Update 4.6 - Pre-Season Balancing + Legacy Manor
OVERVIEW
Subjects,
Update 4.6 continues our ongoing Pre-Season balance work, bringing targeted adjustments shaped directly by your feedback to refine pacing, role interactions, and Sanity behavior. This update also introduces a number of stability and clarity improvements across the game to help matches feel smoother and more consistent as we move toward Season 1.
Alongside these tuning changes, we are introducing several important fixes and quality-of-life updates across roles, items, and maps.
PATCH NOTES
GAME UPDATES
Low Sanity State
“Players have enjoyed the recent changes to the Low Sanity State, however, in certain situations the ability to indefinitely sprint was too strong. Terrors now gain a buff when they have their sight on a player with Low Sanity.” - Dev note
When a Terror has line of sight on a player with Low Sanity, that Terror now receives +25ms movement speed
ROLES & TERRORS
Cursed
All Cursed roles now receive passive Sanity regeneration, similar to the Human role.
Mimic will lose this passive once they change roles.
Chemist
The last balance changes increased the game’s pace. We’ve reduced the Chemist’s cooldowns to match it.
Initial stack cooldown: 105s → 95s
First infected cooldown: 78.75s → 71.5s (75% of initial stack)
Second infected cooldown: 52.5s → 47.5s (50% of initial stack)
Voidstalker
Likewise with the Chemist, the Voidstalker countdown is being increased to align it better with the increased game pace.
Countdowns not yet started by the Voidstalker are now reduced by 1 second each day.
Example: Base Day 1 countdown = 25s → Day 2 = 24s → Day 3 = 23s, and so on.
This does not affect countdowns already in progress. (If a countdown is already active at 20s, it remains at 20s.)
QUALITY OF LIFE & BUG FIXES
Gameplay
Fixed an issue where players could respawn after dying in the elevator, ensuring death states are applied correctly during transitions.
Fixed players becoming unable to interact after completing the Microscope Task on Wurgen, restoring normal interaction flow after the task ends.
Roles & Terrors
Fixed Terrors being able to grab through destroyable walls, cracks, and floors, so grabs now respect proper line-of-sight and collision.
Fixed Werewolf skill check responsiveness.
Fixed Seer ability being usable while under Chemist poison.
Fixed Voidstalker being voidblasted when only one Subject remained, preventing unintended self-elimination in endgame scenarios.
Fixed Medium Spirits appearing bald
Fixed Echolocation visuals not showing correctly in Spectator Mode, ensuring spectators see the intended effects.
Items
Fixed Player Tracker outlining players longer than intended, aligning the effect duration with its actual timer.
Fixed Bandage sometimes appearing locked in the shop, ensuring it always shows correct availability.
Fixed item skins briefly appearing when swapping items in the In-Between, removing unintended flashes during transitions.
Maps
Fixed several exploits on Manor and Circus, closing unintended angles and out-of-bounds spots.
LEGACY — THE MANOR IS HERE
We’re excited to welcome Manor back to Deceit, a beloved classic from the original game that has been rebuilt for Deceit 2. This map holds a special place in the community, and bringing it forward has been something we’ve been eager to deliver. Whether you’re returning to its familiar corridors or experiencing it for the first time, we can’t wait to see the plays, strategies, and chaos that unfold within its walls once again.
UNTIL NEXT TIME
That wraps up Update 4.6!
Thank you for continuing to share your thoughts during this Pre-Season period! Your feedback has been invaluable in helping us shape the direction of Deceit 2. We’re excited for you to jump in, try out these changes, and explore Manor’s return.
We’ll see you in the next update.
— The Deceit 2 Team!