Update 6.2 - New Innocent Roles
Subjects,
The tide shifts. The cycle turns. The game deepens. Change is here—whether you welcome it or not.
Two More to the Slaughter – New Innocent Roles
This update brings not one, but two fresh Innocents into the Ritual. Each brings a unique way to shift the balance.
One seeks to weaken the darkness, tearing away its grip before it tightens. The other lingers at the edge of the veil, glimpsing truths only the dead can share.
The Purifier
You can deactivate active Blood Altars, disrupting the Infected’s progress.
You will lose 15 sanity upon deactivating a blood altar.
You see in-between progress as you work to disable an Altar.
The Chemist can block you from deactivating Blood Altars.
Infected can now deactivate Blood Altars - this is to ensure that it is not 100% clear that the Purifier is innocent.
We recommend communicating with the Inquisitor for an effective strategy.
The Medium
The success banish circle will now spawn from every death.
If a player gets banished, a spirit of them appears above their banishment circle—visible only to you.
Three times a game you can interact with the Banished to witness this apparition.
The spirit reveals their team affiliation, displaying their colour and team symbol, Innocent, Infected or Cursed.
Spirits do not have collision—they are ethereal, after all!
The Chemist can block you from spawning the spirit.
Updated Role Distribution
With the introduction of two new roles, we have increased the number of innocent roles per game. We all know the feeling of drawing the standard ‘human’ role. This change should make things a little more interesting.
For games with 7–9 players, the number of Innocent roles increases to four. Games with fewer than 7 players remain unchanged
The Hunt Refined – Chase System Updates
A new year brings sharper edges to the hunt. We’re continuing to refine Deceit 2’s gameplay to heighten tension, reduce frustration, and deepen the mind games. This update fine-tunes the chase loop, enhances movement, and reworks some of the maps.
Chasing the Core of Deceit 2
Deceit 2 hinges on two core gameplay loops. The first is the social deduction loop: unravelling identities, planting seeds of doubt, and executing deception. It’s the heart of Deceit 2 and the foundation of every encounter.
The second core loop is the chase. This loop dominates the Inbetween Phase and comes to the forefront once identities are revealed during the Reality Phase. Whether it’s a Terror tracking down an Innocent or survivors cornering an exposed Infected, the chase is where tension peaks. This patch focuses on refining this crucial element of gameplay.
We have a lot more to come here, and look forward to sharing more with you in an upcoming livestream!
What’s Changing?
Map Adjustments
Millhaven Asylum: Two new pathways open, creating fresh flanking routes and mobility around the largest map in Deceit 2.
Blackthorne Manor: A newly fractured wall shifts movement possibilities for those in need.
Faster Movement
All characters receive a speed boost, ensuring tighter pacing and less camping.
Terror Reworks
Experiment: Increased the number of eyes on the Circus map to prevent the Experiment being weakened.
Werewolf: Howl now marks players with blood trails, leaving a lasting scent to track. Portal wolves have been removed to streamline the focus on hunting. Sanity drain now scales with distance—if you hear the howl, you’ll feel it—reinforcing the Werewolf’s presence as a relentless predator.
Clown: Can teleport to its trap, simplifying its utility. Banana collection speeds increased, and the 'Go Bananas' duration reduced for better balance.
Vampire: No significant changes—just a fix to prevent bats from getting stuck. The Vampire’s strong, high-impact playstyle remains unchanged.
General: All Terror grab widths increased for better close-range effectiveness.
Weak Points
Weak Points now take longer to activate and are easier to detect.
Item Changes
The Return Pad: Now indestructible—provides a cold trail to counter the Werewolf’s scent ability.
Player Tracker: Targeting distance increased (200 → 1500)—more useful mid-chase.
Your choices shape the shadows. We’ll be monitoring player feedback, refining where necessary.
Limited-Time Temptation – Store & Daily Deals
A fresh wave of temptation has arrived.
Lisa’s long-awaited Vampire Hunter Skin is now available in the store—a striking new look for those who wish to stand against the darkness. You asked for it, and now it’s yours to claim. But will you wield it as a force of justice, or let it pull you into the abyss?
Meanwhile, we’re bringing back highly requested skins for a limited time. To kick things off, the Vampire Hunter Pistol and Alex’s Vampire Hunter Skin will make a fleeting appearance over the coming days. When they vanish, they will not return.
Power is within reach—but every choice has its price.
Engine Upgrade
We've upgraded to Unreal Engine 5.5, delivering core optimizations and fixes that improve overall performance and stability. While DLSS is temporarily unavailable due to plugin compatibility, it will be re-added once the plugin is updated. In the meantime, players can still benefit from FSR for enhanced graphics.
The board shifts. The pieces move. The game remains.
And you?
You are simply playing your part.
See you, in The Ritual!
Patch Notes
Misc.
Peddler Shop interaction distance increased from 5m to 10m.
Allows players to buy items on “the fly” more quickly.
The volume of voice chat at night has been slightly increased.
Added new chant audio during voting.
Updated the Inquisitor role icon.
Improved in-between ghost models.
Manor Stone Pistol has been visually improved.
Updated lighting on Millhaven.
Rift Portals have been visually improved.
Improved the sounds of Butler and Confession Booth.
Added your current role information to the Q menu.
Removed soft-fail from Pinboard, Locked Doors and Grandfather Clock objectives.
Added Kitchen Door Task.
Bug Fixes
[FIXED] Werewolf skillcheck mechanics drains sanity inconsistently.
[FIXED] Rachel’s Cavewoman hair is visible in first person.
[FIXED] The Flute emote doesn’t loop properly.
[FIXED] Vampire male drop animation is using a placeholder.
[FIXED] Beck’s hair occasionally disappears.
[FIXED] Gas grenade applies to terrors.
[FIXED] Role ability keybind is not showing after a cooldown.
[FIXED] Being able to jump when Ball & Chained.
[FIXED] Occasionally after watching a player activate a blood altar in spectate, their hand would be stuck in the air.
[FIXED] Occasionally characters will play a “struggle” or “low sanity” sound after the night has ended.
[FIXED] Clicking on your own nametag will show player options.
[FIXED] Soulbound being able to open the selector wheel when a partner was already selected.
[FIXED] Occasionally terrors are being stuck in grab animation for spectators.
[FIXED] When changing item slots in the Peddler shop, if you are holding one of the items of interest, it would be unequipped, but still show as selected in the inventory.
[FIXED] Handcuffs animation still playing when the player is down.
[FIXED] Time-based mutations not applying after Silence mutation was applied.
[FIXED] Decoy having outdated in-between ghost model.
[FIXED] Ritual visuals not spawning for instant deaths.
[FIXED] Dart Pistol not playing the magazine out or load sounds.
[FIXED] Being able to get stuck on Rotating Doors if grabbed.
[FIXED] Black screen after night or day transition.
[FIXED] Vampire bat occasionally getting stuck when looking for a player.
[FIXED] There are various spots that are unintentionally accessible.