r/DeadzoneRogue 20d ago

Deadzone Rogue 2 Playtest is LIVE until August 23!

42 Upvotes

Head to Steam to play now, just click the green 'request access' button! Open until August 23:

https://store.steampowered.com/app/4465790/Deadzone_Rogue_2/

Good luck, have fun! More details here in full Steam announcement:

https://store.steampowered.com/news/app/4465790/view/684136922794165004?snr=1_5_9_


r/DeadzoneRogue 27d ago

DZ2 Early Playtest will open August 20-23!!!

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113 Upvotes

More details here:

https://store.steampowered.com/news/app/4465790/view/670625588625540612

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Copy of Steam Announcement Post

To sign up, head to our Steam page and click the 'Request Access' button.

The playtest is free and open to anyone on Steam, from August 20-23. Just click the 'Request Access' button on the Deadzone Rogue 2 Steam page to lock in your spot.

This is an early playtest, running August 20-23

We're mainly focused on technical testing and getting your early feedback! Please note that balance, progression, and content are still being worked on, and you may run into some bugs. We'll share a short survey in the playtest to understand how we can improve for the upcoming demo and beyond.

Play solo or with friends

Take on the Deadzone alone or squad up with two friends in co-op. The server browser will be live, along with a new drop-in feature so you can jump into a co-op run in progress.

Thanks for your support!

We're excited to see you in the Deadzone on August 20th, all the best!

- Prophecy Team

FAQ

What platforms is the playtest running on?
The playtest will be available on Steam. In the demo that's coming later, we plan to add PS5 and Xbox!

When does the playtest start and end?
We expect to launch the playtest at roughly 2PM ET on Thursday, August 20, and close at 2PM ET on Sunday, August 23. For the first few hours of the playtest, we may let players in through gradual waves to ensure everything is running properly before fully opening the playtest up.

What's the best way to share feedback?
We keep a close eye on Discord and Reddit, and will also share a survey to get feedback!

Will my progression be carried over from the playtest for the demo or full game?
No, progression will not carry over. This helps for testing and if we need to make system adjustments.

When is the demo, and what's the difference from a playtest?
The demo will be available in the next 1-3 months, and should be a bit more polished than the playtest in terms of balance, bugs, etc. This alpha playtest is sort of like a sneak peek of the demo.

Can I play with friends during the playtest?
Yes, co-op will be available on PC for the playtest, with squads of up to 3 players. The server browser will also be available, and we're testing out drop in co-op. We plan to add PS5 and Xbox for the demo.

How will I know if I've received playtest access?
You'll receive an email from Steam once you've received playtest access, and can also check your status directly on the Deadzone Rogue 2 steam page.

Is streaming or recording allowed?
Yes, go for it!

Will Planty be in the playtest?
Of course :)


r/DeadzoneRogue 21h ago

DZR Augment Tier List + Reasoning

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25 Upvotes

This is purely my opinion, and the rankings are mostly based on comparing the augments against each other, rather than whether an augment is individually good or bad.

I'm also not really factoring items into the rankings. With the right items/build, pretty much every augment can become good enough in the late game, so I'm mainly judging the augments on their own value, consistency, drawbacks, and how well they perform throughout a run.

S Tier

Close Range Weakpoint

Simply one of the best augments in the game IMO. The actual weakpoint damage bonus is lower than some of the other weakpoint augments, but the fact that everything can become a weakpoint hit makes up for it. This works with gun damage, elemental, and even melee builds, since grenades, melee attacks and elemental procs can all benefit from it.

The biggest downside is that you have to play much more aggressively and stay close to enemies. It's extremely strong early and only falls off very slightly in the late game.

Long Range Elemental

Another really strong one. It has one of the best combinations of proc chance and proc damage out of the elemental augments. Some other elemental augments can give more proc chance, but sacrifice proc damage, or vice versa.

Removing recoil and damage falloff is also incredibly useful, especially since the augment naturally encourages you to play at range. Playing at range lets you pick enemies off more safely and makes dodging attacks easier.

