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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. I also noticed that the wrong ammo icons were appearing on weapons and ammo/etc items so that is resolved.
Hey all, I'm back with some more bug fixes that have been reported. Let's get right to it:
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. In 55.1 we have:
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
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. Full change list - Overlay grid still not appearing every once in a while so did a small refactor of the code to try to fix it - Firing on an enemy in low alert with the Wrecker's area aiming could kill the enemy without alerting the other memebers of the pod - Cancel button on the control remapping screen was not being translated - A few things on the main menu were not updating when the language was changed - Updated Icelandic and finally added Alliat to the credits for his work on translating 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.
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. Also included in this update is a new music player on the music tab. That tab is now added to more screens and you can change the track that is playing by clicking/selecting the track of your choice. A second click will open a link to buy/download the track directly from the artist.
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. This was a huge update as I had to touch every system in the game to fully localize it and the final translation size was almost 25,000 words! If you have played DOE, then you know it is a very text heavy game so this wont surprise you. I had to make a few edits to get the word count to a more reasonable size but it is very close in content to the English version.
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!). Another bit of news: Simplified Chinese is now confirmed as our next language. It will be about a month before we will get that in so it probably wont be available at the Build 53 launch though we will have an update with it (and whatever bugs people find). Heres the rest of the change log for 53.9
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! change log - bug allowing characters inflicted with a status (like bleeding) to then pass it on in their attacks is fixed - Turrets no longer appear on platform missions - Continue box gets a confirmation popup when you could retry to make sure its clear you will lose characters - bug causing main menu slowdown on title scene fixed - Some minor controller only issues fixed (inventory panel and follow mode config) - More missing translations fixed - Updated German, Japanese and Spanish (coming soon as an official language)
Hi all, We had a few bugs sneak through in the 53.7 update but had some players report one and we saw the other in the logs. Here's the full change log: - If system language was set to an unsupported language, text was set to blank values everywhere. - Some cases where maps were not generated properly due to the new secondary enemy change Please let us know if you spot other issues!
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. The most significant other change this week is adding a "secondary" enemy faction to each area that will appear occasionally on the maps. Should force you to mix up your tactics in some battles as you'll be facing different enemies and also add some interesting challenges. Full change log:
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 English, German, Russian, Spanish, French, Portuguese, Italian, Chinese, Japanese The caveat is that because the games text is so huge (almost 2000 strings and over 10,000 words) that I had to do this first pass on the translation using Google Translate. As you can imagine, this will result in many things not making sense as context is very important in a game. I dont have the funds to invest in translating into all the languages I would like to support, so I am hoping that the community will be able to help fix problems with specific translations over the next few months before Build 53 is considered final. More details are available in the full blog post on my website for those interested in getting involved This updated build will be live only in the beta branch on Steam for now. Its possible I might make it live everywhere before the translation and build are considered final but that decision will be made in the future. To switch to beta, right click on the game title in your library and select "properties" and then open the "betas" tab. You can then choose "beta - Beta Testing" in the drop down and steam should download the update. Other Patch Notes We also have some bug fixes in this first Build 53 update, and here are some notes on them:
Hi all, We've got an update that solves a lot of bugs reported over the last few months! 52.12.1 Change log:
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. As always, we'd love to get your feedback and bug reports. You can also join our Discord if you want to chat about the game with other players or the devs. I'll summarize what's been updated since my last post below:
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. I'm also excited to announce that the console edition of Depth of Extinction is coming soon! I'm a first time console developer with the crazy idea of trying to launch the game on all of those platforms at once. This would not have been possible without the help of my friends over at Finite Reflection taking the reins on the XBOX and PS4 version (check out their amazing game TwinCop). Here's the launch schedule for console and links if you are interested. June 3 - XBox One June 4 - Nintendo Switch June 11 - PlayStation 4 - TBA As promised, here's the change log for Build 52.10:
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). If you only ever played the launch version (or maybe never played) then I think you will be pleasantly surprised by all the changes made since then.
