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Darkest Depths

 
Hotfix Alpha .19Sep 18, 2020 - Community AnnouncementsAdded a dot crosshair. Necromancers corrupted hand attack now spawns area denial orbs at 50% chance instead of every time. More environmental details added to level 1. Lighting tweaks - more dark, less flares. Started adding environmental lighting at the room level. Fixed Main Menu buttons directing to the new main menu in the pause and death screens. Added Quit button to death and pause screens. Please keep in mind that this is a complete rebuild and currently in alpha. Every single thing is being built up piece by piece from the ground up.Hotfix Alpha Version .18Sep 6, 2020 - Community AnnouncementsAdded video options. You can now select the frame rate that you want to cap at. Added a Vsync option which fixes the horrendous screen tearing that I personally have been experiencing. As well as some of the artifacting issues that I've seen. Re-did the main menu. I broke some things so the main screen will need some love in the near future. Adjusted the Brute's environmental collision.Fixed high GPU usageSep 5, 2020 - Community AnnouncementsFrame rates are going to be capped at 60 until I work out a better solution.Hotfix .17Sep 4, 2020 - Community AnnouncementsTweaked enemy eyes brightness. Tweaked Yellow growth brightness. More environment lighting tweaks. Replaced the base floor tile texture. Brutes have more health. Fixed the Seer not taking explosive damage. Tweaked lens flare. Reduced motion blur. Adjusted rocket explosion effects to match the explosion radius differences. Added a new rocket to the random rocket launcher rolls. Adjusted rocket projectile size to match the explosion radius differences. Increased damage for rockets that only explode on hit. Cluster and bounce rockets stay the same. Added Seeking cluster variant to rocket launcher cluster bombs. These might not be perfect yet. Added the Leech enemy type. Expect them to leap at you soon. Exploders now spawn Leeches on death. Fixed an issue with Hotfoot. It now correctly spawns a burning AoE field when landing. Enemy health scales off of difficulty. This is a light scaling so 1 difficulty = + 1 health. The goal is to scale the difficulty with the player progression and add a slight risk of falling behind but currently difficulty only scales on difficulty+ pickups.The Brute is backSep 3, 2020 - Community Announcements.16 Added special enemy number 2 the Brute. Any one who played the game before the rebuild will know of them as the rock slinging big guys. They are completely remodeled and reworked to be much much more aggressive. No more rock throwing they now live up to their name. Updated most enemy textures. More lighting value tweaks. Slightly reduced Shield Rusher shield size....Again.Hotfix .15Sep 2, 2020 - Community AnnouncementsReduced time to "Charge the plates" and "Hold the bridge" Fixed explosion FX size for the cluster rocket. Added more environment detail to level 1. Added some environment detail to level 2. Enemies are no longer contained to their rooms in level 2. Slightly reduced the size of the shield for the Rusher shield variant. Difficulty adds 1 damage per difficulty levels from enemy attacks. Fixed an unobtainable upgrade chest in a room on level 1. Tweaked light exposure to make it less jarring. Ammo crates no longer spawn upgrades.Darkest Depths Rebuild ReleaseAug 29, 2020 - Community AnnouncementsI made a mistake in thinking that local back ups was the way to go. Long story short a bad power supply caused me to lose four hard drives at once and basically my entire game. Every single piece of the game has been remade with the exception of some models, enemies most specifically. Guns are now randomized on pick up and on start. There are five in this release. I have eight total but the other three aren't ready yet. Guns use ammo and you can only hold two. You can get a new gun at the end of each room. There's a bug currently with weapon saves which unfortunately forced me to disable them. For now until I can fix the issues weapons will be re-rolled between levels. Upgrades -- This release comes with 20 upgrades. Active upgrades -- I added Q and E abilities that you can find. Q abilities are damaging like grenades that summon meteors, slam the ground while in the air etc.. E abilities are support like throw down barriers, slow time etc.. There are four for each slot. Eight total active upgrades at release. Wall running is no more. I loved it, I loved what it added but I hated developing with it. The first floor is essentially finished minus some artwork that is coming later. The second floor is being released now but is basically blocked out with it's core art. Future updates will be around finishing the second floor, adding challenges and so on. The third and final floor is coming after the second floor is finished. Bosses -- There is only one for this release. I have two more in the works for the near future. The game loop as it stands and until the real ending is finished with the third floor will be a constant loop from all of the existing content. Sorry it took so long. I spent months on what should have led into the game's official release. That was all lost and it sucks. I didn't want to disappoint the people that enjoy the game so I worked to rebuild it from near scratch.Next Update Preview and the FutureFeb 27, 2020 - Community AnnouncementsDarkest Depths started as a passion project. I set out to make the game that I wanted to play. At times it hit that mark and at others it failed dramatically. I honestly didn't really have