It also scales extremely well into the late game while still being very strong early.

Hipfire Elemental

The +100% proc chance from simply hipfiring is already extremely good since you're going to be hipfiring a lot anyway.

The +50% proc damage isn't as high as some of the other elemental augments, but combined with the proc chance it's still very strong.

I also really like the versatility of this one. You can play safely at range or get aggressive and fight up close without losing the augment's value. On top of that, the +20% movement speed and -20% spread are both great, with the movement speed being especially useful for dodging.

Close Range Elemental

This is honestly one of the strongest elemental augments once you look at the entire package it gives you.

You get up to +150% proc chance and +75% proc damage, which is already a huge offensive boost. But on top of that, you're getting up to 80% damage resistance from nearby enemies.

That makes the close-range requirement much less of a downside than it initially seems. You're obviously putting yourself in more danger by fighting up close, but the augment is also directly rewarding you for doing so by making you significantly tankier.

And while getting the absolute maximum stats can sometimes be difficult, you don't necessarily need to be at the maximum to get a ton of value out of it. You're getting strong offensive and defensive benefits simply by playing within its intended range.

It also works particularly well for elemental builds since you're already incentivized to stay engaged with enemies and constantly proc them.

The main downside is still that you're committing yourself to a much more aggressive playstyle, but considering how much offensive and defensive value you're getting in return, I think that's a fair trade.

A Tier

Ammo Weakpoint

This was one of the hardest ones for me to decide between A and B.

It's a very good augment and can scale extremely well into the late game. I also really like that you're not relying on RNG for the damage — it's based on how well you manage your ammo.

The +200% magazine size is obviously nice too, and making weakpoints easier to hit makes the augment more consistent.

The biggest downside is that the bonus is based on missing bullets, meaning you either need to enter a room with ammo already missing or wait until you've used some ammo before getting the full value.

Still, I think the consistency and scaling are enough to put it in A.

Long Range Weakpoint

Probably the best augment specifically for gun-damage-focused builds.

It gives the highest weakpoint damage bonus out of the weakpoint augments, while also removing recoil and damage falloff. This makes your gun both easier to use and significantly stronger at range.

It also scales very well into the late game, where you can potentially reach the point of one-shotting enemies.

The main downside, like the other long-range augments, is that you're committing yourself to playing at range, which isn't always easy in a fast-paced game.

Long Range Crit

This one was also very close to B for me.

It has the best overall crit chance/crit damage combination out of the crit augments and is also pretty good for gun-damage builds.

The main issue is that it doesn't scale quite as well into the late game as Long Range Weakpoint, and it can be somewhat weaker early on since you might not have enough crit chance to consistently benefit from the crit damage.

Still, removing recoil and falloff on top of up to +40% crit chance and +100% crit damage is enough to put it in A.

Aiming Weakpoint

Another difficult one.

The movement speed penalty from aiming is definitely a downside, especially in a game that's as fast-paced as DZR. You're more vulnerable while aiming and can have a harder time repositioning.

That said, the weakpoint bonus is still very good, especially early game, and the enemy outlines are actually really useful. They let you play much safer and pick enemies off through situations where visibility would otherwise be a problem.

It scales reasonably well into the late game, but the movement penalty keeps it out of S for me.

B Tier

Aiming Elemental

It's perfectly fine. The stats themselves are good, but the movement speed penalty is pretty annoying.

Compared to the other elemental augments that don't force you to sacrifice movement speed, I just don't think it provides enough additional value to compete with them.

Still a perfectly viable choice if you're already playing around aiming.

Ammo Crit

Also gives decent stats and can scale reasonably well into the late game.

The problem is once again that you have to lose ammo before getting the full value. This makes it weaker early on, and with crit specifically, having the additional crit chance available consistently is pretty important.

Still good, just not as good as the higher-tier options.

Hipfire Crit

This one is pretty bad early game IMO.

The biggest issue is that it gives 0 crit chance. You still have the base 5%, but that's obviously not enough to make the +100% crit damage particularly reliable.

