Depth of Extinction cover
Depth of Extinction screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Tactical

Depth of Extinction

Build 40 - Level Layouts, Doors and Dialog


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

Frequently Asked Questions and Build 40 Preview


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

Build 39 - World Map, Base and Objectives



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!

The World Opens Up: Build 39 Preview

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

Build 38 Available: New Character Classes, UI Updates and Balancing

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

Character Class Updates Coming in Build 38

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?

  • Five base classes
  • Six unlockable classes (four from enemy factions)
  • Weapons are reorganized and categorized into Weapon Classes (a few new ones added)
  • Character Classes are specialists with particular Weapon Classes (most with just one, but a few with multiple)
  • Weapons can be freely equipped, but there will be penalties for using a “non-class” weapon
  • Less skills unlocked via stat point upgrades
  • Class points now affect a particular stat within the game.


Read more on our DevLog on itch.io
https://hofstudios.itch.io/doe/devlog/21239/so-about-those-character-classes

Platform Environments and Pirates! Arrrgh!

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!

Build 36: New AI, Weapon Effects and Tactical Polish

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:


  • New Enemy AI
  • Updated weapon effects and explosions
  • More work on loot drops
  • Enemy spotted movement interruption
  • Alert Level indicator
  • Blood on environment and walls
  • Removing Androids as playable characters
  • Lots of bug fixes and UX improvements


Plasma Grenade Effect

Release Date Change and First Access

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.