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Dead GridNewsDEAD GRID 1.0 - PATCH 5
Game update

DEAD GRID 1.0 - PATCH 5

Dead Grid · published 3 Mar 2026, 06:06 UTC · build 22171262

All newsPlayers around this dateRead on Steam

Hello Mercs!

I've been chipping away on the next big content update 9 to Dead Grid. I'll share a preview as soon as I get close the release. This week, I’m pushing a maintenance patch with some bug fixes, additional balance tuning and some quality of life features to the Armory.

BUILD 1.0.42

SUPPORTER DLC

This build includes support for the cosmetic DLC, available now. The DLC does not grant combat power.

GENERAL CHANGES

  • Replaced the STRONG ENEMY splash animation on enemies coming into play with 3 new animations matching the enemy types, STRONG, ELITE, BOSS. This should make it easier to spot specific enemy types while working on Jack's assignments.

  • Added a sorting option to the Armory cards view.
    Sort by item level, damage, durability, ammo, condition, and sell value.

GAME BALANCE

  • Reduced the AP cost of "First Aid Kit", "Home Medkit", "Combat Medkit", and "Hospital Medkit" from 3 to 2 AP. Trauma Kits still cost 3 AP.

  • Increased the chance of showing machine guns (MG) for sale by the trader.

  • Challenge Lab of the Dead - reduced increased enemy HP from +50% to +25%.

  • Challenge Aim for the Head - removed the extra enemy HP.

ENEMY SCALING BALANCE

  • With the last patch I introduced a drastic HP scaling nerf to the mid and late stages of the game, affecting higher difficulty levels.

  • After gathering further feedback and testing myself, I've made tuning adjustments to factor in powerful explosion damage that players are able to train late game.

  • Once again, the scaling changes start to kick in with rank 20+ enemies, at the Hospital. Here are some examples:

DIFFICULTY

SAMPLE STRONG ENEMY

EASY
NORMAL
VETERAN

No change since build 1.0.38.

APOCALYPSE

RANK: 26, HP (1.0.31): 1452, HP (1.0.38): 1390, HP (1.0.42): 1405

RANK: 47, HP (1.0.31): 3432, HP (1.0.38): 2724, HP (1.0.42): 2886

RANK: 72, HP (1.0.31): 5195, HP (1.0.38): 3170, HP (1.0.42): 3586

RANK: 84, HP (1.0.31): 6348, HP (1.0.38): 3381, HP (1.0.42): 3957

RANK: 90, HP (1.0.31): 7291, HP (1.0.38): 3621, HP (1.0.42): 4313

EXTINCTION

RANK: 26, HP (1.0.31): 2785, HP (1.0.38): 2609, HP (1.0.42): 2666

RANK: 47, HP (1.0.31): 6767, HP (1.0.38): 4785, HP (1.0.42): 5371

RANK: 72, HP (1.0.31): 12830, HP (1.0.38): 6114, HP (1.0.42): 7827

RANK: 84, HP (1.0.31): 16168, HP (1.0.38): 6283, HP (1.0.42): 8610

RANK: 90, HP (1.0.31): 18784, HP (1.0.38): 6574, HP (1.0.42): 9329

GENERAL BUG FIXES

  • Challenge mode guide box has references of legacy ranking system phased out in 1.0.

  • Last dialog of the region tutorial is not hidden when switching away from the region map view (visual bug).

  • 3D models for Metal Shield and Plated Metal Shield are not centered when viewed in Gear details.

  • Achievement "Final Experiment" does not unlock when eliminating Patient Zero on Extinction.

  • Leader skill Vulnerability can get applied to adjacent eliminated enemies (bodies).

  • Cannot target locked containers with a lock pick consumable from hand while using a controller.

  • Consumable cards cost double AP to play from hand when using a controller.

  • Shielded merc getting infected by a random event (Rat Bite) loses shield durability, in addition to HP. Shield durability should not be affected by Infection, the health pool should be reduced.

  • Unique shield "Chia Lid" is missing a damage reflect mod.

  • Unique assault rifle Pendulum is missing a scope damage mod.

ARMORY FIXES

  • Weapons equipped on Revenant mercs show up in the Sharp weapons list, in addition to the Revenant tab. This is a legacy feature from Early Access, before Revenants had their own tab.

  • Upgrading an item with multiple ranks costs more points than it should. I introduced this bug while making balance changes during Early Access, a big thanks for the reports on Steam!

  • Here are some examples of the expected upgrade cost across multiple levels:

    Upgrading a Sledge from level 5 to 6 costs 5 blunt armory points.

    Upgrading a Sledge from level 6 to 7 costs 6 points.

    Upgrading a Sledge from level 5 to 7 costs 11 points (2 levels).

    Upgrading a Sledge from level 5 to 8 costs 18 points (3 levels).

Thanks for all the reports! Please continue to submit feedback on the forums or in Discord.

--Paul

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