Explore A Many-Tentacled, Flesh-Coated Post Apocalyptic RPG World In “Death Trash”

Just like there are no shortage of games trying to be Dark Souls, you’ll find no one complaining about a shortage of Fallout-inspired clones. While the comparison is thrown around a tad too much, occasionally you see a game that is so vastly different and original that hitching itself to the Fallout name actually does it a disservice.

I believe that’s the case with Crafting Legends’ upcoming RPG Death Trash. Though it does take place in a post-apocalyptic world and focuses on non-linearly navigating through a dark and grimy landscape, the game takes a sharp left turn into some very strange territory once you get past the opening line of their design document.

Filled with improper humor, trash talk, gore, decaying flesh, Lovecraft-esque elder gods, and a fast-paced combat style that looks like a top-down twin stick shooter, I don’t know if I’d use the Fallout comparison the way other writers have. Regardless, it may be just as interesting, considering the weirdness that is already apparent in the game’s early screenshots and sales pitch:

    Generations after the Great Galactic War, civilization rises again on Tauris V and the age-old power struggle of factions about resources, influence and beliefs begins anew. But this time the Ancients are freed from their shackles and the Evergrowing Heart pounds for the Flesh Hive. You are the key to solving or escalating this conflict…
    Use realtime combat, dialogue, item crafting and psi powers to explore and survive this post-apocalyptic mystic world with larger-than-life beings. Choose one character from a diverse selection and customize him or her through stats and making choices. A friend can join anytime for a session of local co-op. The game is built around respecting your time and freedom.

A quick perusal of the developer’s blog reveals many of the smaller details that will be present in the game, such as the ability to carry (and abuse) pets, NPCs that notice where your gun is pointed, and a procedurally generated landscape that is intended to keep the world as natural-feeling as possible. According to the development log, player freedom and choice plays a big part in what they want to accomplish with Death Trash:

    Let the player keep his/her freedom. Most important in the controls: Don’t take them away unless absolutely needed. Make key moments in the story interactable / walkable. No cutscenes. The game should work with multiple control schemes and screen situations. Go to great length to give the player comfort options like pausing anywhere and changing of controls anytime. Give the player things to do. Prepare a world, a setting, and then let him/her loose on that. Present different possibilities for handling problems. Let the world react on player actions, but don’t judge. This does not mean total lack of hints: Show the player what he/she can do.

Naturally, it’s still far too early to pencil in a pre-order, but what Crafting Legends has done so far certainly stands out among the post-apoc crowd. If you feel the same way, you can follow the game’s development on Facebook or through Stephan Hövelbrinks’ Twitter. Though the game isn’t due until “2017 or later”, it will be appearing on PC, Mac, and Linux platforms, with more to possibly follow.



Carl is both a JRPG fan and a CRPG'er who especially loves European PC games. Even with more than three decades of gaming under his belt, he feels the best of the hobby is yet to come.

  1. Juan Andrés Valencia
    Juan Andrés Valencia
    May 25, 2016 at 5:28 pm

    …Saya No Uta?

  2. Immahnoob
    May 25, 2016 at 5:34 pm

    With less loli fucking.


  3. RPGEndBoss
    May 25, 2016 at 5:44 pm

    Mods will fix that.

  4. InkBrush
    May 25, 2016 at 6:10 pm

    Oh goodie, more sprite indie garbage…

  5. Jack
    May 25, 2016 at 6:27 pm

    I’ve got a feeling this will be garbage

  6. sanic
    May 25, 2016 at 6:59 pm

    I see potential but like others said the art style is poor Like is the thing in the orange shirt a monster or a person? I can’t tell.

  7. KissDisqus
    May 25, 2016 at 7:03 pm

    Seems like it might be fun messing with the NPCs

  8. scemar
    May 25, 2016 at 7:16 pm

    seeing this comments, when are people going to accept that this is an artstyle
    dislike it all you want but it seems to be here to stay

  9. vonSanneck
    May 25, 2016 at 7:34 pm

    Starting to get annoyed by pixel art. Can we please have more downscaled drawings instead of MSpaint compressions? Or vecter sprites. Or an actual unique artstyle rather than “pixels with flavour of this”. After a while I get sick of coloured porridge for food.

  10. Sean Sharpe
    Sean Sharpe
    May 25, 2016 at 7:41 pm

    I’m always a little leery when any developer claims to be making a game based on choice since most of the time, it leads to disappointment. They either aim their sights to high, or choice ends up being meaningless. Planescape: Torment still did it the best, I think, and at the end of the day that game was actually fairly linear.

    I do like the gif on the character pointing the gun, scattering NPCs. Art-style doesn’t both me either. Reminds me a bit of the old SNES Shadowrun game, which is cool.

