Dead Sector home PLAY FREE

ALPHA 0.36.0 ·

THE LIVING SECTOR

FEATURES

  • No wipe: your level, stash, money, trader standing, quests, skills and Shelter all carry over into 0.36. The What's new briefing on the main menu shows this update's headlines once.
  • The living sector: what operators do one week changes the Sector the next. A boss killed often lies low, a boss nobody troubles grows bold, heavy Watch losses bring the Custodian down to the lab himself, and Looters who lose badly thin out. The new SECTOR REPORT on the main menu tells you what the Sector is talking about each week.
  • AI factions: the Looters, the Watch and each boss's crew are no longer one side. The Looter bands stand with the Foreman's crew but fight the Fixer's, the Warden's and the Custodian's men and the Watch on sight, and the crews fight each other, by what they see and hear, just as they fight you. Let them wear each other down and take what is left.
  • AI goals: a calm Looter walks its ground, goes to look over a group of loot containers, or late in the raid heads for an exit and holds it for a while, so no two raids play out alike. Sustained gunfire draws up to two nearby Looter groups to see what is going on; bosses, guards and the Watch stay at their posts. A boss crew that wins a fight sends a guard to search the body and pocket the best loose finds: kill him and they are on his body.
  • Revenants: a Looter that kills you may strip your body of your armour, helmet, rig, backpack and guns. If it is still carrying them when the raid ends, it can come back in a later raid on that map wearing your gear, titled "<your name>'s killer", and it ranks up with every operator it kills. Kill it to get your gear back from its body; if you take it back yourself you also earn a bonus of up to 25,000 CZK and some combat XP. Cheap kits and deaths in the first two minutes never make a revenant, and one nobody kills is gone after seven days.
  • Looter gear rework: about a third of Looters now wear armour or a helmet that traders sell (the lighter, cheaper pieces more often), some carry Nurse's basic medicine in their rig or a small find in their pockets, and a Looter's bag holds anything from nothing to full.
  • Visible injuries: a badly hurt head narrows and shortens your view and softens its edge until the head is healed, a fractured arm makes your aim drift until it is splinted, and a fractured leg limps in a rhythm others can hear.
  • Blood trails: an untreated bleed leaves drops of blood as you walk and while you stand still, closer together for a heavy bleed. Treating the bleed stops them, and the drops fade after about a minute. Anyone who can see the spot sees the trail, but never whose it is.
  • Shared vision: two members of a group who both wear the Cipher CT-4 headset and are within 60 m of each other share sight. What comes over the radio is drawn washed out in green, and a RADIO badge shows how many squadmates are linked. The link drops the moment either of you dies, takes the headset off or moves out of range.
  • Player profiles: right-click a player's name (friends, requests, search results, chat, your group, the kill list or your killer) and choose VIEW PROFILE to see their level, raids, survival rate, extractions, deaths, operator and AI kills, K/D, bosses killed, dogtags collected, time in raid, favourite weapon and latest journal moments. A profile never shows where someone is, their stash, loadout, edition or money.
  • Operator journal: the STATS tab keeps a timeline of your memorable moments: boss kills, long shots, headshot and kill streaks, extracting on low health, close escapes, big hauls, and firsts such as your first kill with each weapon and your first raid on each map. Your profile shows the five latest, by day only.
  • Kits and restock: KITS in the stash saves what your operator wears and carries as a named kit (up to 10). RESTOCK lists what comes from your stash, what each trader sells you and, if you tick it, Bazaar listings under your price cap; one confirm buys and equips it all, or nothing. The workbench's COPY BUILD CODE turns a gun build into a short code that anyone can IMPORT as a preset.
  • The bounty board, on the Broker's new BOUNTIES tab, a wall of wanted posters under a flickering bulb: from level 15, put 25,000 to 2,000,000 CZK on another operator by nickname or public id. The bounty follows the player, not the name, through a rename. From level 10, hand in that operator's dogtag from a death after the bounty was posted to collect it, minus the Broker's 10 % cut. The target is told there is a price on their tag, never by whom. The poster, their friends and group mates can't collect, and an unclaimed bounty comes back after 7 days minus a 10 % fee.
  • Recovery claims: insured gear that another operator carries out after you died keeps your claim. At the insurer the finder sees "Claimed by" and your name, and chooses RETURN (the gear comes back to you through the insurer, and the finder earns half of your premium) or KEEP (every trader then pays only 60 % for it until it changes hands). An undecided claim counts as kept after 7 days, and you get a message either way. Your friends and group mates earn no fee.
