Name | Depth of Extinction | ||
Developer | HOF Studios | ||
Publisher | None | ||
Tags | |||
Release | Spring 2018 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  0  | ||
Steam Rating | Mostly Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Depth of Extinction Linux [344.47 M] |
In the last update (55.2) I fixed an issue where a follower could get stuck trying to pick up loot in a location "boxed in" by cover. Then it was reported that in fact, it wasn't fixed, but i just allowed them to teleport to the loot but they couldn't get out. Now that problem should be resolved. |
Hey all, I'm back with some more bug fixes that have been reported. Let's get right to it:
One other note:
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HI, all, continuing the trend for Build 55, I have some more bug fixes. Here's the notes for the first update to catch you up first.
I'm still working on a few things for a later 55 update, so if you see bugs, please report them using the in game tool or feel free to drop suggestions. Same disclaimer as last time in that I'm not really looking to add content that would require translations or new art. |
Welcome to Build 55! I'll probably do a few more updates to this build over the next month. More on that below but first here's the change log for 55.0.0
For future Build 55 updates, i am considering a few things:
I'm happy to hear additional suggestions for changes for this update, but here are some things I am NOT considering:
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An issue was reported affecting users playing in windowed mode causing delays in the turn changing. |
Hi everyone! I thought I had resolved the overlay grid disappearing issues but have gotten a few reports of another case I must have missed. I still can't reproduce it exactly but I see the error in my logs, so i did some minor refactoring to try to resolve it. We'll have to see if this does it. |
We're still interested in bringing new languages to Depth of Extinction. Community member Alliat was kind enough to volunteer to do the Icelandic translation for the game. If you are interested in doing (or contributing to) a community translation, please join our Discord and request the translator role! Thanks so much to all our community translators for helping us expand the audience that can play Depth of Extinction. Right now we also have Japanese (thanks Kui), German (thanks Barba-Q), Spanish (thanks Emanuel) and Simplified Chinese (thanks xiaojinzhu) and we would love to add more.
[h2]Bug Fixes[/h2]
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In the Localization Update, I added a "secondary enemy" faction to each area. Unfortunately, I should have tested that just a bit more because the "easy" and "medium" Cultists were a bit too hard for most players at the early stages of the game. It's certainly interesting letting you get a peek at them but I nerfed the enemy stats and weapons slightly so that it's a more realistic challenge. |
Hi all, welcome to the Localization Update (aka Build 53) of Depth of Extinction! Highlights are full translations into Spanish, German, Chinese and Japanese as well as quite a few new quality of life features and lots of small balancing changes and bug fixes.
The controller binding screen [h2]Other Changes[/h2]
Stats are easier to read with the text label replacing the icon [h2]Bug Fixes[/h2]
[h2]More about translations[/h2] The DOE Translators really did amazing work on helping me get this update across the finish line, so I want to make sure each one is recognized!
We also had some smaller contributions to Japanese by Divi and to French (not yet available) by Tchey. [h2]You can help![/h2] Im really hoping to get the game translated into French, Italian, Korean, Portuguese and Russian in the future. If you want to help, please join the HOF Studios Discord and let me know. I can give you the translator role and let you have access to the language you want to work on. Everyone that contributes even a single translation will be given a community translator credit. Making major contributions and/or helping with testing a particular language will get you a full translator credit. If you have another language that you would like to help translate, let me know and we can investigate if it can be done! |
Yet another update in the ongoing Build 53 and localization project is in the beta branch! I have some exciting news in the latest update (53.9) as Spanish is now an official language. I got the first version from the translator today so please let me know if you see any issues so i can get them resolved before the official launch of Build 53 (SOON!).
UPDATE 53.9.2 is now live in the beta branch. here's the changelog:
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Another update to Depth of Extinction is live in the beta branch here on Steam! This one is mostly bug fixes but i also wanted to let everyone know we will be getting an official Spanish version to join German and Japanese! |
Hi all, |
Another update to DOE Build 53 is now in the beta branch on steam with a few nice changes. I think the German and Japanese translations are pretty much done now but I'll be waiting a few weeks to make them live to see if anything else shakes out.
There are still a few more changes I'm considering for Build 53 before it goes live but I think we are pretty close to completed now! If you want to get caught up on the Build 53 updates, see this thread. Original Build 53 post is here |
Im back with the first preview of Build 53! This is an early preview, as Build 53 will probably not be available for some time on all platforms and in fact, I havent even set the final scope for it yet. I wanted to release this first preview early because it has a really huge feature that many of you have asked for: translations in nine different languages
I am aware that there are still a few soft lock cases. I put in some extra logging and a few other changes that I think might solve them. I am hoping to have these totally resolved in a future build so bug reports are appreciated if you run into an issue with the turns or AI locking up. |
Hi all, We've got an update that solves a lot of bugs reported over the last few months!
