The first week of resurrection is coming to an end! We wish everyone a nice weekend. Be safe down in those sewers!
Added a new cloth equipment to Dagger's shop. (Dark Silk Leggings)
Optimized the performance of the game map panel.
Prevent easy potion collection exploit with the provision panel.
Adjusted the text on trader reputation items. (Horseshoe, Old Coin)
Added delay between provision panel and hero trinket panel.
Fixed Ebony Dagger appearing at one of the traders before the thief class is unlocked.
See you in the depths, Balcony Softworks
Patch 0.8892
Hello there adventurers! Another round of nasty bugs are fixed. Plus a bit of balancing! Thank you for the detailed reports!
Reduced Ingward's prices.
Fixed rare crash related to resizing the window during startup.
Fix locked input when using certain cards (Mage Shield) on a hero and immediately clicking again on that hero.
Fix an issue where the game tried to show the combat retry menu after dieing in an event (Atonement).
Fixed Calculated card applying its buff to the first hero instead of the warrior.
Fixed an issue where the heroes started walking towards the very first combat chamber on the map.
First node of the map has special graphics now.
Added screenshake to Gila's animations.
See you in the depths, Balcony Softworks
Patch 0.8891
Hello there adventurers! Based on your feedback we managed to squish a couple of nasty bugs next to a few balance updates.
Added experimental in engine framerate control to the options panel. (vsync button)
Fixed a crash related to stealing the grow buff from Gila.
Fixed path choice panel not showing when an inventory of a hero is quickly opened right after a depth is conquered.
Push potion now also draws 1 card.
Breakout description wrongly mentioned an "on boost" effect.
When the party stole a funnel effect from an enemy, the effect kept applying corruption to the heroes.
Spellsteal applied the stolen buff to the first hero in the party. It now applies it to the wizard.
Some enemy buffs were not considered a permanent buff. (Glutton, Fallen Knights, Gila)
Fixed some typos.
Updated the windowing manager libraries.
Coming soon™: Simplified and Traditional Chinese localizations... again! Due to changing 99% of the game texts, we weren't able to have these two localizations available on the Resurrection Update launch, but we are working hard on bringing them back and having them improved as soon as possible.
Legacy branch: for those of you that still want to go back to the good old days of Deepest Chamber from 2021, we have made the legacy branch available on Steam.
You can access it following those steps:
right click the game in your Steam library and go to 'Properties"
head to the Betas tab and typing the "margaretsayshello" code.
Select the new 'Legacy' branch that popped up on the drop-down window above
The game will automatically update, and will be ready to play 👏
You can go back to the default branch whenever you want, just do those steps again into the Betas tab and select the default branch.
See you in the depths, Balcony Softworks
Patch 0.889! First day of resurrection.
Hello there dwellers of the deep! Based on your feedback we managed to squish a couple of nasty bugs.
Fixed a crash related to picking up an inventory item and exiting the inventory panel.
Fixed poison not triggering certain wizard trinkets.
Fixed transformed trinkets staying transformed after hitting combat retry.
Fixed nailed keyword not showing after card gains "nailed on draw" from event.
Fixed empty mind control panel.
Fixed some items that are not unlocked appearing as unlocked after loading a savegame.
Fixed shadow form not stacking properly.
Fixed trinket charge values appearing in the wrong position after combat retry.
Fixed mage leggings showing the wrong icon.
Thank you everyone for your kind words and support, see you in the depths, Balcony Softworks
Deepest Chamber - Resurrected!
Hey there, dwellers,
We promised you some big changes and now it’s finally time to deliver. But before we get into the thick of things, let’s talk a bit about how we got here in the first place.
Through community feedback and many rounds of playtesting, we realized that our initial version of Deepest Chamber was a little too reliant on RNG. It affected cards, encounters and basically everything else. We agreed that this was not the way we wanted to move forward so we had no choice other than, more or less, redesigning the whole game. You can actually read about our roller-coaster journey on this dev blog post. 😀
And to celebrate that launch, we're running our best discount ever, 25% off until November 28th!
In the following section, we’ll explore all of the critical changes you can expect to find in Deepest Chamber: Resurrection.
Card Boosting
Synergies were not a big factor in the first iteration of the game, but with the Resurrection Update, they take centre stage. We needed to implement ideas that would complement synergies, and this is how we ended up with the card boosting mechanic and enemy intent management.