  11. Cy
    May 25, 2016 at 8:01 pm

    This seems like an awesome idea, but I can’t stand the DOS graphics. Pixel art in general isn’t my thing, but I have a special hatred for jagged, square DOS blobs. I get that it’s cheap and easy, but I really wish indie devs would put more effort into their art style.

  12. dsadsada
    May 25, 2016 at 8:49 pm

    First thing I thought of. Second thing I thought of was that it needs more meat and eldritch lolis.

  13. Thanatos2k
    May 25, 2016 at 8:52 pm

    I hope “Fuck It” is always the bottom choice on every dialogue tree

  14. Thanatos2k
    May 25, 2016 at 8:53 pm

    It’s like they all started gaming in 2002.

  15. Siveon
    May 25, 2016 at 11:03 pm

    That’s an insult to DOS games. Syndicate and Darklands look much better than this.

  16. Raziel Barkrai
    Raziel Barkrai
    May 25, 2016 at 11:24 pm

    It would probably look a bit better if there was any dithering instead of having solid blocks of color on top of each other.

  17. Luka ?( ▀ ͜͞ʖ▀?)
    Luka ?( ▀ ͜͞ʖ▀?)
    May 26, 2016 at 1:47 am


    I think it is more along the lines of “all we could make”

  18. Jack
    May 26, 2016 at 8:26 am

    Featuring Donte from the DMC:DMC series

  19. DrearierSpider
    May 26, 2016 at 11:34 am

    Almost everyone here complaining that pixel art is bland, repetitive and overused is an also anime fan, a style that’s far more guilty of all those charges.

  20. Rastaanparta
    May 26, 2016 at 5:00 pm

    With all respect, pixel art isn’t exactly easy to do. It still follows the same rules as any other visual style in video games. Although instead of motion capturing or rigid body movement you have to draw every single frame by hand. Sure, there’s exceptions, but in most cases this is the fact. Cheap though? Definitely. Which on the other hand allows more resources being used to things such as gameplay, story and content in general. As we all know, “good” graphics don’t always mean a good game. I get that indie games are infamous for this graphic style, but for an indie developer with a family and a full-time job it often seems the most optimal choice. It seems like the most easiest to pick up and adapt. But there’s still a huge difference in good and bad pixel art. “Death Trash” seems to be far from the bad. At least in my eyes.

    It’s easy for me to defend the pixels since I’ve grown up with those DOS games. I know what it means when less is more and how you often had to use your imagination to fill up the gaps which visuals didn’t provide to you.

    While pixels might not please everyone, I hope that it still remains as a respectable choice for video game graphics.

  21. Ubrokemygrill?
    May 26, 2016 at 5:38 pm

    Adventure games from the early 90’s had better standards.

  22. Ubrokemygrill?
    May 26, 2016 at 5:39 pm

    With pixel art like this they should just go with the name “Trash.”

  23. Gezegond
    May 26, 2016 at 6:10 pm

    I honestly don’t see what people are complaining about, the art style is sick! What else did you expect, AAA level 3D motion capture stuff? From what I can see nothing is “bland”, so nothing wrong with it really.

  24. Cy
    May 26, 2016 at 7:05 pm

    And yet none of that means I have to like it. I’m not a graphics whore by any means, and I’m usually the first one rolling my eyes at everyone who whines about things not being in native 1080p and all that crap, but I still hate DOS style pixel art. It didn’t bother me when I was a kid and that was all there was, but now it just looks ugly and lazy to me. I’d much rather indie devs use 16 or 32 bit sprites if they need to have inexpensive graphics, because at least those can have facial features and detail and tend not to have such ugly jagged edges.

  25. bgrunge
    May 26, 2016 at 7:12 pm

    I would be incredibly surprised if the colors aren’t 32 bit- most pixel art games anymore are. At the very least it’s a surety the art is saved in a 32-bit format. It’s just a pain to work with a limited palette, so why subject yourself to that?

    I think you mean more that you want soft shading and gradation, which is what they aren’t doing on purpose- but which would be easy as clicking a few buttons in Photoshop, if you wanted it to look more like an early 90’s adventure game

  26. Atsumachi
    May 27, 2016 at 1:45 am

    I think the problem that people have with art styles like this, is that it’s lacking stuff that games from the same era had. One of the things that always gets me every time with art styles like this is that there’s no depth to the environment. The camera is just facing dead straight ahead and all of the architecture lines up in that same angle. In the 2nd picture in the article, what’s to make the viewer believe that those stairs and desks aren’t just painted on the floor? Why do these art styles always look so flat?

  27. Rastaanparta
    May 27, 2016 at 5:53 am

    “And yet none of that means I have to like it.”

    That was not my point. Beauty is in the eye of the beholder after all.

  28. Johnathon
    May 28, 2016 at 7:19 am

    Read nigga read, he’s only specified it bothers him, beauty is in the eye of the holder and to him it’s ugly.

    And sprites believe it or not, are more resource heavy and costly to make then 3d models.