  • Supply-driven prices: once a week the market looks at what operators actually carried out. Loot that came out in floods sells to traders for less (down to 70 %), loot nobody brings sells for more (up to 115 %), moving at most 5 % a week. The SELL tab marks prices with a green ▲ or a red ▼. Bazaar listing fees follow the same rate, and listing something you bought on the Bazaar in the last 24 hours costs double.
  • Trader rivalries: Volkov and Rook, Nurse and the Broker, Wrench and Marshal, and Orlov and Lukas are rivals. Standing you gain with one costs a quarter of it with the other, but never a loyalty level you already have.
  • Daily favours, on each trader's new FAVOUR tab from loyalty level 2. For your next online raid as an operator: Volkov's Range day (+10 levels to every weapon skill and Loading Drills for the first 20 minutes), Nurse's Patched up (a painkiller and faster healing for the first 5 minutes), Rook's Border manifest (your gamble exits show open or shut from the start) and Marshal's Field evaluation (+20 % raid experience); the loading screen says FAVOURS ACTIVE. Right away: Lukas's Clerk's rate (his insurance at half price until the daily reset) and Wrench's Once-over (half the time left on every running Shelter craft, at most 2 hours each). Orlov leaves provisions at your insertion that only you can see, and the Broker waives up to 50,000 CZK of your next Bazaar listing fee.
  • Death debrief: after a death, the KIA screen replays your last minute on the location's paper map: your route, where each hit landed on you and on a body diagram, a damage timeline with a card for every hit (who fired, the weapon, the round, the body part, the damage and the distance) and the sounds you made in your last 30 seconds. Your killer's approach path joins the map once they (and their squad) have left the raid, and their name opens their profile.
  • New EXTRACTED, MISSING IN ACTION and RUN THROUGH screens: your route to the exit on the paper map with what you brought out, your kills, XP, skill gains and service record; where your signal was lost and what your secure container kept, what was insured and what was lost; and for a run-through, which threshold you missed and what a full survival would have paid.
  • Kill list: every kill with the victim's faction badge, the weapon drawn as it was built (sights, suppressors and every other part; the death debrief and the journal show it the same way), the distance, the fatal hit on a small body, the raid time and the XP it earned. There is no row cap any more: the list fills the window and scrolls only when it no longer fits.
  • XP screen: each source of XP counts up in turn, a level ring and bar fill from your old total to the new one with a LEVEL UP moment when you cross a level, and skill gains show as small progress bars.
  • Quest rework: far fewer hand-ins (97 hand-in objectives are now 38); the rest are work in the raid. Ten quests now span two maps, and three of them (Volkov's Signal Kit, Rook's Bearer Bonds and Marshal's Asset Recovery) have you carry a task item out of one map and plant it on another. A task item waits in your stash, can't be sold, traded or insured, is lost if you die, and its giver sends another for a fee.
  • New quest rewards that fit the trader and the job: themed bundles, assembled weapons and filled cases, and nothing handed out before you could buy it. Nurse's Room 211 now pays an Axiom access card, so you can see the Facility early.
  • Rumours: each week the traders pin one or two short contracts to a RUMOURS board, drawn from what really happened in the Sector (a revenant on a map, a busy bounty board, a week's news). Take up to three a week from level 5; they are gone at the weekly rollover.
  • Branching chains: The Ward Crates and The Foreman's Payroll end their first step with a choice that can't be undone. Your pick decides the next job, who gives it and what it pays, and the side most players picked shows in the next week's Sector report.
  • Quest screens: every quest is now a field paper on its trader's desk, dark tobacco paper under a desk lamp, with the trader's own form, a briefing that types itself in, a stamp that slams down when the quest is accepted, ready or complete, a checklist that ticks, and paper maps for quests across two maps. You can also accept quests from the QUESTS tab of the CHARACTER screen, and filter it by trader portrait.
  • Looter crews: a Looter now runs with a crew. Your crew rank (Stray, Runner, Scavenger, Old hand, Crew boss) comes from karma and crew trust, earned by extracting and by crew jobs, and betraying the crew costs trust. A higher rank brings better kits and better pay. The Broker's new LOOTER CREW tab is the crew's den, a corrugated back room around a burning barrel: your rank patch on a tarp, karma on a fuel gauge, crew trust as a chalk tally, the rank ladder nailed to a plank under a swaying work lamp, and three crew jobs a day pinned up as notes.