Card boosting works by enhancing a card’s power when adjacent cards are played. Besides boosting your cards to pack a more powerful punch, this mechanic can be used to synergize buffs with different items and mechanics, leading to some spectacular results.
Card boosting is something we are really proud of. It affects gameplay in a natural way and has a ton of depth. It really makes you think about the order you play your cards in and if you are extra careful, you can even boost your cards in preparation for upcoming rounds.
Intent Management
Intent Management is our second big gameplay mechanic and it goes hand in hand with our new 3-hero party system. Because we split the original “one big health bar” into 3 separate ones, we needed a way to control which hero takes damage from which enemy. As with the card boosting mechanic, there were many iterations of this system. The one that stuck was the ability to change who an enemy attacks at the start of a round, with one condition - the same hero can’t tank for two rounds in a row. There are also types of enemies whose intent can’t be changed (unless special items are employed). It’s a dynamic system that we believe will help players to more cautiously navigate the depths of Deepest Chamber: Resurrection.
Hero Party System
The hero party system allows players to enlist three out of four possible champions at the start of their run - knight, healer, mage or thief. Each hero has cards, abilities and equipment dedicated to their class, adding an extra layer of planning and strategy with each descent, plus massively boosting replayability.
Alchemy Crafting and Equipment
The ingredients you plunder with each descent can now be crafted into powerful potions that can aid you in subsequent runs. Another important addition is the inventory system for the newly introduced equipment items. They can be found either by random encounter or be bought during runs and can be equipped to each hero to boost their stats or provide special buffs.
New UI
The entire UI had to be redesigned to accommodate separate party members and their inventories. Smaller changes to the UI include things like buffs and debuffs being represented through icons instead of text, making them easier to discern at a glance.
New Map System
One of the most vocal complaints coming from players was related to the original game map. We made many prototypes of a new map system but ultimately ended up with a traditional node map with a twist. Going from our super simple map to a complex node system implementation was not an easy feat but we are very excited about how everything turned out.
New non-human enemies
Another common point of feedback was that the enemy encounters could get stale with anthropomorphic characters only. Designing the score of non-human enemies that can now be encountered during runs was fun for us, but less so for our animator, who had to implement lots of claws, fangs and tails in a very short time.
If you've got feedback, ideas, or just wanna say hi, come join us on Discord.
We really appreciate you for sticking with us through these tough times and hope that you'll love the new and improved Deepest Chamber experience as much as we do!
Thanks and see you in the depths! Balcony Softworks
-------
Breathes in
BIG PATCHNOTE TIME
Breathes out
Archetypes and synergies
Every hero has a main and secondary archetype. Archetypes rely on other heroes' abilities to be used to their full potential.
Synergies are a significantly larger part of the game than in the old version. Now there are countless possibilities of interactions between cards, trinkets, intents and the other elements of the game.
Three heroes party system
The new design separates the heroes health pool into three individual ones, a big contrast to the single health pool of the old version. Card pools have not been separated, so heroes share a single card pool.
You are able to select three classes before a run. Once you unlock the 4th class make sure to try out different party compositions.
New characters
Dorn is the fighter of the group, wielding heavy armor and a shield. He can generate rage and offer protection to himself and others. He is considered to be the tank of the party.
Socra the priest is capable of healing and resurrecting fallen heroes. Next to offering various support to the group, his corruption archetype can greatly increase any hero’s damage output.
Xiu is an expert in the arcane arts. Her powerful fire spells and countless summons make her a vital part of the party. She can also control flurry, which allows her to play a flurry type card multiple times.
You have to find out for yourself who the fourth character is. He has been trapped under the dome for a long time, so his knowledge of the underground will most certainly come in handy.
Card boosting mechanic
When you play a card, the cards neighboring it will get boosted to their next boost level.
With this new card boosting mechanic the order in which you play your cards is way more important. Every hand you are dealt is a little puzzle waiting to be solved. If you leave a boosted card unused, it will retain its boost levels, opening up the possibility to make clever tactical decisions for a future round.
A card's boost levels can be altered with special events, allowing you to essentially customize your cards.
You can also permanently boost a card via card upgrade events, so it won’t lose its boost level after it gets played.
Next to the new card boosting mechanic, a card’s type now plays a bigger role in tactical combat.
Blocking system
Now that there are 3 separate health pools for the heroes, the old “Retaining Block” mechanic had to be retired. With the new design, a hero can keep as much “block” as they have, until they get attacked. Once attacked, if some block remains, it will fade off in the next round.
