In a world rife with violence, rumors of killer machines have spread far and wide. As a number of factions emerge – violently vying for power – you become the sole defender of humanity’s last standing government. Only you can create the ultimate squad and save humanity!
All Reviews:
Mixed (71) - 64% of the 71 user reviews for this game are positive.
Release Date:
Sep 27, 2018
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Buy Depth of Extinction + OST

Includes 2 items: Depth of Extinction, Depth of Extinction - Soundtrack

 

Recent updates View all (23)

October 3

Balancing Update and Addressing Feedback in Build 48



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.

Active Skill Adjustments
This is one of the main imbalanced parts of the game. Many people have found some over powered skill combos and while these are kind of cool to find, they make the game less of a fun experience for many late game players. So, starting in Build 48, Active Skills (that you enable) will now have a “uses” stat, meaning they can only be used a finite number of times during a mission. So your skills will be another resource to manage and you’ll have to be careful about how you employ them.

We’ll also make some other adjustments to specific skills:

- Boost Aim damage will be split up amongst the shots fired. So for a Wildcat that means getting only +1 per hit for instance.
- Close Combat (Assault skill) will only grant a free shot within two tiles once per turn.
- Flip the field will multiply movement by 1.5 times rather than 2.

Additional Map Types
Another feedback I have seen quite a lot is a lack of variety to the battle maps. I understand that this is a problem and I had two more map types hat were almost ready at launch but just ran out of time to polish them and get them ready to ship. One of them will be added in Build 48 that is a hybrid between “interior rooms” and the more open “platform” maps. These will have some small rooms but also larger more open areas.

Here's an example of one, and though this is not a finished product yet I think you can get an idea about how this might add a lot of combat scenarios.



Additional Story Cutscenes
DOE has a nice cutscene system in place (used in the prologue) and a writer who already put together some great scenes to use throughout the game. I just ran out of time to get them all implemented prior to launch, and of course the story totally suffers as a result. I’ll try to get these all in the game as soon as we can in Build 48.​

Other Changes
A “turn start” marker will be established to ensure that status effects (like burning and regen) don’t trigger continuously when using Defer.

A new panel will be added to the character modal in battle to show all current effects the characters (including enemies) have so you can better plan your attacks.

Hostages won’t need to be led back to the evac zone when the level is empty anymore.

Expected damage will be displayed in the action area to make it clear how much damage will be done if you fire. This is mostly to address the issues with the shotgun damage falloff not being clear but i think this will help players in general.

Adjust the voice overs. I’m not sure exactly what will be done yet as I am getting a bit of mixed feedback here. Yes, some of the voices are poor quality but it seems like the voice feedback is very helpful for knowing when a character is low on health or ammo for instance. Most likely, the number of voice clips will be reduced and disabled completely during follow mode. The critical ones will stay in and trigger each time as the goal will be to keep the usefulness of the voices but lower the annoyance factor. I will look into getting some additional voices recorded but probably there will not be time to get that organized for Build 48.

A few more smaller items
- Filters in the merchant inventory (type/tier)
- Set Swashbuckler weapons to not be drop only (so the merchants will stock them)

And some Quality of Life settings
- Enable/Disable the moving lines on the map screens
- Enable/Disable the text barks
- Cinematic time (enemy spotted, loot spotted, etc)

I know there are a lot of other requests that many of you have mentioned, and I am sorry if the thing you want is not on the list. With the size of our team (only 1 full time developer), choices had to be made for Build 48 that would impact the most players. Rest assured that all requests have been heard and logged and I will try to make all reasonable adjustments eventually. The plan (at the moment) is to do at least 2 more builds (49 and 50) to add in even more content and address more concerns. I will share more details on them after we completely deliver Build 48.

Implementation Plan
I will be pushing builds to the beta branch on Steam and GOG very soon (possibly this weekend) with fixes as we make them. How those builds will be integrated into the "default" Steam/GOG/itch versions is to be determined. I will need to make the sure the changes are ready by having players try them out and give feedback, and I will try to get some of my internal testers to spend time on them at some point.
The goal would be to completely deliver Build 48 by early November. I'll have more updates on this as we get closer.
7 comments Read more

September 28

Build 47.8 now in Beta: Bug Fixes

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
6 comments Read more

Reviews

“Challenging and complex, deep chock-full of potential approaches, Depths of Extinction is the dream come true for every old school gamer looking for a new adventure.”
8/10 – Common Sense Gamer

“XCOM meets FTL at sea in tactical RPG Depth Of Extinction, setting sail today”
Rock Paper Shotgun

“I'm a big fan of both XCOM and FTL and I can see the inspiration clearly, although the way everything fits together makes it really quite compelling and unique in its own right.”
GamingOnLinux

About This Game

In a world rife with violence, rumors of killer machines have spread far and wide. As a number of factions emerge – violently vying for power – you become the sole defender of humanity’s last standing government. Only you can create the ultimate squad and save humanity!

Explore an emergent storyline filled with random encounters and turn-based tactical battles as you traverse an underwater world. With just yourself and your soldiers facing an unknown enemy, gear up and prepare to engage in combat at any any given moment – uncovering the deep storyline one battle at a time. Choose from 10 different classes, each with their own unique skill set, and give your soldiers a choice of more than 115 different weapons and armor to strike back at the enemy.

A word of warning, though: Depth of Extinction is not forgiving – and death is permanent.

Gather your troops and take part in intense turn-based tactical battles on humankind’s last stand against the unknown!

GAME FEATURES

  • Turn-based tactical battles
  • Emergent storyline on randomly generated maps with random encounters
  • Unlock 8 unique character classes
  • Outfit your team with 115 different weapons, armor, and items
  • Fight 25 unique enemies from 5 factions
  • Perma-Death

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 SP1+
    • Processor: Processor: 2.0 GHz or faster processor
    • Memory: 2 GB RAM
    • Graphics: Graphics: 3D graphics card with at least 256MB of addressable memory
    • DirectX: Version 10
    • Storage: 600 MB available space
    Minimum:
    • OS: Mac: OS X 10.11.0 or later
    • Processor: Processor: Intel Core 2 Duo 1.4 GHz
    • Memory: 2 GB RAM
    • Graphics: 256MB of video memory
    • Storage: 600 MB available space
    Minimum:
    • OS: Ubuntu 12.04+ or newer, 64 bit support only
    • Processor: x86-64-compatible 1.4GHz or faster processor
    • Memory: 2 GB RAM
    • Graphics: Modern 3D graphics card with at least 256MB of addressable memory
    • Storage: 600 MB available space
    • Additional Notes: 64 bit only

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