We Need To Go Deeper - Valve
We Need To Go Deeper is Now Available on Steam!

DIVE. DISCOVER. DIE. Crew a submarine with friends in We Need To Go Deeper - a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe.
We Need To Go Deeper - Nick Lives


This week we're dropping a boat load of fixes and a security overhaul to help with hackers, in no small part thanks to mod engine developer NateKomodo who helped a ton with security implementation and testing. Thank you! With that, take a look at the full change log:

CHANGE LOG
  • Added extra security to lobbies! Hopefully should tamper down on hackers joining games they ain't s'posed to.
  • Scooted the Poubelle interior prefab about 0.8 Unity units to the left so that folks wouldn't spawn in the roof.
  • Bot crates should count toward the dead player total to prevent games that can't be terminated due to all crew dead with a bot in a crate.
  • Fix for index out of bounds exception when joining via steam.
  • Fixed the healer jelly not reviving.
  • Fixed the submarine going in reverse after leaving a cave.
  • Fixed bots reviving after breaking distance with the skeletons.
  • Made failsafes for being stuck reviving a skeleton.
  • Made the whisperer turn red after being hit.
  • Time traveler can no longer change biome, has more secrets instead.
  • Additional save logging.
  • Ranks now saved in a separate backup file.
We Need To Go Deeper - Nick Lives


This week we've got a few fixes in store for some of our new fixes! Thaaaat's right, this is game development for ya. A quick shoutout to community modder NateKomodo for helping find and fix some of these! Check out the full details below:


Changelog
  • Players should no longer be "kicked" when they start a LAN game.
  • Players should no longer be "kicked" when they try to customize their character.
  • Discord integration should now report the correct number of players and allow for mid-game joining in Discord.

SNEAKY PEAKY

And now, a quick look at the upcoming art book I'm writing for the Buried Treasure Edition! Already at a whopping 150 pages and counting, complete with notes and behind-the-scenes factoids from yours truly.



Here's also a closer look at one of the sampler pages, The Penguin!


We Need To Go Deeper - Nick Lives


This week we've got a few tweaks for bots and our new blocking feature, along with a little preview of our upcoming intro cutscene! Full changes here:
  • Bots are now moved back to the sub automatically when players attempt to leave an expedition zone.
  • Fixed fake Steam ID exploit for blocking feature.


SNEAKY PEAKY

And now, here's a look at our upcoming intro cutscene's opening shot:

We Need To Go Deeper - Nick Lives


This week we're dropping an oft-requested user blocking feature, for getting rid of those persistent trolls, curated sub-biomes and more! Check out the full deets below!



THE FULL DEETS
  • Blocking and reporting now available via the in-game "Kick" function, which now pops open a panel that will let you choose to kick, block, or report a player.
  • Sub-biomes are now curated, meaning you should no longer be getting swarmed by enemies not designed to be fought in droves.
  • Fixed the elder thing not shooting or biting properly.
  • Optimized some network behaviors.
  • More fixes for saving/loading issues.
We Need To Go Deeper - Nick Lives


As some of you may already know, our graduation from Early Access is soon upon us, scheduled for August 1st, less than a month from now! I'm not shaking, you're shaking.

For those of you just arriving or who haven't heard, here's what to expect for 1.0 launch and beyond:

  • The base price will increase to $15.99! 'Cause we're worth it, baby.
  • New updates will still be coming! Just not on the monthly/weekly basis you Early Access folks are used to. But rest assured, there's more coming!
  • We'll be offering a super special, real cool, more expensive version of the game because isn't that what always happens. The Buried Treasure Edition will come with a PDF art book of all our miserable failed creations throughout development, and an expanded soundtrack with unused tracks.
  • Since it gets asked a lot, YES we will be considering paid DLC on top of the free post-launch updates, as these can help continue to support the game's ongoing life.
  • Leaderboards will be reset for full launch, so say a tearful goodbye to your current scores.

Whoo! Okay, I think that's the big stuff. What you can expect from us through the course of this next month is a steady stream of fixes and a few quality-of-life stuff, like the much-requested block feature for those persistent trolls, along with finishing-touches stuff like an intro cutscene! We're down in the nitty gritty now y'all. Get hype.

On that note, we just pushed a few fixes for some broken achievements today, here are the ones that should be fixed now:

  • Put Your Little Hand In Mine
  • Deep Sea Diplomats
  • Resourceful

Happy diving as always, let us know what you want to see in WNTGD's future!

We Need To Go Deeper - Nick Lives


The Wrath of the Sun God Summer Event is back! Slay mummies and earn special cosmetics for the next three weeks, with a new batch of fixes/changes to go with it!
  • 6 Special Cosmetics!
  • God-fearing Mummy foes!
Legends say every Summer Solstice, the mighty Sun God awakens, and with Him the many Caskets of his followers rise from the darkest parts of the Earth! These Caskets are filled with many riches, and some will contain one of 4 pieces of beautiful and rare headwear, given to the Sun God as tribute. But beware, for there's a price to pay for waking the dead.. and they don't easily part with their riches.


The Sun God will resume his slumber July 8th.


