not taste it this time! ☠️ #DeadMansCountry #DMC #einserT.co

Jul 2 2018

Several weird masks can be found in DMC, which you can equip on your character. Some of them will grant you special… T.co

Jun 25 2018

Different kind of melee weapons and tools can be crafted with gathered resources. This hatchet only requires some w… T.co

Jun 18 2018

This is our backpack model which we use as generic visualization for items that are not suitable to show as loot/dr… T.co

Jun 11 2018

We bring back the good old gold rush days. Different kind of ores are spawned in each area, find the rarest ones!… T.co

May 23 2018

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