Update 0.7.2 - Accessories, Minor Improvements and Bug Fixes
Deep Snow Delivery » Devlog
Accessories tab/tank visuals :
- Added accessories tab
- Added options for various headlight colors
- Added fairy lights for turret, body and storage with various colors
- Storage bucket fairy lights are now an option in accessories, not something that comes with the max level storage upgrade
- Finished optimizing/retexturing the tank/adding dynamic materials
- Added headlight/claw light intensity upgrades
- Increased range of headlight and claw lights drastically
- Rust builds up moderately faster even with full paint
- Advanced paint now sold at fishery, basic paint sold at hydro
Winches :
- Winches can now only be placed on less than 45 degree slopes
- Line trace for winch anchors now just go straight down, you don’t have to aim them
- Added a circle showing where winch will be placed
- Increased winch rope length from 80m to 100m
- Adjusted some default winch locations
- Started adding sound effects
Bombs :
- Bombs will now explode when condition reaches zero
- Bomb explosions will damage cargo
- Updated explosion sound for bombs
- Added tutorial for ice blockades/bombs
- Bombs now cost the same in act 1 and 2 ($2000)
Weather :
- Weather overrides now save
- Made it so I can control the weather severity depending on where you are in the game/story. Weather will get more severe as you progress through the story.
- Adjusted fog height falloff
Ice :
- Updated ice crack decal
- Ice cracks now fade over the span of 15 mins
- Ice now freezes again after entering a settlement
- Red ice breaks 4X as fast as orange ice
- Adjusted ice strength in metro
Other changes :
- Updated credits
- Added code for "special patrons" like kafu and Faputa
- Added code for tier 0 patrons
- Headlight is a bit more durable
- Added some sounds for cargo covers
- Made engine durability a bit weaker
- Improved snow sparkles
- Increased lens flare intensity in post process
- Updated rotation of plastic/steel cargo covers when held in your claw
- Removed feedback survey since results already came in from last build
- Updated descriptions of cargo covers and bombs
- Adjusted some shop prices
- Adjusted some deliveries
- Adjusted terrain in various spots
- Adjusted some lights in act 1 map
- Added controller support for zooming in/out
Bug fixes :
- Fixed weather not changing in act 1 map
- Fixed landscape clipping through walls in some tunnels
- Fixed blurry shop icons (again) (I think)
- Fixed typos
- Fixed ambient sounds/blizzards being silent sometimes
- Fixed patreon credits not having spaces
- Fixed being able to place winches inside the tank
- Updated cloth cargo cover model to not clip through the bucket
- Fixed last joint in claw arm clipping through the previous joint
- Fixed claw hand model being scaled wrong/removed goofy code to compensate for it
- Fixed/optimized issues with the rest of the tank model (treads and claw arm)
- Fixed tiling textures for claw arm and treads
- Fixed issues with keybinds menu
- Fixed some tutorials telling you the wrong keys if you rebinded them
- Fixed being able to drive through some wires between oil and metro
- Fixed TPToSettlement command stopping ambient sounds sometimes
Files
Deep Snow Delivery v0.8.0 (newest) 1.5 GB
Version 15 72 days ago
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Deep Snow Delivery
Make deliveries across a frozen wasteland in a WW2 tank fitted with a storage bucket and claw arm.