a goal or direction other than random levels and fun gunplay. It has been a huge part of my life through college and leading into me getting my first professional developer job. It definitely ate a huge chunk of my GPA but it was worth it. As of now I no longer have all day every day to invest into the game but I do finally have a vision. I've been so busy learning full stack development that I haven't had the time to pour into the update but I definitely am putting my heart into it. Maybe one day it'll be good enough that I can make it my job. For now I unfortunately have to eat. ːsteamfacepalmː I told people over a month ago that I was dropping the next release in two weeks. I definitely missed that mark but that's because I really wanted to get over the fail hard and fail fast bump. With the scope of this update there are some issues that I need to iron out before I can push it live. Almost the entire game aside from gun play has been reworked. I feel like I've learned what you guys like and don't like. I also feel like every one will like the visual changes. I've been spending most of the time completely reworking the art and removing every piece of programmer art or random texture that I pulled off of the internet. Everything art wise is officially hand done by me (excluding animations and effects). The player now has arms and some animations to add a better feeling to game play. The bosses are all being reworked to actually feel unique and use different strategies instead of find a safe spot and shoot. There are still static levels that are randomized but there are also procedural levels as well. Once this patch is ready there will be two different level types or floors as I'd promised what feels like ages ago. I plan on pushing that further into at least one more floor type but for now two will do. I will be adding more rooms in updates that won't take as long. I know it's taking forever but I promise that I have a huge list of patch notes that I'm dying to post. Anyway before I rant on for an hour. I just wanted to let you guys know that there is a huge update coming just not at the speed that I was able to deliver before. I hope that it was worth the wait for you and I genuinely appreciate every one reading this and their time. https://youtu.be/kduUAZhZZg8Leaderboards, Survival Mode, New BossNov 8, 2019 - Community AnnouncementsLeaderboards have been added to New Game mode and Survival. Survival game mode has been added. It was going to launch with a changing arena and new areas opening up over time. I unfortunately found some exploits. Normally I'd be fine letting people play with my mistakes. With leaderboards coming out though I didn't want to give anyone an advantage that other people couldn't have later. Fixed the broken combo system. It's more clear now and it also now has a countdown timer. Fixed damage over time effects. Backend optimizations. Bombardier Minis are now pretty much finished. They can no longer clip through walls and Atomizer rounds can now hit them. Their deaths are much more impactful they also are less likely to kill themselves. They still can kill themselves and other enemies but not as often. They also count towards combos as well. Updated the Atomizer alt fire to shoot a spread shot as well as the bouncing round. Added a new boss Big Mamma. This boss doesn't just sit still and shoot. She also isn't a bullet sponge. This brings us up to six bosses now. I'll try to have a few more ready in the coming weeks so that every run has different bosses but no promises on how fast. Big Mamma is very new and still needs animation/texture work. I'm planning on re-doing her textures very soon but I wanted to release more content. Fixed Big Head and put him back into the boss rotation.Elite Enemy, Bug Fixes, Leaderboards coming soonNov 4, 2019 - Community AnnouncementsBombardier Minis now spawn in clusters. Not all Graveheart Wizards spawn enemies. Added a new elite enemy type. You'll recognize them when you see them. Bouncing bombs from mini Seers lifetime has been randomized. This should prevent a ton of explosions at once. After testing I'm not ready to make them no longer bounce just yet. I know that people hate these guys but I like what they do and they are mostly limited to specific sections. Hounds are much more aggressive. Fixed the Razerback alt fire. I broke it when I adjusted the bullets to not allow enemies to stand on them in the air. Reduced energy cost of the Razerback alt fire from 4 to 1. Normalized some room spawns. Reduced hitching from enemies spawning in other rooms. Added a Killed by message telling you who or what killed you to the death screen. This isn't perfect yet as it's having issues tracking projectiles and area of effect damage. It's going to take some time for me to set up projectiles and explosions but it's a start. Added telegraphs for Big Head and The Seething Heart's large Area of effect attacks. Big Head now properly locks the room. Increased door closing speed to prevent people from getting locked out of a boss fight by immediately running out. People have been asking for leaderboards for a while now. I just wanted to focus on getting the core game into shape first. Leaderboards are finished for the most part but I want to do a little more work on it and ship it with the new survival game mode.Spawn Changes and fixesNov 1, 2019 - Community AnnouncementsThe entire game now uses a completely new spawning system. This should be more obvious where enemies will be spawning to prevent getting spawned on and killed. It also takes enemy spawning away from the center of a room. With that, the