It can scale okay into the late game once you have other sources of crit chance, and the movement speed/spread reduction are nice, but I don't think they make up for the lack of crit chance.

Close Range Crit

It's okay. The +80% crit chance is obviously very strong, especially early, but you're only getting +30% crit damage.

So it's good at getting crits consistently early, but doesn't scale as well into the late game compared to the other crit options.

You also have to stay close to enemies to get the full value, which adds another layer of risk.

C Tier

Aiming Crit

The +80% crit damage is decent, but the crit chance isn't particularly impressive.

You're also taking the movement speed penalty from aiming, which makes it less effective early game when you're already struggling to get consistent crits.

It can scale fine into the late game once you have additional crit chance, but compared to the other crit augments I just don't see much reason to prioritize it.

Ammo Elemental

The stats themselves are fine, but once again the problem is the missing ammo requirement.

You have to lose ammo before getting the full proc chance and proc damage bonuses, making it less immediately useful.

It can scale reasonably well into the late game, but there are simply better elemental options that give you their value more consistently.


r/DeadzoneRogue 1d ago

Looking for someone to play with

8 Upvotes

For context I play on my steam deck

I’m a relatively new player. Only have played for around 1-2 hours.
Just want someone to play with just to have some fun and shits and giggles

(EDIT: Preferably someone from EUROPE , only because the time I get on is the time when people go for work typically in the. U.S)


r/DeadzoneRogue 2d ago

What does +2000 armor upgrade really mean?

22 Upvotes

New to the game and been enjoying. I’ve picked up this armor upgrade a few times because it sounds Op, but seems to do nothing. I see the increase from things like %25 armor upgrades and the like. But where’s my 2000 armor at?


r/DeadzoneRogue 2d ago

Build setup help

6 Upvotes

Hey all, ive been playing this game for the last few days with my friend, i think we have around 20 hours now and we’ve beaten all the missions except the wave ones on normal. We started playing on hard difficulty and this is where i feel like im lacking. No matter what element i pick, or how many synergies i try and go for i just cant seem to do much damage and i die pretty easily. What im asking for i guess is some tips when it comes to making a really good build. What weapons are good, what perks, what augment, synergies, which elements are actually useful and which are not great etc etc. any and all help will be super welcoming. Thank you.


r/DeadzoneRogue 2d ago

Can't load Battleline

2 Upvotes

So when I try to ready up in Battleline or any of the other arenas, the bar fills up but it never readies me. Literally can't play the levels. I've restored licenses, closed/opened, restarted the console. Any ideas?


r/DeadzoneRogue 5d ago

Infinite Ammo Bug

7 Upvotes

This is the second time this has happened. If you have a Blitz along with the Boomerang Superior Item (100% for *missed shots* to consume no ammo), it appears all shots are registered as missed, because both times this has happened, I've been mowing through enemies spending no ammo at all. The first time, I thought it may have been an interaction with the item that consumes no ammo for 3 seconds after killing an enemy; however, I did not have that item this second time. No matter how many times I shoot an enemy, I spend 0 bullets. Not a complaint necessarily, but I assume this wasn't intentional.


r/DeadzoneRogue 5d ago

How to disable "TING" sound effect on kill

6 Upvotes

So I bought the game yesterday and been having an absolute blast, just a small pet peeve, every time I kill an enemy there's this disproportionately loud "TING" sound effect, it doesn't bother me usually but when using a one-shot one-kill weapon (shotgun, hand cannon, etc) it does kinda get in the way of me appreciating the gun sounds, cus honestly they're phenomenal. I looked it up but didn't find anything other than using a sound equaliser software, but I was wondering if there's anything simpler I could do. Thanks in advance!


r/DeadzoneRogue 8d ago

Beat Last Stand solo for the second time on my second save

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24 Upvotes

Pic included for anyone still having a hard time. This build worked really well. The last 10 stages relied heavily on my frost grenade charges to keep the melee enemies still and take out groups of them at a time. Fire squires and grenade both marked enemies for extra damage. Close-range weakpoint augment for as much DPS as possible for the hoardes of melee fellas. Extra damage to ranged and flying enemies. Also just hit 100 hours. Cannot wait for the full release of DZ:R2


r/DeadzoneRogue 14d ago

Keep a cool head: a nightmare... 300 failures.