  • Crew stock: the Broker's TRADING tab opens with his crew stock, 48 offers that change every 3 hours, the same for everyone. Each crew rank opens more of it, with better goods and a lower markup.
  • Crew quests: the Broker now hands crew members a quest tree of their own, done on Looter runs only, in five story branches plus a repeatable task for every rank. They pay crowns, items, Broker standing and crew trust, and The Last Job opens a fourth daily crew job.
  • Dead drops: a few ordinary containers on each map are dead drops. Leave something in one and it is still there in later raids on that map, for anyone who finds it, you included. Nothing marks them, and nobody learns who left what. Items vanish after 72 hours.
  • Squad Shelter visits: while your group leader is in their Shelter, JOIN their Shelter from your menu. Visitors walk in with their own loadout, see each other and share the shooting range, but can't open the host's stations or stash, and nobody inside can hurt anyone else.
  • Weekly Operations: one solo challenge raid a week on a fixed map, from a fixed spawn, with a fixed kit and a clock, the same raid for everyone. Nothing you find or lose is kept. Extract to post a score for your loot, kills and time left; BRONZE, SILVER and GOLD medals pay money and XP once a week, and the top of the board wins prizes when the week ends. The briefing on the main menu shows the kit, the rules, the leaderboard and the REWARDS page.
  • Black Box: once a raid is completely over, everyone who was in it can watch it again from the post-raid screen or the main menu's BLACK BOX: the whole raid with nothing hidden, at up to 8x, following any player or with a free camera. You can share a link to a raid you were in, and revoke it at any time. Recordings are kept for 7 days.
  • Guided menu tour: after training (or after the welcome overview if you skipped it), a tour walks you through the menus by spotlighting the real buttons and moving on when you use them. Replay it any time from Settings > Game.
  • The Shelter rebuilt: no longer one long hall but a bunker of rooms. Come down the main stair or the vehicle ramp into the forecourt, through the blast door and the checkpoint, and along the main corridor to the plant room, the workshop, the stores, the range, the medbay, the mess, the quarters and the briefing room, with a drainage culvert behind. Squad visitors now arrive on spots of their own.
  • Shelter screen: a floor plan of the bunker instead of a grid of tiles. Each room lists its modules with their level and what they are doing (building, producing, ready to collect), the plan lights up whatever is ready, and the module you pick opens in a drawer on the right, with a tab for each module of that room.
  • Shelter modules do more. A Generator at level 2 or 3 makes every other powered module's bonus 5 % or 15 % stronger, the Workbench gives 10 to 30 % more rounds from its ammunition crafts, and some modules give you a boost at the start of every online raid as an operator: the Shooting Range's Warm-up (weapon skills up for the first 10 to 15 minutes), the Filter Unit's Clean air, the Galley's Packed breakfast and the Rain Cistern's Full canteen.
  • Shelter actives: arm a module's active in the Shelter and it works from the start of your next online raid as an operator. There are six: the Infirmary's Field prep, the Workbench's Tuned kit, the Shooting Range's Drill, the Signals Room's Recon brief, the Galley's Hot meal and the Bunk Room's Full night's sleep. Two can be armed at once, each recharges for 12 to 20 hours, the powered ones need the generator running, and the loading screen says SHELTER PREP. An active waits for an online operator raid, so a Looter run or an offline raid never uses it up.
  • Shelter crafts: 54 recipes, up from 37, with new medicine, provisions, tools, electronics salvage and barter goods. Low-tier rounds now take a few common items such as screws, nails, spark plugs and matches, and 16 of the hard-to-find quest hand-in items can now be crafted, from bandages, superglue and a kerosene lamp to circuit boards and a rangefinder camera. Crafted items are still found in raid.
  • Shelter defence: once every 3 days, call a defence from inside your Shelter and hold it against waves that grow harder each time: Looter probes, then Looter crews, then Watch strike teams and, for a well-built Shelter, a boss with his guards. Before the first wave, put up barricades at the breaches. The attackers go for the Generator, the Workbench and the stores door, and if the Generator falls the lights go out. Clear at least 3 waves; after that, between waves, CALL IT QUITS and keep the spoils (money for every wave and the ammunition, medicine and supplies the attackers dropped) or PUSH ON for more, up to 7 waves. Lose, or quit early, and a few items of your stash are taken, never your secure container, quest or task items, keys or keycards; the briefing shows what is at risk before you start. Your group can defend with you on a Shelter visit, nobody can hurt a fellow defender, and the debrief and your journal record how it went.