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Hi all. I know I said I wasn't going to make any further changes to Build 52, but DOE was part of the excellent Bundle for Racial Equality and Justice over on itch.io and we had a massive influx of new players. As usual, this shook out a lot of new bugs plus some interesting suggestions.
[h2]Balancing Changes[/h2]
[h2]Bug Fixes[/h2]
I'm still trying to decide how to handle the AI updates I mentioned in the last post. I've not really been able to dig in on those just yet but I'll post again if I have an update there. It might need to be held for a future "Build 53" if that happens. |
We've made a lot of updates to DOE over the last month since the Definitive Edition launched. These are all a part of Build 52.10 which I've been posting about in the forums so some of this you may have seen before.
The only additional change I am considering at the moment is to make some improvements to the enemy AI. I'm seeing them do annoying things at times and feel like i could possibly solve some of that with a small update. Will be working on that for the next few days so we'll see what happens. Hope you are enjoying the Definitive Edition! Please consider leaving us some feedback or a review. Both really help! |
We've spent the last six months almost completely overhauling the game, so much so that we are proud to say this is the "definitive" version of Depth of Extinction. There are several new enemies, a new character class, some new mechanics, lots of UI and tactical polish and we've squashed all of the annoying bugs (that we knew about at least). |
Hi all,
Bug fixes
Hopefully we should have another announcement sharing the final date for Build 52 and also will have another big announcement then as well! |
I've fixed a few more issues that have been reported over the last few weeks with Build 51. Thanks so much for all the Bug Reports in game and posts on the forum. I'm very appreciative of the help in finding these issues and glad I could get them fixed.
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Build 51 is here and is focused around bug fixes and small improvements. I had planned a few major changes to the game but ultimately decided there wasn't time to test and balance them so I decided to de-scope them for now.
Controller Updates
Bug fixes
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Thanks to all of you that have played Build 50 and I really appreciate all the bug reports and feedback I have received about this update. This was a really big "behind the scenes" change and so there were a number of bugs that had to be fixed. I thought I might list everything out here so if you had an issue, you can see if it has been resolved. Please let me know if you see anything I missed. If i didn't fix something you reported already, then i might not have been able to reproduce it yet or will get to it this week, |
Build 50 took me longer than I expected, but that was mainly because in addition to the controller support, I wanted to get in as much content and address as much feedback as possible. |
A small update has just been released with a few changes:
Please let me know if you see other problems and of course suggestions are also welcome. |
The Full Post with many more details is on itch.io https://hofstudios.itch.io/doe/devlog/66516/build-49-is-now-live-with-major-optimizations-and-a-few-other-changes Whats Next? Controller support is the next highest priority. Beyond that, I do have plans to add more content to DOE in the future. I have a few classes that were cut at the end and I plan to finish them. Id also like to add more mission variations and more maps. Many other requests have been made and I will definitely take a look at those as well. You may also notice that we reduced the price recently. Hopefully the new price will help ensure that the game continues to sell in the long term and allow me to keep going with (at least) quarterly updates. |
The long awaited Build 48 is finally ready! Ive put some thought into how I think people might react to this update but am looking forward to hearing more detailed feedback on the changes and if you think they have improved on the games shortcomings without compromising what you liked about it.