Hi all, sorry for the delay but i have the first Build 52 beta build up for anyone who is interested in taking a look. There are a LOT of changes in this one, some even to the core elements of the game. It's all around feedback that I've been given on Steam and other stores, plus what's come from alpha testers I have let play it over the last few months. I'll warn you that it will work best to start a new game right now. Before i make it live, I'll clean up a few of the details that make an old save have some minor issues. Your old save should play fine if you want but any active objective might be a little flaky. I'll get another post out with a complete list of changes and gifs showing things in action but for now I'll just list out the major changes and bug fixes that are in Build 52: Major changes:
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. Please let me know if you find more!
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. There were just too many bug fixes that needed to get in for me to want to take more time to finish a more significant update before releasing this one. There was some progress made on those improvements, so they may still be added in the future. Please let me know about bugs you run into while playing as I plan to push out 1-2 more bug fix builds this week to resolve any lingering problems.
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 50.8 (current) - WASD not moving camera - weapon type icon obscuring tier number on mission loadout current item - "new game" on save showing up in wrong place and obscuring text - stat mouse overs on in game HUD not working - objective loadout screen breaking if you added characters and then went back and chose objective again - revive and heal on HUD didn't work with controller properly - follow mode shortcut will only open the UI the first time you use it (or if the leader dies) and then after that just toggles follow mode on and off - out of fuel encounter giving characters XP - Can't close the map in the tutorial by clicking the X button Build 50.7.3 - fix to tutorial soft lock - fix to enemy intros disappearing too quickly - possible fix to enemy intros sometimes focusing on wrong enemy - fix to controller bugs on out of fuel encounters - fix to unable to delete first save file on title scene - soft lock during enemy turn vs feral androids due to a missing weapon on one enemy (thanks for the user reports!) - increased the size of the controller button icons on the in game HUD Build 50.6.1 - Soft lock happening on turn - Enemy sightings not showing correctly - unable to aim grenades - New airlock walls didn't display minimaps - Team tab in main menu shows character when selection changes - possible fix to tutorial box modal issue
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. As usual, I'll post the entire DevLog over on itch.io with a summarized version here. If you want to read the entire thing, please visit this link. https://hofstudios.itch.io/doe/devlog/84471/update-controller-support-enemies-and-effects
A small update has just been released with a few changes:
I didnt expect to be making another build so soon, but I wanted to do a small update based on the Build 48 feedback and then it gradually morphed into a pretty big update.
Here are the highlights:
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.
Thanks so much for all the feedback we have received through reviews, forum posts and on our Discord (https://discord.gg/ThN65yS) over the last few days since DOE launched on Steam/GOG/Humble/itch.io. We went (pre-release) from having about 100 people play the launch build and about 15 give us detailed feedback to having thousands play it and hundreds giving feedback. Of course, that means a lot of stuff we just missed prior to launch. This includes major balancing problems and lots of bugs (big and small). With a super small team (only 1 full time developer and a few part timers) we probably can’t get everything fixed as quickly as you would like, but we are committed to making the game a fun and enjoyable experience. Clearly we don’t have this right yet, since many reviewers are not happy with the game, but we are going to keep working on it.
For Build 48, the goal is to address as many of these problems as we can. Luckily, I don’t think the game is that far off from being a more balanced experience and there is now a plan.
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. Here's what we fixed: Tutorial: - Close button on tutorial dialog not working - Character with minigun going first breaks the tutorial - Scroll wheel wasn't zooming in and out on tutorial - Loot collected box could not be closed in the tutorial Skills and Items - Any "passive" skill buffs were not being applied (item Master being the most visible one early in the game) - Character select buttons for med kit, trauma kit, blood transfusion were hard to see so we added a background and outline to make them stand out Other stuff: - The mouse sometimes had to be wiggled a little bit in order to get the movement line drawing or make it clickable - Enemies walking through doors without opening them - Made the evacuation prompt that will kill everyone outside the evac zone have a double confirm with RED text - Made current area node on map screen white - Made current mission node on map screen white - Soundtrack was missing some songs and meta data meaning it did not show up together. Now appears in music player as "Depth of Extinction OST" Feel free to join our Discord https://discord.gg/Y6taVrh or submit a bug report https://docs.google.com/forms/d/e/1FAIpQLSf0_s559TRWC7ADgDSiWComBVwSzVB7WXMP1zTY9ITpNAOB0w/viewform?usp=sf_link
We’re excited to announce that Depth of Extinction is now available on Steam, GOG and itch.io! It’s been a long road to get to this point and we are excited to see what everyone thinks of the “final” version of the game. Of course, many of you on itch have played the game previously, but at various stages of development.