| Status | In development |
| Author | Drenindok |
| Genre | Adventure |
| Tags | death-stranding, deliveries, Driving, Exploration, job, job-system, Post-apocalyptic, Tanks, upgrades, Working Simulator |
More posts
- Update 0.8.0 - Act 2 Gameplay, Landmines, Ice Wind, Bridges, Grapples, Storage V...4 days ago
- Update 0.7.1 - MASSIVE Framerate Improvement94 days ago
- Update 0.7.0 - Story, Act 2 map, Winch, Cargo CoversJul 16, 2025
- Update 0.6.1 - Map Overhaul, Story/Characters, Underground and Dynamic MaterialsApr 05, 2025
- Update 0.5.1 - Quality of Life Improvements & Bug FixesJan 26, 2025
- Update 0.5.0 - New Map WIPJan 02, 2025
- Update 0.4.3Nov 03, 2024
- Update 0.4.2Oct 25, 2024
- Update 0.4.0 - RadiotricianOct 13, 2024
Comments
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Nice amazing gg. Now the bugs and weird stuf:
1. stuff falls through the bottom and "metal plates" in first map cant be stored at all other stuff falls through if you slam hard enough when going high speed down a slope or other places if it went up the giant hole on top I wouldn't even complain because I could use the cargo cover
2.why cant I sell [Oil Barrel -$600] at radiotrician or otherwise on the second map like I guess I will have to contribute to the polution of the ocean too or idk
3.also (not a bug but) when there is a blizard because it is so high up the "tutorial" cable to the radiotrician is impossible to see literary went all the way around and ended it all by drowning because I was so far I give up on backtracking also
Disclamer!! I am playing on linux by adding it to my steam library as a non steam game and runing it with "proton Hotfix"
Other less notable bugs include: you can stuff 4 XL vertical boxes if you try hard enough it will soun as if you had a tornado in your back and there are only 2 things that can happen they will violently explode or they will violently "mingle betwen each other" and be literary glued to the bottom this works only if it is done on the bottom of the storage as if you do it on upper layer of your pile then it just explodes sometime taking the stuff under too into the sky never to be seen again:(
for some reason the grafical representation of the snow near the Metro will change to big blocks that will their texture have changed but the actual terrain is unchanged and is purely a grafical phenomenon
I have expirienced an event of when rail in graper being let go on the slope of the elevator to the metro just went up to meet its peaple in space or something
Anyway I'll be on my way to continue playing
I was hyped to see DSD had a story mode now, and I was not disappointed. Here's my mostly unsorted feedback after finishing act I:
- I had the game freeze on me upon resting after delivering Yuri's weather pattern hard drive to Nelli. The settlement menu was still visible but I lost no progress on reloading, which I believe means that it froze during the scene switch itself. I tried resting again after reloading and got the same result, then got no freeze when reloading and leaving the settlement without resting. My suspicion is that the following plot event overrides the current weather with a special one, meaning the clear weather condition the rest button is waiting for never happens, getting it stuck in a loop.
- I wholeheartedly appreciate the way the topographic scanner was nerfed. It being toggled before encouraged me to just have it on all the time, which was effective, but it really worsened the game's atmosphere. Its current function remains an invaluable tool for tackling complex slopes, and it being something I need to tactically deploy allows it to add tension rather than take me out of the moment.
- Cargo broadly feels heavier, less slippery, and less bouncy overall than the last version I played, v0.4.3. The only time I had truly weird physics was when I was purposefully trying to break it by exploiting cargo's not-quite-physical nature while held to slide more into my cargo bay than it was physically capable of storing. This surprisingly resulted in my cargo going into superposition instead of exploding themselves and/or my tank, so whatever you've done to make the cargo bay behave more stably is impressively robust.
- I do still have problems with the claw unloading XL cargo onto settlement lifts and having it bounce into the air, however, as well as bouncing around a little when loading XL cargo into the tank. I've found I can get around it by rotating the crane upward, so it seems to understand cargo width better than it understands cargo depth.
- Probably related to the above, the claw will lower into the storage bay to allow you to set down cargo rotated rightside-up, but doesn't understand it needs to lower when you turn something on its side. This makes it more of a pain than it needs to be to fit L-size cargo in front of XL cargo, or to get anything especially wide (I-beams, train rails, cargo covers) into the bay at all.
- With the way cargo covers have been implemented, it would be very handy to have a rack to clip cargo covers onto. It would make cargo covers much easier to use when collecting scrap, rather than their current implementation of being best used for deliveries. The hooks on the back of the cargo bay seem like they should work the purpose, at least for the solid covers, or alternatively the space between the turret and cargo bay would work perfectly if you've no other plans for it. (And yes, I'm going to keep saying there should be something behind the turret until either there is or v1.0 comes around~)
- The tutorial message for navigating ice recommends to "DRIVE SLOWLY", so I did, and I died every time. I then went back to my old tactic of driving as fast as possible instead, and I stopped dying so much. This works because even though ice is damaged faster by moving quickly, it's nevertheless damaged by time instead of distance traveled. Even if moving quickly deals double damage, you'll deal the same total damage so long as you move off the ice twice as quickly. And if the ice does break, the more forward momentum you have, the more likely you are to land on a spot shallow enough to drive and less likely to slide backwards into the depths. Stopping to turn around is rarely ever a good idea, because by the time you react the ice is likely going to break while you're reversing course. For driving slowly to be the actual better option, the effect of speed needs to be at least somewhat exponential (twice as fast means more than double the ice damage), and most if not all of the damage needs to be dealt by distance traveled rather than by time. (Granted, once the player gets the ice scanner, the benefits of slowing down to closely follow safe paths may outweigh the benefits of speed.)