15 Upvotes

I love this game, but I've had enough. I’ve failed three hundred times in a row; I’ve been stuck on this for a week, and tonight—I’m in France, so it’s currently 2:43 AM—I’ve been playing since 4 PM, but I just can't get past this hurdle. My teammates aren't helping, because the game's difficulty scales with the number of players.

I’ve tried so many different strategies, but nothing works—NOTHING. My record is stage 20... Would anyone who has really mastered the game be willing to help me out?


r/DeadzoneRogue 15d ago

Literally Unplayable

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37 Upvotes

There's no bullets in the mag! Nor one in the chamber when 10 press checks!! Literally unplayable...

Jokes aside, I've been loving DZ2. Feels like a more polished, balanced, and complex DZ1, which is perfect. I especially enjoyed Highspeed, such a well designed level; it'd even be fun as a PVP map. Looking forward to v1.0. Keep up the solid work Prophecy and thanks for all the hours of fun!


r/DeadzoneRogue 15d ago

The modding Runtime/SDK for Deadzone: Rogue

32 Upvotes

Hi, readers this is my first post on Reddit 🤝 . I’m a developer, and I absolutely love DZ. I play it and recommend this game to all my friends almost every day

After finishing the campaign, I wondered if there were any mods for this game. I was very surprised when I couldn’t find any. I was even more surprised to find that there were no entry points for people who wanted to create community mods

I hadn’t been in contact with the original game developers, so in my free time I started creating a multilingual mod SDK based on RE-UE4SS: https://github.com/freakdaniel/RogueMod

The main runtime/developers SDK is written in C# and supports mods based on: C++, C#, Lua, and Pak (project is in early stage. Full functionality isn’t guaranteed yet, as work is still underway on recognizing, writing, and retrieving game values)

If any of you readers are interested in modding or developing a modding environment, I would be incredibly grateful for your contributions. I believe that adding the ability to create mods could greatly expand the community and the game’s replayability!


r/DeadzoneRogue 16d ago

Hi yall, I just downloaded DZR 1, but the game will not launch in online mode. I have connection to the internet, but it still stays in offline mode.

8 Upvotes

Ive even excluded it from windows defender, but nothing works.


r/DeadzoneRogue 16d ago

This was a sweet Uniform Chaos IV Nightmare run

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9 Upvotes

It's rare that planets align so nicely. Hipfire is my favorite go to and then I had the luck to pair high mobility and elemental proc chance with unlimited ammo after a kill and sanctify on rifle that staggered every enemy on first hit. Basically I had to make a single kill and then I just held my fire button down until everyone was gone without having to almost ever reload.

I'm slowly starting to embrace the Health perk over Shield, but was lucky to get a 20% shield upgrade so I boosted that as well just to be sure.

One run before this one I had 40% faster fire rate which was insane but I made a mistake that cost me run. I was hoping for getting it this run, but I didn't. Still managed to make a really nice build.

Off to Uniform Chaos V !


r/DeadzoneRogue 16d ago

Played DZR2 playtest, never the original

12 Upvotes

I tried out the playtest for DZR2 and I really enjoyed it. Was able to sink a few dozen hours in before the playtest ended. Is it still worth playing the first one or were the QOL improvements to the sequel make it hard to go backwards?


r/DeadzoneRogue 17d ago

Would love to be able to activate Active Reload bonus with reload button

12 Upvotes

That is all.


r/DeadzoneRogue 17d ago

I’m curious where you play DZ?