  • Raid planning board: a corkboard in the Shelter's briefing room, also on the Shelter screen's PLANNING BOARD tab. Pin a map and lay out the raid with string routes, rally points A to D, EXIT? stamps where you think a way out is, danger and note cards, and a loadout line for each squadmate. In a group the leader's board is the group's, and the leader decides whether the others may edit it. The plan shows on the loading screen and, in raid, as SQUAD PLAN on your paper map.
  • Player contracts, on the Broker's new CONTRACTS tab: from level 10, post an escort ("get me out alive"), a delivery ("bring me these items", found in raid if you ask) or "retrieve my body" ("carry my gear out of the raid I died in") for 10,000 to 1,000,000 CZK. The Broker holds the reward, plus a 5 % posting fee he keeps, until the job is done; it is paid only when the raid shows the job was done, or comes back to you if nobody finishes it in 3 days. Friends and recent group mates can't take each other's contracts.
  • Weather fronts on Freight Yard and Blackwood: fog shortens how far everyone sees, rain and storms drown out footsteps, doors and voices, and blood trails wash away sooner. In a storm the sky turns dark, lightning flashes over the map and thunder covers even gunfire for a moment. Under a roof there is no fog or rain and the weather outside sounds muffled. The AI see and hear by the same rules. The Ironworks and the Facility are indoors and never have weather. The loading screen shows the raid's weather, the Sector report and the location screen forecast the week's fronts, and Black Box replays play in the raid's weather.
  • Faction turf: on every map the Looters and the boss crews hold zones of their own. Fight a crew on its ground (kill its men and its boss, wipe out its post, search its caches) and at the weekly rollover it can lose the zone: it no longer spawns there and grows bolder where it still holds ground. A lost zone goes back to its holder after a week or two. The Sector report names the week's changes, and the location brief's new TURF tab shows who holds what on the map. Only online operator raids count.
  • Weapon heritage: your guns keep a history: who carried them, their kills, the bosses they killed, the raids they survived and the maps they came out of. Inspect a gun of yours to read its story on a worn service tag. A gun with a long record, one a revenant carried out, or one a top Weekly Operations player fought with becomes a TROPHY, with a brass badge on its tile and on its Bazaar listing; a trophy changes no stat or price. A gun that goes into a dead drop starts over with no history, even if you take your own gun back out in the same raid.
  • Extraction camper mark: an operator who keeps killing players as they walk into an exit he is camping gets a temporary EXTRACT CAMPER stamp on his profile, which lifts 3 days after his last such kill. If a marked camper kills you, your KIA screen and death debrief say so. A real fight that just happens near an exit never counts.
  • Replay of the Week: in the Black Box, cut a clip of up to 3 minutes from a raid you were in and submit it with a title, one a week (a new one replaces it until the week closes). We pick the week's best clip. The winner gets 750,000 CZK and a set of top-tier armour, helmet, pack, headset and a diamond ring by mail, up to two runners-up get 250,000 CZK and gear, and the winning clip is featured for everyone on the main menu's REPLAY OF THE WEEK card, with a badge on the winner's profile.
  • Watch convoys on Freight Yard and Blackwood: some raids a column of Watch trucks rolls through on the road, guarded by six Watch men (eight in a week after many convoys were raided). A radio warning a minute before tells you which way the engines are coming. Get seen by its escort, shoot at it, block its road or hit one of its men and it halts: the driver and his mate jump out on the far side, the escort fights from round the trucks without chasing you far, and the cargo crates come down beside the trucks, rich in medical gear, electronics, rare parts and Watch ammunition, often with an Axiom access card. Once everyone who fought it is dead, or gone quiet for a while, the men climb back in and it rolls on, unlooted crates and all. Looters, AI or player, don't stop it unless they really hurt it; the escort just shoots them from the column. This week convoys run in two raids of three; the Sector report says so.
  • Level emblems: every ten levels earns a new emblem under your level on the main menu, on the stats screen and on your profile, from chevrons to laurels, stars and a crowned star.