instant room spawns should now always be spawned before entering their room. Changed Gravemother's explosion trigger radius to make them slightly more forgiving. Now there's a chance that causing them to explode by proximity won't actually hit you. Fixed Controller Interact button. Hounds now have eyes. Nests no longer lock doors.Small Hotfix...AgainOct 30, 2019 - Community AnnouncementsFixed an issue with doors locking you out of a room if you hit a Hound while outside of the room. Hounds will not lock doors until I completely fix the issue. There is an issue with controller interact button X on an XBOX controller not opening doors or chests. It was caused by changes I needed to make to fix an issue that some one had last night. It will be fixed tonight.Small HotfixOct 30, 2019 - Community AnnouncementsReduced the amount of coins required to unlock most guns. Fixed a bug with the Bombardier boss room not unlocking.Release the HoundsOct 29, 2019 - Community AnnouncementsAdded a new enemy type. The Gravehounds lock doors, rush the player and leap constantly. They have no ranged attack and they cannot strafe but they have high health and damage. Added a new enemy type Bombardier Minis. These little guys strafe around, up and down and rain bombs on unsuspecting adventurers within the Depths. They don't drop upgrades but have potential to drop a lot of coins. These enemies are the first real element of the Valanian's weapons of war crafting that's currently in the game. More on this later when I start adding lore to find. The boss Bombardier is now animated. It also moves and weaves throughout the fight. At around a certain health threshold (Changes per run) it starts it's second phase in which it teleports near the player and things get crazy. This boss is no longer a free chest. I promise this will be the only teleporting boss. -- The teleporting phase in broken in the released build. It's fixed in the dev build and will be included in the next update. Large green and blue light crystal altars are now used for gambling coins. When you get close to one you'll get the cost to roll. There's a 50% chance to fail and get nothing. If you don't fail you get a random upgrade from the general drop pool. The price to roll increases by 50% each roll for that specific crystal. Every crystal starts at 10 coins regardless of how many you have previously done. New rooms. One is the largest multi-room section in the game so far with two different paths to the exit. Adjusted SLAYER combo to make it more consistent. -- I was far to generous with this one and the time limit per kill will be scaled back a bit later. Health Regeneration now starts after 10 seconds from the last time you've taken damage. Relics can no longer have decimal values for prices. Fixed a bug preventing bosses from taking explosive damage. Bosses now rain coins but no longer drop upgrades that are a pain to reach. I had always planned on removing that once I added the chest room after every boss. Barrier upgrade was mistakenly not added to the loot pool last update. It's there now. Added a visual effect for the area around wave spawners. So that you'll always know if you're dealing with constantly spawning enemies. When the effect is gone the spawning is done. The Flintlock Pistol no longer causes enemies to ragdoll into the atmosphere on kills. Uncapped difficulty scaling based on how well you are doing in combat. Previously how well you were doing in combat could only increase the difficulty up to your current level. Now difficulty can scale much higher much faster. Obviously this depends on how well combat is going for you. If you're having a hard time then it's not going to scale outside of Difficulty + pickups. This is an experiment and if it becomes too hard let me know. I've been playtesting myself and it feels fine for now but who knows honestly.Treasure Hunting in the DepthsOct 27, 2019 - Community AnnouncementsReverted air move speed to the previous speed. Seeker Rocket launcher's primary fire no longer seeks and instead goes straight and is much faster. The alt fire Rocket Storm still shoots seeker missiles. Doors now take an input with the interact button to open instead of automatically. Damage upgrades/downgrades dropped by enemies now have a green core. Meat Bombs now explode when hitting the environment instead of bouncing. Added more secrets. Added treasure chests to about half of the rooms and I'll add more later. Right now they give a random amount of gold. There's two types of chests small and large. Large ones will have a small chance of dropping an upgrade.Level Stat System, New Boss, 8 New UpgradesOct 25, 2019 - Community AnnouncementsThe entire level up system has been overhauled to be much more RPG like. Instead of instantly getting set stat ups you now get a prompt to press the interact button. If you do not use your upgrade all XP gained while the prompt is up will be wasted. This is to prevent people from saving a stat upgrade for when they are low health to always fill their health at the best possible time. You can still do that should you choose but you will lose out on more upgrades. You now have the ability to make builds outside of RNG stat upgrades. So the way it works is when you level up instead of getting +1 health and +1 damage you now get a stat selection screen. The screen will randomly roll upgrades based on the core game stats. The left will always be health based, the middle will be energy based and the right will be damage based. It can roll anything between different stat values to special upgrades. An example would be on your first level