Intent management system
Enemy intents can now be directed to a specific hero, adding another layer of tactical decisions during your encounters. Oftentimes, especially on higher difficulties, it becomes increasingly more important to decide which hero will take on which enemy. There are situations where a hero cannot direct the attention of an enemy, for example when a hero was hit in the previous round.
Hub area
You can find traders and an alchemy table in the new hub area. The Collection Panel and Edit Party button are also located here.
Progression and unlocks
Items found in the depths can be equipped by heroes. These items offer small benefits that oftentimes synergize with hero trinkets or archetypes. Some items also help you face specific enemy intents and other mechanics.
Next to itemization, heroes now gain experience and level up. Leveling up a hero will unlock new hero trinkets and cards.
Encounters offer red candles as a reward. These candles can be used to purchase equipment for the heroes.
Inventory system
Each hero has their own inventory where you can equip items found or purchased during your runs. Items slots:
helmet
chest
weapon
leggings
cloak
gloves
shield
boots
Trinkets
The new trinkets pay a much bigger role in combat than they used to. Especially if we look at the unique “Hero Trinkets”. You are able to choose 1 hero trinket at the start of a run. These usually get you started on an archetype, but they don’t lock you into one.
Potions
In this new version of the game potions are more varied and helpful.
Various materials can be collected and crafted into powerful potions to aid the heroes on their journey. You are able to unlock new potions with recipes either found or purchased.
Make sure to brew your potions in the hub area before a run to maximize your chances against the perils lurking below.
Encounters
Encounter AI has been completely redesigned. Enemies act more predictably and have move patterns. Not only the AI but the base mechanics of encounters have also been redesigned. Be prepared to fight foes who will end your run quickly if you don’t look out for their unique mechanics.
The flow of an encounter has also been redesigned. In the previous version all enemies attacked at the same time. Making it hard to understand what just happened. Now enemies attack in sequence with a slight delay and camera animation. This way the mechanics of combat are more understandable and simply more pleasant to play.
Enemy intents
There are dozens of new enemy intents. Some of the old ones still stand, but in a slightly redesigned way. There are a few intents that have serious consequences when an enemy plays them, so look out and be prepared!
Mark of Death mechanic
During a run, each hero can be resurrected once. Once they get resurrected, they gain a status effect called mark of death. This effect won’t allow the hero to be resurrected again. The decision of which hero to send into the afterlife can be a significant tactical move.
Addressing RNG
In this new design of the game, RNG is much less of a factor. There are no more interval values on cards, making planning your moves much more predictable and fulfilling. As a matter of fact, interval values are a thing of the past altogether. There are no more mechanics that rely on them.
No more restricting play
The old version of the game relied heavily on restricting the player, making gameplay frustrating and annoying. Now you have much more control over what happens and won’t face as many restricting mechanics.
New map system
We decided to completely remove the old and very basic map from the game and implemented a totally new node map which offers multiple paths to navigate. A completely new map is procedurally generated for every run.
Depths and biomes
The heroes need to traverse 4 separate maps to reach the end of a run. These separate map zones are called depths. When entering the next depth the player will be able to choose the biome and zone effect of the next depth. Each biome has specific unique encounters and environments. The chosen zone effect could significantly alter the gameplay, so be prepared to make the best decision for your deck.
Map Events
With the new map comes the introduction of events. There are dozens of events to find and many more yet to come. Some have a unique 3D environment, others have beautiful 2D illustrations. An event can not only offer the heroes loot or temporary benefits, but it can also alter a card’s boosting mechanics.
There are a few very specific events like rest sites and shrines that offer great aid for a party in need of help.
Multiple bosses
As the heroes delve into the depths they will have to face 2 boss encounters. These encounters are specific to a biome so the player can pick the boss that is best for their current build.
Difficulty levels
The slight increases in enemy damage values and enemy health pools that were in the old game are not compatible with the new design. Because of the powerful synergies that are now at your disposal, the new difficulty levels offer bigger changes to the foes you face during your descent.
Death March game mode
Next to the difficulty levels there is an unlockable run modifier which will disable the benefits of the items equipped to your heroes. Essentially a “pure” mode for those who seek a harder challenge.
New tutorial
The new design of the game needed a new tutorial. We feel that the new tutorial is a significant upgrade from the previous one, allowing you to become familiar with the game in a more natural and comfortable way. Every small popup tutorial has also been remade to accommodate the changes.
Combat retry
We implemented a system which allows you to retry an encounter. This feature will allow new players to get familiar with the game in a less frustrating way because it offers a second chance if a bad move was made.
