Explore a flooded world and save humanity from a terrible threat in this turn based, tactical RPG with roguelike elements
All Reviews:
Mixed (83) - 60% of the 83 user reviews for this game are positive.
Release Date:
Sep 27, 2018

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


Recent updates View all (24)

December 19, 2018

Winter Update is Live!

The long awaited Build 48 is finally ready! I’ve 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 game’s shortcomings without compromising what you liked about it.
  • If you didn’t like the game at all when it launched or you were turned off on it for some other reason, then this update is probably not changing your mind.
  • If you were on the fence about the game and just thought thought it was repetitive or imbalanced or too easy, then maybe you could give it another try. I’ve worked on addressing this feedback and even though I don’t think the game is perfect, i do think it has improved from launch.
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!


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.

I’ve also added some new level tilesets that you’ll 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 don’t have a significant amount of new cover or environment items added to the game yet though. Look for that in a future update.

I’ve 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 won’t 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 This has been replaced by difficulty that scales with the current team.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:

  • You will have the option to retry any mission where you failed (team wiped out), aborted or even lost a character.
  • Characters will have a higher “base” health value than the enemies, allowing you to take a few more hits.
  • The difficulty will ramp up just a little more slowly

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 won’t be surprised to hear about a few bugs. I’ll 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 enemy’s visual range. As long as you stay outside that area you won’t 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.

We’ve 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:

  • “Class” options have a color coding
  • Fewer “sub” battles
  • “Go in loud” generally sets the alert level to high

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 don’t have the “rooms” breaking up the action any more so you can’t just spam end turn to reset them in many cases.

Other changes

  • Status effects (fire, poison, regen, etc) damage and healing are triggered at the end of the turn rather than the beginning so you can’t spam end turn to fill health with regen, for instance.
  • Constitution skill at 5 points is Mend rather than Regen
  • Flip the Field multiplies movement by 1.5x rather than 2x
  • Assault skill Close Combat only gives you 1 free shot per turn
  • Boost Aim damage is split up amongst shots for multi shot weapons
  • Higher tier items cost more and resell for less
  • Max Dodge chance greatly reduced overall
  • “Trap” missions (starting the mission in Evacuate Facility) and “High Alert” missions happen more often
  • Hostages no longer have to be led back to the exit when the level is empty
  • Reduce the frequency of voice barks
  • Inventory filters by tier on equip screen and tier and type on merchant
  • Evac notification no longer pops up but appears permanently on the side of the HUD
  • Mechs can’t use cover

What’s 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.
10 comments Read more

October 3, 2018

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


“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

“Depth of Extinction is a fun throwback to old-school tactical RPGs like X-COM and Wasteland”
7/10 – GameSkinny

“DOE is a unique spin on the well-loved strategy genre. Highly recommended.”
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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!


  • 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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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