the energy slot rolled +5 energy but then on your second level up the energy section rolled jump height. I plan to expand upon this over the course of development but the goal is to make levels more satisfying and give players more agency over their runs. The stat selection icons are Unreal Marketplace icons and will be until I get to the UI overhaul and make all of the game's UI art by hand. Added a new currency Souls. You will not see these or be able to use them yet but you will be collecting one automatically every time you kill a boss. Souls will be used for permanent progression in the next update. Added a new boss the Aether Golem to the random boss rotation. Added an upgrade Flesh Chunks that causes enemies to drop small health orbs when taking damage. Added an upgrade Meat Bombs that causes enemies to drop bombs when taking damage. Added an upgrade Hard Stompers that causes a shock wave when you land. Added an upgrade Explosive Feedback that has a 20% chance to spawn a seeker rocket when taking damage. Added an upgrade Cold Feet that has a 20% chance to slow enemies down on hit. Added an upgrade Pocket Grenades that has a chance to drop a grenade when taking damage. Added an upgrade Barrier that has a 1 in 5 chance of blocking damage. Added an upgrade Mobile Cover that has a chance at spawning a barrier when taking damage. Added sprint when on the ground. Sprinting moves as fast as you move in the air. Added a fire animation for the Seeker rocket launcher and Shoulder Mortars. Decreased cost of firing Shoulder Mortars to .01 energy. Door color is now based on whether it has been activated or not. By default the door glow and decal color is blue but once it's been activated it turns into an orange-ish yellow color. Added Secrets. Some are chests that are put just out of your view while others could be walls with no collision. Some older secrets now actually tell you that you've found a secret. Along with adding more secrets there are no challenge portals in some rooms. Essentially secret rooms that have you do a...Improved Rooms, Razorback Alt FireOct 20, 2019 - Community AnnouncementsNew rooms. Rusher class enemies now jump at the player. Some smaller rooms are now entrances to much larger arenas instead of just being small rooms. This makes for more interesting arenas and much less enclosed combat. There are still a lot of smaller rooms but I'm working to make them much more interesting. It just takes a lot of time. Updated enemy loot tables to make some upgrades more rare. Updated Shoulder Mortars to take energy. Let's be honest. They are were way too strong and I shipped them like that so people could enjoy some ridiculous runs for a little bit. Razorback now has an alt fire that detonates all bullets instantly. There's an issue right now where it takes energy even when it doesn't explode any bullets. I also reduced the bullet hit damage. I also fixed a bug that made the bullets do damage on contact after their initial hit.New Gun, Upgrades, Maps and MoreOct 15, 2019 - Community AnnouncementsAdded a new gun called Razerback. It shoots sticky rounds at an extremely fast RPM that explode 3 seconds later. It drops from relic chests right now and will be unlockable later. It also doesn't have an alt fire yet but the primary fire is pretty insane. Added a new upgrade called shoulder mortars that puts cannons on your shoulders. These can drop from enemies and relic chests. Added a new upgrade called Boom Boots that spawns an explosion when you jump. This can drop from enemies as well as relic chests. Added a new upgrade called Second Life that prevents death and instead instantly refills hitpoints to max one time. This only drops from relic chests. Added a free chest room to random room rotation. Added a chest room after all bosses. Adjusted the enemy loot tables. You can now get some of the crazy upgrades like shoulder mortars or explosive momentum (kills spawn seeker rockets) from enemy drops. Adjusted Relic chests by removing things like stat upgrades. Relic chests are more focused on combat upgrades and guns. Added a delay to firing so you can no longer shoot as fast as you can click. Added an Invert Mouse option in SETTINGS -> GAME menu. Added aim assist to help out if you need it and make controller feel better. It isn't too aggressive and if it's not enough let me know. You can disable it in SETTINGS -> GAME. Fixed a floating Relic chest. Added a new type of trap. Reduced Gravetide Crusher health by half. Added more rooms. Reduced the spread of the Scatter Gun. Reduced the lifetime of Dervish Spikes.AchievementsOct 12, 2019 - Community AnnouncementsAdded 9 Steam Achievements. Later I'll add achievements for each boss and weapon. Now that I'm finally playing with the API I'm going to try to start on the leaderboard but no promises on when this will be ready. Fixed an issue with the gravemother's animations. New sound effect for enemy projectiles hitting the environment.Updated Weapon Unlock Section, New Sound TrackOct 11, 2019 - Community AnnouncementsFinished Atomizer model/textures. Finished Unlocks page gun icons. Each different sized version of the Rusher class of enemy now has it's own texture color. Cleaned up the Exploder class explosion. Completely new soundtrack from White Bat Audio. Check them out on YouTube. They make some great dark synth music. Added two new rooms. One is a fight up a large spiral staircase and it's super fun in my opinion. We'll see what you think. We are currently up to over 40 curated rooms now. Let's see how high we can go! Expect them to get bigger and more jumpy very soon. Updated the main menu.