Update #4


New update 5/2/2022. Some new stuff, lategame is a bit harder. This is meant to be the demo build for the full game, so the next big update should hopefully be the full release.

Added mythical creatures: These are very rare enemies that will only ever spawn once per game. They each drop a unique item.

  • Mothman. Drops Mothman’s mask
  • Unicorn. Drops Unicorn horn
  • Anticorn. Drops Anticorn horn


  • Added a parking lot area that spawns before the mall. It's filled with broken cars, roadway mimics, and lumberlings.
  • Main mall enemy pool should now spawn much less abominations compared to other, more challenging monsters. Added Moose and Substalkers to the mall enemy pool.
  • Level 3 biomes (Swamp, Highway, Forest) are now 5 zones long instead of 3.
  • Cornfield and graveyard biomes are now 5 zones long instead of 3.
  • Graveyard should now spawn more food and more enemies.
  • Added Will-O’-Wisp to wild swamp biomes and main swamp biome. It produces light, flys, and has a ranged attack.
  • Giant toads, banshee toads, and substalkers will now hop at the player, closing distance and dealing a bit of damage
  • Starting lab now should generate with more rooms, wider hallways, and lab tiles have been visually updated. Added Goo to the pool of enemies spawned here.
  • Suburb houses will now generate with some random furniture. 
  • Suburb biome will now have a slightly wider variety of enemies encountered. 
  • Daddy long legs now have a siren ability. They will create an ultrasonic noise that alerts nearby enemies to your location.


  • Added freezer vault to wild biomes. Contains a new ranged Ooze enemy
  • Added spider house vault to wild biomes.
  • Added ghoul cave vault to wild biomes.


  • Reworked Hobo’s scavenger ability: Will now scavenge an item every 7 enemies slayed.
  • Agent now starts with a red pill and a blue pill instead of a chocolate bar. Red Pill teleports you to a random tile 100-150 tiles north. Blue pill teleports you to a random tile 32-64 tiles south.
  • Added red pill and blue pill to the main loot pool as well as the scavenger pool.


  • Added detrivore perk to the experience perk pool. It spawns a mushroom every 7 enemies slayed.
  • Added stunstick to main lootpool.
  • It gains charges from attacking. After 6 attacks the next attack deals extra damage and stuns the target, preventing it from acting for 1 turn.
  • When wandering enemies will now have a %10 chance per turn to change wander directions.
  • Random rare items (enemies spawned with a gold star) will now have a %45 chance to be an experience book


  • Lumberling armor increased from 2 to 3. Health increased from 40 to 44.
  • Seraph attack damage increased from 8 to 10.
  • Daddy Long legs health increased from 32 to 44.
  • Roadway mimic’s damage increased from 6 to 8.
  • Damaging enemies in ambush (living scarecrows, mimics) will now cause them to exit ambush.
  • Added sound effects for entering day and night time.
  • Added compass UI. It will always point north.
  • Most guns won’t be able to fire through walls, obstacles, or enemy units anymore
  • Jukeboxes can now be turned on to make a loud noise
  • Each wild zone will now share the same wild biome in its group.
  • Added rock structures to wild zones. These are generated similar to water but they're rocks instead.
  • Day and night time will now last 240 turns each, instead of 120.
  • You will now be able to name your characters. Theres a random pool of names you can choose from as well.
  • The center of the hedge maze is now tiled with indoor wooden flooring
  • The pause menu will now display the number of turns taken and real-time taken during a run. A button has been added that pastes the game seed into the clipboard (seed start options coming later)
  • Fixed a bug where Seraph’s were not removing their references from old tiles when flying, causing them to be revealed whenever an old tile was revealed.
  • Fixed a bug where ambush enemies were not always setting their tile’s collision status back to normal values when the exited ambush, creating empty tiles that could not be crossed.
  • Changed some of the UI for casting evokeables
  • Giant Moth sprite has been updated
  • Goo and Goo Beacon sprites have been updated
  • Goo, goo beacons, and blobs now have squishy sound effects
  • Giant toads, banshee toads now have croak sounds
  • Unequipping items now has a sound effect
  • Default settings now start the game with lighting off, and enemy vision on
  • Removed the perspective/orthographic camera toggle in the options menu. It was neat to play around with but there were problems with perspective cam that I don’t feel like fixing
  • Game has been optimized

Files

deadland4000-mac-beta.zip 59 MB
Version 5 May 02, 2022
deadland4000-windows-beta.zip 49 MB
Version 6 May 02, 2022
deadland4000-linux-beta.zip 64 MB
Version 6 May 02, 2022

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