We've introduced a few new things in the last 2 builds before launch in addition to the slew of bug fixes. One of the coolest is the new Equipment Database! Track all the remaining items to find in DOE!
Full DevLog covering Build 46/47
https://hofstudios.itch.io/doe/devlog/49951/launch-day-and-build-4647-details
Depth of Extinction – HOF Studios’ sharp turn-based strategy game with roguelike elements – is launching Thursday, September 27 on Steam, GOG, itch.io, and the Humble Store. Inspired by genre stalwarts XCOM: Enemy Unknown and FTL: Faster Than Light, the game allows you to handpick fighters from a roster of hardened operatives to join your squad – then battle vicious factions and killer machines in defense of mankind. Venture into a terrifying underwater world rife with violence in this complex, addictive strategy game with real permadeath and superb pixel art.
Pricing & Availability
Depth of Extinction will be available on Steam (PC, Mac, and Linux) Thursday, September 27 for $17.99 – a 10% discount. The game will return to its original price of $19.99 on October 4. Depth of Extinction will also be available on itch.io, GOG, and the Humble Store.
Launch Trailer
https://www.youtube.com/watch?v=ip1YXKKOUes
We skipped an update for Build 44 but are going to cover that build plus 45 in this extra special “last” blog post before the final stretch run to release the game onto Steam, GOG and itch.io! We will have an announcement regarding the launch date later this week.
Before we get to the new stuff, take a second to check out our launch trailer!
https://www.youtube.com/watch?v=ip1YXKKOUes
The biggest new feature we have added is "Follow Mode" that lets you choose a leader and then puts the other troops under AI control! They will stay close to you (offensive) or stay in cover (defensive) while stopping to pick up loot and auto reloading after battle!
Other New features:
Enemy Dispersal
Refinements to enemy spawning
Sub Unlock Objectives
and much more!
Full DevLog:
https://hofstudios.itch.io/doe/devlog/48942/build-4445-almost-ready-for-launch
Build 43 is now available on Itch and Steam!
We've got all the details on Build 43 in our latest DevLog, including the new scenarios, objectives and character portraits. We also have a sneak peak at all the enemies in the game!
Read the full DevLog on itch.io:
https://hofstudios.itch.io/doe/devlog/44896/build-43-portraits-scenarios-and-new-objectives?utm_source=steam
Our latest DevLog has lots of great details on the updated Encounter system coming in Build 43. We also cover the updates made to the overall UI and give a status on the next few Builds plus the updated release date info.
Read the full DevLog here:
https://hofstudios.itch.io/doe/devlog/42633/build-43-status-update?utm_source=steam
Some news:
First Access on itch was a great experience, but now we are turning our attention to the launch of the game on Steam, which means that it's time to officially end the First Access program!
The Steam launch is looking like mid-August now! We've had a few delays, but are committed to putting out the best possible product, not hitting a date.
We will continue selling First Access keys on itch.io (at https://hofstudios.itch.io/doe ) through the end of the month of June, at which time we will disable updates to the itch.io version of the game. In July, we will begin distributing the free beta Steam keys to First Access buyers and all updates will be done there.
Read the Full Blog Post
https://hofstudios.itch.io/doe/devlog/36806/the-end-of-first-access
The HUD has been redesigned a few times already but we had some new ideas. This delayed Build 42 by a few days but I think the change was worth it as the presentation is much cleaner overall. This will still be a work in progress so love to hear feedback or criticism!
We're excited to introduce the latest classes in the turn-based tactical RPG Depth of Extinction: the Wrecker and the Warden. The Wrecker wreaks havoc with his AOE minigun while the Warden is a defensive focused character who lays down covering fire to any enemy who fires on an ally.
We also introduced many new items and did a complete rebalance.
Read the Full DevLog on itch.io
We're pretty excited about Build 42 as it introduces a few new classes (and removes another), completely revamps the items, introduces walls as cover and rebalances the game.
The coolest thing in Build 42 is the Wrecker class. Wreckers excel at clearing out cover and working in tight spaces. Their primary weapons are MiniGuns, which do Area Of Effect (AOE) damage.
Read more on our latest DevLog!
