Tobias from World Makers, the creative team behind Deceit 2, recently shared the team’s plans for post-launch updates, metasystems, and progression. The decision to develop Deceit 2 instead of continuing with the original game was driven by the desire to invest in the game’s longevity and foundational elements. The team notably made the engine swap to Unreal 5 and implemented numerous technical improvements.
One of the team’s design goals is to ensure that players feel a sense of meaningful progress during each session. To that end, they are considering how progression and unlocks can affect the social deduction aspect of the game. Their focus is on avoiding potential negative consequences while keeping the experience enjoyable for players.
Four categories of unlocks have been finalized: items, mutations, roles, and cosmetics. Deceit 2 will feature a wider variety of items than the original game, with players unlocking them throughout their initial sessions. Mutations will give Terrors powerful abilities to react to unique in-game situations. Roles will add another layer beyond the Innocent/Infected split, introducing new ways for players to influence the game. Lastly, cosmetics will provide in-game items and outfits to show off players’ accomplishments.
Tokens, one of the main in-game currencies, will be awarded at the end of each match based on players’ contributions. Players can spend these tokens in the Booth, a game of chance familiar to fans of the original Deceit, to unlock various content.
The content schedule will include minor, medium, and major updates. Minor updates will happen bi-weekly and address bug fixes, balance tweaks, and quality of life changes. Medium updates will be unlock-focused, introducing new items, roles, and cosmetics every month. Major updates will be released every three months and revolve around story-based events, new maps, and new Terrors.
Tobias also gave a sneak peek into two new Terrors, the Wyrtorn and the Vespals, and their involvement in future events. The Wyrtorn are a clan of werewolves who were held captive in an underground research facility, now serving the Game Master in exchange for their freedom. The Vespals, an aristocratic family cursed with vampirism by the Game Master, offer their gifts in exchange for a continuous supply of victims.
The developers are eager to hear player ideas and feedback, as they believe the game’s setting provides numerous opportunities for variety and creativity. Stay tuned for more information on future maps and Terrors in the coming months.
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