If you are one of those people who would prefer to get the high level summary of the update or see the visuals, then this video is for you. For more details, please read on! https://youtu.be/Qy-8fVMVZSo The first thing to mention are the New Maps we have added to the game. There are three new ones that each add slightly different dimensions and are introduced as you progress through the game. Ive also added some new level tilesets that youll see in later areas. They are the Cultist Temple and the Android Citadel and they definitely have a different look that the current tilesets. I dont have a significant amount of new cover or environment items added to the game yet though. Look for that in a future update. Ive also completely removed the Zone Chooser from the game in favor of just listing the currently available objectives for you to choose from across zones. Only one objective of a type will be available at a time from now on, so you wont see more than one Find Sub at a time, for instance. The concept of choosing the objective based on difficulty is also gone from the game. This has been replaced by difficulty that scales with the current team. Objectives will have a difficulty floor however, so it is possible to undertake an objective that is too hard but not one that is too easy. Enemies will scale up to roughly match your level. To make the game more accessible to new players, we have added a casual mode. The first time you play the new version of DOE, you will be asked which difficulty mode you want: Casual or Classic. Classic will be basically the current version of the game (with the other changes in Build 48) while Casual will have a few differences:
Casual mode is primarily aimed at players who want to experience a slightly easier version of the game and not have to deal with permadeath (unless they want to). The speed of the game has also been greatly increased. I have gone through each aspect of the tactical component of the game to remove any extra delays and reduce the time things take to execute (like changing the turn and firing). I also have completely revamped the character movement system so that the movement speed can be tuned by the player in the settings. The default speed is significantly higher than the previous defaults. The cinematic system also had a setting added to let players control how long the camera delays over items of interest last. Hopefully this solves a lot of the battle pacing issues. These changes are complete rewrites to the character movement system, so I wont be surprised to hear about a few bugs. Ill be posting a patch soon with bug fixes, so please let me know if you see anything weird. Videos appreciated. Another big change: enemy pods are now triggered based on their visible range from player characters. This means that instead of enemy pods activating as soon as you see them, they will only activate when you either attack them, move into their visible range or fire at another enemy within their visible range. Enemies in rooms are also activated by overwatching or reloading at a door. Since you can see enemies before their pod gets activated and attacks you, I have also added a new HUD element to represent the enemys visual range. As long as you stay outside that area you wont activate the pod. I feel like this is pretty experimental so I am definitely interested in feedback. In addition to activating by seeing one of your characters, enemies can also activate if they hear you open a door, reload or fire your weapon, or if an enemy in a different pod is activated close by. Enemies can activate if one of these things happens within their audible range, even from another room, so be careful! Later enemies, like androids, have more advanced hearing and so have a larger audible range. Weve also beefed up the story with additional cutscenes and banter between characters. There are three more standalone cutscenes and several banter situations during the final mission of each story objective. This should flesh out the story a bit more. The encounter system has been significantly upgraded, with the main change being new task encounters that charge the player with disarming bombs, hacking terminals or disabling a failing reactor as you travel across the maps. These mission types were available previously only as final missions on some side quests. A lot of players found them fun so we wanted to make them happen a bit more often! I also worked with the writers on reducing the number of repeating encounters and outcomes that made it look like things were duplicating. Some smaller changes to encounters:
One thing that did NOT change is the skill cool downs. I talked in the previous post about changing the cooldowns to Uses to give you a fixed number of skill uses per mission. This was actually implemented in a test branch and I did some playtesting with it but ultimately it seemed to negatively impact the initial difficulty and seemed kind of arbitrary. I settled for increasing some of the skill cooldowns and many of the new maps that are introduced later in the game dont have the rooms breaking up the action any more so you cant just spam end turn to reset them in many cases. Other changes
Whats next? My goal is to try to deliver quarterly updates to the game throughout 2019. I am thinking some new objective types, classes, content and possibly even a new main quest? I am honestly not sure yet but all of this is being considered and when or if these things are available will probably depend on a variety of factors. All I can say for sure is that the next update will include controller support. Let me know what else you want and I can definitely consider it. |
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So we have been monitoring the bug report form, the Steam forum and our Discord server, and have fixes for a number of issues in the Beta branch now. Once we see that everything is looking good, we'll promote it to the main branch. If you are having any of these issues then feel free to use the beta. |
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Excerpt about Objectives: Objectives all have different “final” missions that are more in line with the narrative and provide a more interesting payoff as a result. A few examples:
We’ve got a lot more scenarios that also will feature unique missions. Hopefully this will address the “more variety” feedback that I’ve seen from a few of you. Read the Full Post on our DevLog: https://hofstudios.itch.io/doe/devlog/39186/build-43-preview?utm_source=steam |
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Read all the details on our latest DevLog on itch.io! |
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As always, you can read the entire post on our DevLog on itch.io: https://hofstudios.itch.io/doe/devlog/28855/build-41-preview-and-bug-fixes-for-build-40 |
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Almost from the beginning of development of Depth of Extinction, I’ve envisioned the game as an open world RPG where you can explore and find interesting and unexpected things spread out in this crazy undersea world. For the past few months, a lot of effort has gone into thinking about the right way to bring that open world aspect back to the game. |
It’s been in the works for a few months now, but the Character Class update is finally here! Read all about it on our DevLog and check out these GIFs of the classes in action: |
We’ve been planning to totally rework the classes in Depth of Extinction for a while now, and Build 38 is where you finally get to see all that work in the game. No word yet on when that will be available in First Access, but it should be soon.
Read more on our DevLog on itch.io https://hofstudios.itch.io/doe/devlog/21239/so-about-those-character-classes |
Finally! Build 37 is here! The biggest (and maybe most interesting change) are the new “Platform” environments but we've also added a new faction: Pirates! Plus new boss missions, camera controls, environment tweaks and much more! |
We've just released Build 36 to our First Access customers on itch.io. If you are interested in finding out more of buying a key (we still have some available!) then head over to our DevLog and get all the details!
Plasma Grenade Effect |
Hey DoE fans! |