Hey fellow Rogues,
Thank you for joining us during the playtest!
What a crazy past couple of weeks! A few of us at the studio (well, maybe just me) kept waking up at 4AM for a week or so because it was just so exciting to see players enjoying the game, getting feedback, and putting ourselves out there a bit.
We wanted to give a quick update on how the playtest went, now that things have settled down a little and Labor Day weekend is here. Hope everyone enjoys some great weather and time with family and friends (and maybe a little Deadzone Rogue!)
High level playtest stats - generally quite positive, with lots of helpful feedback
- About 75,000 players entered the Deadzone during the playtest (Aug 20 - 23), and we reached nearly 5,000 CCU (concurrent players). This is huge, we appreciate everyone who hopped in!
- About 4,000 players submitted a survey response - THANK YOU! ~5/6 survey respondents had previously played Deadzone Rogue 1, so it's great to see you back in action! These responses were extremely helpful, and because there were so many we were able to develop a solid list of bugs to fix, polish areas, balance candidates, content ideas, etc. We read everything we can :)
- We're at about 150,000 wishlists now, and gained ~50,000 wishlists during August. To everyone who wishlisted the game, it means a lot. This is the best way to 'let Steam know' you're interested in the game, and makes it easier for you to stay up to date on news, updates, etc. It also helps us see what's landing well with players or not.
- According to the survey question of 'How much did you enjoy playing?', 50% of players 'loved it', 38% of players 'had a lot of fun', 9% of players said 'somewhat', and about 2% of players said 'a little' or 'not at all'. This was really encouraging to see, and of course we'll keep working to improve the experience!

- We also got tons of feedback through Reddit and Discord in #player-feedback, keep it coming!
We'll keep working to make Deadzone Rogue 2 better
While most of this is really positive, of course there's always stuff to work on to improve. We did have plenty of technical issues and bugs to work on, with the most commonly reported being:
- checkpoints not working
- controller supporter lacking
- leeches causing soft locks
- pet bots need names
- general game stability
- many other smaller bugs
We'll make sure to do a large pass of bug fixes, and for the upcoming demo, we're also going to continue working to improve balance, adding more polish in, and making sure crossplay works smoothly across PC, Xbox, and PS5. If you enjoyed the playtest, the demo should feel quite similar, as our goal is to deliver a smoother, cleaner version of what was in the playtest.
If you missed the playtest, demo is coming up next
We really appreciate everyone who hopped in to play and share feedback, and if you didn't get a chance to join, the demo is coming up next. We'll be sharing an announcement with more info there soon, and in the meantime good luck and have fun!
- Prophecy Team