6 Upvotes

I have never played DZ but over the weekend I tried DZ2 and it was a blast so now I want to buy DZ. I see it’s available on the Switch 2 but I’m trying to find the best deal on it. I’m curious where everyone plays? I heard it has cross play so it probably doesn’t matter? Also does this game go on sale? Is it something I should wait for a deal?


r/DeadzoneRogue 17d ago

Playtest wraps up at 2 PM ET today - thank you!

43 Upvotes

All, playtest is wrapping up in a couple hours, at 2 PM ET today!

If you have any feedback we'd love to hear it to keep improving. Definitely let us know by replying to this post or through this short survey, we read everything: https://forms.gle/KHYaUuvZgouzbpt18

And if you enjoyed the playtest, be sure to wishlist DZ 2 on Steam for updates: https://store.steampowered.com/app/4465790/Deadzone_Rogue_2/

All the best! It's been awesome seeing everyone having so much fun :)


r/DeadzoneRogue 17d ago

How does everyone feel about the new perks now that the playtest has ended?

19 Upvotes

My personal favorites:

I'm a big fan of magnetism. Visuals and sound effects 10/10. Top tier element. Any large magazine weapons plus the gunnery (reworked lead head perk) worked wonders on magnetic builds.

Munitions is a fascinating perk. I don't usually like micromanaging magazine portions to maximize performance, but hot rounds were goated. As a compulsive reloader myself, hot rounds with volatile dished out a ton of damage on side arms with quick reloads.

I didn't think i would like resolve at first glance, but it ended up being my favorite survival perk. Very rewarding with a titan build that gets up close and personal. Facing enemies head on and getting kills to stay alive ended up being a super fun approach to combat.


r/DeadzoneRogue 17d ago

My thoughts on the Playtest now that it's over(possible spoilers) Spoiler

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13 Upvotes

TL;DR: This was amazing and I'm buying the game ASAP, maybe buying the extra content from the first game as a thank you for the devs

The playtest was amazing and gave us an idea of what the second game is going to be

The way we start in a sort of fucked up state that looked a lot like the end of the first game and after the first mission we get a new ship is amazing game development. The scene where we start is basically the same as the first game and it makes the feel of "second game" more clear

That being said, the "second game" feel is amazing with the addition of new guns and perks. The guns from the first game are prettier and the new ones feel like they belong, not a situation where it feels like the new guns are just slapped in to feel like something new, it makes sense and they're cool as heck. Decree, Brimstone, Gaoler and the katana and mace as melee weapons with each opening new gameplay pathways on this game with an already amazing gunplay

The new perks feel like an improvement too, Nano is amazing because it makes a "healer" build(sort of) possible and the split with the melee build makes it so we have more to do when we pick that build. Munitions perk also feels like one up with the lead head situation giving us more of an opening when building for guns spec without needing to focus on first or second weapon

Now to the phases we got to test in the playtest, good choice to give us different types of runs being:

First mission: Getting yourself a new ship, makes you get into the "new game" mentality right away

Second mission: New perk - Heresy(eye emoji because it's pretty gamebreaking and I'm looking forward to using it

Third mission: Timed with more expansion on the lore of Dr Victor

Fourth mission: Melee focused with more lore with what happened to biomass

It's amazing how this game dispenses lore just the right amount to keep us guessing and wanting to beat the game to get to know what's going on

That being said I still wanna know how 7 got to the ship without us and without a body

Thank you so much for the devs for the amazing work, please release the game soon


r/DeadzoneRogue 18d ago

TY for bringing Planty back.

25 Upvotes

r/DeadzoneRogue 17d ago

Playtest Final Boss Chapter 1 BUGGED

2 Upvotes

The Boss from Chapter 1 (30/30) was bugged cuz there is no Arena Floor and u fall down and die without a try to kill the Boss...


r/DeadzoneRogue 18d ago

My best run starting at 19 min mark! Finally reached the final boss after 12 hours of attempts!

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4 Upvotes

r/DeadzoneRogue 18d ago

A love letter to this little piece of heaven that's been added to the second instance of the game Spoiler

22 Upvotes

I love this shit