BALANCING

  • Looter crew ranks need 5, 15, 40 and 80 crew trust for Runner, Scavenger, Old hand and Crew boss. A rank you already hold is kept.
  • The Broker's crew quests pay much better: the story quests pay about three times the crowns (The Last Job 360,000 CZK) plus gear for your rank, from a soft vest and riot helmet at Runner to class 3 helmets and armour, Nurse's trauma kits, keys and better rounds higher up, and The Last Job adds class 4 combat armour, the Ironworks key and high-penetration 5.45 rounds on top of the fourth daily crew job. Every repeatable task now pays more crowns plus a small item, rising with your rank.
  • If you completed trader quests before this update and their rewards went up in the quest rework, each trader mails you the difference.
  • Keys turn up in jackets a little more often (about 1 in 10, up from 1 in 14), and filing cabinets hold one more than twice as often (about 1 in 20).
  • Shelter ammunition crafts cost far less: low-tier rounds no longer need gunpowder, and from the armour-piercing rounds up they take one tin of it instead of up to three.
  • The Workbench no longer cuts insurance premiums; it gives extra rounds from its ammunition crafts instead. The Shooting Range no longer adds raid XP; it gives a weapon-skill warm-up at the start of each raid instead.
  • Some Galley recipes were cut back: an energy drink craft makes one drink (was 3), field rations one (was 2), condensed milk needs kitchen matches for the stove and porridge three oats (was 2). Saline now also needs nitrile gloves.

BUG FIXES & POLISH

  • Blackwood and Freight Yard no longer draw trees growing inside each other.
  • Loot containers on the outdoor maps no longer show a fence painted under them.
  • Dying now fades slowly to black while the raid's sound fades out.
  • The messenger's transfer screen (quest rewards, starting equipment) now shows the package on the left and your stash on the right, like the stash screen.
  • A cache claimed before this update from a trader who no longer leaves one (everyone except Orlov) was dropped, so claim that trader's new favour instead.
  • The roadmap is no longer in the game: it now lives on our Discord.
  • In a browser other than Google Chrome, the login and main menu show a small notice that Chrome is recommended. You can dismiss it.
  • CREDITS is now only in the desktop app, not in the browser's main menu.
  • Random is now the default menu theme for new players, and for anyone whose setting was still on the old default; pick The Watch or Original under Settings > Game.
  • Ordinary Looters no longer shout call-outs, and no longer call other Looters over to where they saw you. Only the Watch and the Custodian's shift talk.
  • Entering the Shelter no longer sits at 90 % for a long while: it now loads only the pictures it needs.

Protocol update: hard-refresh the browser (Cmd/Ctrl-Shift-R).

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