UI Changes
The entire UI has been redesigned, with all elements changed because of the heroes interface at the bottom.
Party UI at the bottom of the screen
New hero portraits
Completely new map
Buff icons
Buff activation and reminder animation (accessibility)
Map scrolling and traversing downwards
Edit Party panel in the hub area
Hero inventories
Inventory tabs (item categories)
Inventory full body hero illustrations
Dialogue interface redesign, better UX
Tutorial eye focus system
Intent management UI
Iconization in descriptions
Colorization in descriptions
Camera focus for enemy attacks
Damage, Block, Heal value previews in combat (accessibility)
New animations for cards in hand
Card boost preview on boostable cards
Enemy intents showcase their targets via portraits
New victory animation
New defeat animation
Hero panel showcase if a hero being targeted or a hero has block..etc
Main Menu button (vax seal upper left of the screen)
Run timer
Main UI elements are placed in traditional zones (trinkets in middle, end round at the right)
Singular Pile removed
Assets
New 2D illustrations
New 3D models
New card border art for each class
New card border for each card rarity (common, uncommon, rare)
New enemy models (even non humanoid ones)
New enemy animations
New environmental models
Dozens of new VFX
Dozens of new SFX
VFX when enemies use special intents
Polished up old animations and model
NPCs
New NPC dialogs
New NPCs next to the old ones
This update in numbers
120 new Cards
60 new Trinkets
32 new Potions
40 new Events
40 new Equipments
25 new Enemies next to the old ones (40 encounters in total)
5 biomes
Biomes
Sewers
Mines
Dwellings
Flooded Sewers
Caves
New enemies
Crabs
Bloodflies
Turtles
Bull
Sewer Rats
Larve
Toads
Snails
Slaughterfish
Cave Beetle
Bats
Lizards
Mushrooms
Hermit Crab
Mosquitoes
Alligator
Giant Turtle
Giant Crab
Stone Golem
Lurker
If you made it this far, you deserve a kürtöskalács.
Our massive overhaul update now has both a launch date and a title to honor!
Hey there, dwellers,
After months of often excruciating tinkering, we’re finally ready to release the massive overhaul update that will touch upon pretty much every aspect of Deepest Chamber.
Aptly titled 'Resurrection', the update will be made available on November 14th and players will be able to experience all the new gameplay elements right away through Steam Early Access. Here’s a sneak peek at some of our new features:
All the Cards have been remade, and a lot of NEW cards have been added to the game
New deckbuilding Synergies and Archetypes
Potion Crafting and dedicated Equipment Inventory for each hero
A new three-hero party system with interchangeable champions and separate health bars
New enemy encounters (New models, not only Humanoid enemies)
New Enemy Intent Management System
Completely redesigned Map
A lot more left to be discovered!
This new version of the game is a long way off from the old Deepest Chamber, so we'd like to thank all of you who contributed with feedback and advice, especially the hundreds that helped us playtest it.
We’re beyond excited to have everyone play the “Resurrected” Deepest Chamber and can’t wait to hear what you all think of it. Don't forget to join us on Discord if you want to give us feedback!
See you in the depths! - Team Deepest Chamber
Playtesters Called to Arms!
Help us, dwellers!
Since the launch of Deepest Chamber in Early Access, we've been listening to the community's feedback and have a hefty (more like enormous) update coming that's gonna change everything you thought you knew about the game.
We find ourselves in dire need of passionate playtesters to help us scour the depths and provide some much needed feedback ahead of our big day.
What's in it?
Deepest Chamber has undergone some pretty significant changes:
dedicated class cards and abilities
implementing a 3-hero party system with swappable champions
new map system and introduction of events
cards overhaul and introduction of new card boosting mechanic
introduction of crafting and equipment
new trinkets, new enemies, new bosses, new everything!
https://youtu.be/9EkJdWCSI7M
We feel like the best way to gauge this new experience is by giving a select few direct access to try out the game via the Steam Playtest platform. If our proposal piques your interest, here’s all that you need to know in order to register:
Go RIGHT NOW on our Steam page and sign up for the Playtest by pressing the dedicated button
We'll be letting people in between October 21st - October 24th to the playtest so they can check out the new changes
We'd really like your feedback, so make sure to get on our Discord server
This Playtest will only be available in English
See you in the depths! ☠️
What's next in 2022
Hi there Dwellers!