There's a lot to talk about in this DevLog! We've also posted the release roadmap, our estimated release date and a link to view known bugs in the game. As usual, we are excited to get your feedback so please check out the game.
Here's the highlights:
Hey all!
We're opening up the hood so everyone interested in the project can see the final release plan and check out open bugs in the project! We'll try to keep this post updated on our itch.io message board so that everyone can see what the final direction looks like.
It's probably worth mentioning that to see the current state of the game (and have the release plan make sense) you'll have to try the game out in our First Access!
Check out the release plan:
https://itch.io/t/212145/release-plan-and-open-bugs
Buy a First Access Key:
(includes Steam key that will be sent out about a month before launch! We're only selling a limited quantity)
https://hofstudios.itch.io/doe
I'm back from GDC and wanted to get this build out to you quickly with a few bug fixes that we introduced in Build 40 and also talk about what you can expect to see in Build 41.
This is our last build before GDC and we wanted to get as much in as possible for people we might show it to this week. And we certainly got a lot into this one.
For starters, we have new interior facility layouts that are closed in and more complex. We also separated the facility into rooms and added doors into the picture. To open a door, just position a character next to it and click on it. Opening a door doesn’t use an action. Enemies will also open doors if they are pursuing you!
Read more on our latest DevLog:
https://hofstudios.itch.io/doe/devlog/27693/build-40-level-layouts-doors-and-dialog
We get asked a lot of questions about Depth of Extinction, both here on Steam as well as on itch.io. We've put together some of the best ones we've received over the last few months for your reading pleasure.
Read more at
https://hofstudios.itch.io/doe/devlog/26615/frequently-asked-questions
We're also talking about the latest changes coming in Build 40:
We've completely revamped the combat mission maps so that all levels are broken down into rooms and there are doors separating each one.
We also have some all new themes for each facility. They used to be kind of generic but now we also have Medical/Hospital, Reactor/Power generation and Farm/Food Production facilities. Each one has different set pieces and and is very themed to the facility type.
https://hofstudios.itch.io/doe/devlog/26615/frequently-asked-questions
We’re finally getting closer to seeing what Depth of Extinction will be at launch with the world map and objective chooser in build 39. The goal is to provide player choice and exploration plus give a bit of risk to deciding how to outfit your team to tackle the objective.
For all the details, check out our latest DevLog on itch.io where you can still purchase a First Access copy of the game (that includes a Steam key)
https://hofstudios.itch.io/doe/devlog/25031/build-39-world-map-base-and-objectives
The Objective Loadout UI
Zooming is back in the game!
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.
Here’s the basic outline of what we plan to implement over the next several builds to bring the game into its final state.
Read more on our DevLog on itch.io!
https://hofstudios.itch.io/doe/devlog/23475/the-world-opens-up-build-39-preview
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:
https://hofstudios.itch.io/doe/devlog/22631/build-38-character-classes-ui-and-balancing
The Assault class really knows how to clear out a room.
The Saboteur can use Low Profile to avoid damage when in cover
The Deadeye strikes before you even see them
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.
So what’s changing?
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!
Read all about it on our latest DevLog on itch.io where you can buy a First Access copy
What’s coming next in Build 38?
We’ll make a blog post next weekabout the major Character Class Refactoring we have been planning for a few months now.
We’ll be working on another set of new maps and some more Facility types to keep things interesting.
Another big change will be that the text encounter outcomes will start affecting the missions.
We will also be looking for some volunteers to help us test out new Steam specific stuff like Achievements and Cloud saves. Keep an eye out for an email!
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! https://hofstudios.itch.io/doe/devlog/16311/build-36-new-ai-weapon-effects-and-tactical-polish Features:
Hey DoE fans!
We've released an update to our First Access and added 100 more available keys! Read more on our DevLog:
https://hofstudios.itch.io/doe/devlog/12453/build-35-updated-visuals-and-polish
Second, we are happy to announce we received the Best Design award at SIEGE last weekend!
Third, hopefully this is not too much of a shock, but we've decided to move our planned release date from early November to February of next year. There were several reasons for this but the main one is the lack of visibility we would have by releasing in a prime AAA launch window and competing with the Steam winter sale. We'll also be able to achieve even more of our vision for the final game and ensure that the quality is there for launch.
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