- It's odd to me that the delivery preview displays the cargo on a 4x4 grid, when the tank's storage is more of a 4x3.5. I'm not sure if I'm doing something wrong to fail to get as much out of my storage bay as I hypothetically could, or if the preview is just intended to represent what I'm seeing loaded onto the lift inside the settlement rather than actually previewing how it will look in my storage bay.
- Now that the in-game menu is more useful, I think it'd be a nice touch to replace the mouse cursor with something similarly low-res as the menus themselves. Or if you already have, this is a bug report to say that it isn't working for me.
- I don't think I've mentioned this previously; the rest button's tooltip continues to be weird grammar to me. "Wait for day and storms to pass" sounds like "wait for (day and storms) to pass", rather than "wait for day (and storms to pass)", suggesting that it's for setting out on clear nights rather than clear days. Either "Wait for night and storms to pass" or "Wait for a clear morning" seem to make more sense to me.
- I often find the dialogue boxes not expanding downwards far enough to match the text.
- It is sometimes possible to get the tank stuck. I assume this is an accident, but if it's not, you could have a pretty
traumatizingfun dialogue trigger there.- On that note, I feel like you could have a
traumatizingfun dialogue trigger if the player breaks the ice, sinks below their treads, then still manages to make it to safety. Snow-tight and water-tight might not be the same thing...- The metal cargo cover is weirdly shiny compared to rest of the tank. It doesn't seem to have snow or rust textures, either, so it stands out even more when the tank is in poor condition.
- I adore Elena, whom I was stuck calling "the cute tank girl" until Nelli calls in on the way back from the Metro. Eli's name is said a couple of times early on, but Elena's doesn't seem to be. Relatedly, I might've misread, but I could've sworn Nelli was introduced as Neil and Nadya was introduced as Hadya. It's also a little hard to tell exactly what Elena's role in the tank is. She mentions Eli driving, but it's not clear if she's the navigator, claw operator, technician, some combination of the above, or if they're alternating drivers who wear multiple hats.
- The load door between the end of act I and the start of act II doesn't seem to be set up properly. It seemed to work fine when I first used it, but when I reloaded the game I found that my cargo cover and the rations from Yuri were missing. When I turned back, the cover reappeared, and I found that the rations were where they were...past the load door, as far as I'd managed to get before the screen finished fading to black. When I used the door again, my backup oil suffered the same fate. It was kinda surreal.
- Yuri needs a hug. Elena needs a puppy. Please, I'm begging you.
I might have more to say in a few days; having a proper story's spoiled me, so I'm currently on the fence as to whether I want to explore the act II map or wait until you've made more progress on that front.
TY for the kind words and feedback <3
Pls dont Change te space betwen the turret and the cargo bay as previos post sugested. It is really usefull when placing rails and beams there or other long thin oversized cargo when you on a delivery run and want to grab something on the way
I was thinking that the disipearence of the rations was suposed to represent the long jurney and didnt thing much about it as my oil barel in my claw stayed so? now I am questionin gmy self was there some story I missed .. Now I need to play it again..
Update I found where it goes to the end of the tunell for some reason it doesnt tp unlesI hold it in my graber otherwise there is 85% chace something wont go so just go in put behind loding zone and paddle back and forth .. so exhasting
How tf am I suposed to get up the firs part was ok but now like???

all red like where is the way?
What is gray?? is that jus that even the radar cant tell?
[Update]
I have found the grip upgrate for the tracks but even when I got up to the tower I found there is no way to go up further as the walls are vertical or inside as there are no openings then I got stuck under the tower betwen 2 of its walls and had to reset anyway I heard some rumors about grapling hook but it is definitaly not the one where you can pull items and its permanent because that one can't pull you at max it can stop you from going or falling further so you can use it as in Tomb raider sections where you swing across a hole section or idk I will try to keep looking for some way to defeat the climb so I can finish my delivery to B4B3L. I will defeat verticality!
(It may be posible with the stuf where if you put something in superposition inside and have it covered you will fly.)