We’re back with our final update of the year on how Early Access is progressing! It’s been quite the year. Just this past July we launched into Early Access, and how the months have flown by. Thanks to your feedback, we’ve been working on some exciting changes that we’re stoked for you to get your hands on. From new enemies to an entirely new Map System, we couldn’t have done it without you.
Over the past few months, we’ve been incredibly hard at work on fixes, redesignes, as well as fresh new content for the game. Besides the things that we’ve already shown off in the last couple of weeks , here’s what you can look forward to in early 2022:
Reworked card synergy to allow better and easier deckbuilding. Class decks will be separated, and classes will have more synergy between them
Reworked encounters. All encounters will be hand-crafted, and enemy encounters will no longer be random
Reworked Potions and Trinkets
Improved UI with more options for customization.
New: Class system
New: Hero Equipment System (itemization throughout a run to create interesting class synergies and sometimes alter a class role)
Improved core combat flow (Heroes have a more defined role in combat flow)
New: Threat mechanic (allows you to control who the given enemy will attack)
New: Card Upgrade System
New: Map System (expanded exploration, secrets, progression mechanics)
New: Events (World lore, class background and upgrade events)
New: Enemies
Additional story elements
Improved world visualization
And as a thank you for sticking with us, here's a fresh look at some things we have cooking up:
We’re hoping to get the first big Early Access update out in the first half of 2022, with an exclusive beta preview available for the public sometime in Q1 2022.
From all of us at Those Awesome Guys and Balcony Softworks, thank you for making 2021 one for the books and going on this adventure with us. Whether you’ve just picked up the game or you’ve been with us since the first day in Early Access, we’re excited to go on this journey with you into 2022. Thank you for playing, your feedback, and your love.
Happy Holidays, and see you next year!
PS Make sure you join us on Discord and follow us on Twitter if you want to be the first to know what’s happening, or if you want to talk to us directly <3
Love,
Team Deepest Chamber
New Character Art
Hi there Dwellers!
Another Thursday, another update on how Early Access is progressing. Today, we’re excited to show you some new Character Art!
One of the things we’ve talked about in previous updates is lore for you to discover. We’ve spoken about the different types of Events we will be adding in addition to the new Map System, so you might remember Class Background Events as something we’ve mentioned. Need a little refresher? We’ve got you covered.
Class background events will trigger after a specific level of the area has been conquered. In these events we will get to know the lives of our selected class a little bit better.
As this is something totally new to the game, we’re showing off our updated Character Art. In these Class Background Events you’ll have the chance to not only learn more about the world of Deepest Chamber, but the members of your party as well. We can’t wait for you to meet these characters and learn all about what ties them to Dolmin! Who are you most excited to get to know?
Additionally, Deepest Chamber is now on sale until December 1st! Want to support us through Early Access, or drag a friend down into the depths with you? Now’s your chance!
If you celebrate it, we hope you have a wonderful Thanksgiving with your friends and family. If you don't, we hope the holiday season is treating you well and you're cozying up with your loved ones. We're incredibly grateful for each and every one of you, so we're sending you all our love from Those Awesome Guys & Balcony Softworks.
We’ll be back before you know it to share what’s next in Early Access, and we can’t wait to show you more of what we’re adding to the game. In the meantime, make sure you join us on Discord and follow us on Twitter if you want to be the first to know.
Love,
Team Deepest Chamber
Introducing card upgrades
Hi there Dwellers!
We’re back with another update! This time we are excited to show you a major change that is currently in development. This change will heavily affect the Cards in the game. Besides the synergy overhaul that is currently in development, we will also be implementing a Card Upgrade System as requested by so many of you!
We believe a good Card Upgrade System should allow you to further customise your deck to better fit your current strategy. We are working on having a decent amount of cards that can be upgraded, and that will have a meaningfully different effect once upgraded compared to their standard, non-upgraded counterparts.
Last time we showed you the new map system, which will give us ample opportunity to sprinkle upgrade events throughout a floor. For an upgrade event to feel significant, the event should present you with a choice between upgrading a Card, and a different reward. We haven't figured out all the nitty gritty details of these alternative options yet, but we’re excited to have more customisation options for you during your runs, and we can’t wait for you to try this additional level of strategic choice.
As for what's next in Early Access, we are beyond eager to show you the biggest change yet in this game, but you will have to wait a little bit longer for that! Make sure you join us on Discord and follow us on Twitter if you want to be the first to know. All we can say right now is that this is something that was heavily requested, and you’ll want to stay tuned!