Change Log
  • Found a potential fix for region locking. Lobbies should no longer be region locked!
  • Fixed a bug where players could flip the main power console switch and add power to consoles which weren't allowed in caves.
  • Fixed Lair Guardian achievements not unlocking for clients.
  • Fixed Ending achievements not unlocking properly.
  • Fixed doors not being interactable when two players are next to it.
  • Fixed null reference in Shop Cases sometimes causing unpurchasable items.
  • Fixed a fuel-related game exploit.
  • Added in code to show the saved values of all video options rather than always displaying the defaults.
  • Changed all default Arial fonts to a new more fitting font.
  • Fixed obelisks showing up after game loop.
  • Fixed missing "Sub Up" binding in Control Options.
We Need To Go Deeper - Nick Lives


This week we're dropping our first Steam Achievements (32 to be exact) alongside a host of much-needed fixes! In fact, from here on out, you can expect us to push a batch of new fixes every week for these drops, as we're putting the game in a content lockdown until full launch to give ourselves time to patch everything up! So with that, look below for our full list of changes!



Changelog

  • 32 Achievements added, all should be obtainable! We are aware of a Steam bug that causes them to not display until after the game is closed, though they are still added to your profile either way once earned. Still working on fixing this.
  • Added explosion countdown text display to show how much time is left to repair the ship once below 0 hull.
  • Fixed female civ characters not turning off their highlights properly.
  • Fixed shop case items showing up with weird offsets.
  • Phonograph bot can now place its item on the altar
  • Fixed one source of the cave submarine showing the wrong sprite.
  • Added sounds for whisperer, horror spawn, horror, deep one, elder thing, ancient one door, obelisks, oil spitters, the final altar portal, and mud giant worms.
  • Fixed a bug causing expedition cleanup to run twice.
  • Reduced max font size on several HUD elements to 50 to fix the bug where players are getting freezes in caves due to font textures being unable to be drawn.
  • Optimized netcode for water pump.
  • Added a 1 frame wait between locking all players out of consoles and entering cave to help resolve certain troubles with cave loading.
We Need To Go Deeper - Nick Lives


This week we're dropping a bundle of fixes and tweaks for our recently implemented ending, based on some of the early feedback and tests from the community! These update notes are going to be SPOILER HEAVY for the game's final encounter and endings, so be warned.



LIST OF CHANGES (SPOILERS):

  • Altar highlight fixed so it doesn't continue to highlight when it shouldn't.
  • Fixed time traveler corpses showing up where they shouldn't.
  • Added small new detail to good ending - players now are implied to turn to stone as well.
  • Fixed doors on Ancient One being on the wrong sorting layer
  • Extra light added to Ancient One's surrounding area
  • Fixed obelisks not displaying the correct symbol.
  • Adjusted visuals slightly for Space of Scholars
  • Fixed level design exploit for all boss arenas
  • Added custom newspaper headlines and pictures for good and bad endings, to imply the aftermath of your actions.
  • Made pyramids slightly more likely to spawn in final encounter.
  • Pyramids seek out players slowly in final encounter.

That's all for now! Keep the feedback coming! :deeperwrench:
We Need To Go Deeper - Nick Lives


This month, we have finally made it. The end game, the final encounter, what lurks at the bottom of The Living Infinite. We're very excited for you all to discover it. This is The Bottom Update. :deeperskull:


Features



The Final Encounter - An end-game encounter, complete with bizarre boss fights (yes, plural), cryptic messages, two new original tracks, and multiple endings, awaits your crew at the bottom of the trench. We want you all to discover it for yourselves, so we'll try not to spoil much here. But we will say that if you still wish to loop instead of ending your run upon reaching the bottom, that The Time Traveler will still await you so long as you don't.... well, we'll let you see for yourself.

Without being able to show much about the final encounter, this may seem like a smaller update, but we spent the whole month just working on this and some preparatory work for Achievements. All so we can try wrapping up a very satisfying end-game, so we hope it was well worth it.

With that said, the final encounter is definitely going to be in need of some fine-tuning and polish, so let us know what you think and keep sending feedback our way!

:slimytentacle::slimytentacle:Official Merch Now Available:slimytentacle::slimytentacle:

Thanks to the community's help in choosing their favorite designs back in April, we now have our first three official pieces of We Need To Go Deeper apparel available online!

Here are our three designs in all their glory. Available in a variety of styles and sizes, including T-Shirts, Hoodies, and Tank Tops. Order them here:

https://deliinteractive.threadless.com/



You can also get free shipping until 6/14/2019 on all orders over $45 US / $80 International with this promo code: FREESHIP619da9a22

Community Highlights



This month's Player of the Month is Qansy!

Qansy has once again proven themselves worthy of Player of the Month thanks to their constant and ever-helpful bug reports to our inbox, complete with log files, alongside their extremely friendly demeanor making them by far one of the easiest folks to get along with in our community! Qansy has been with the community for quite a long while, so thank you Qansy!

And now, for some awesome community art!

A horrifying Pain Clown by skinless



A jovial submarine captain by Cap'n Sharkhunter



A Mad Church follower by sebixson



A Barotrauma enemy in the style of WNTGD by GamerMoment



An original submarine concept by Pusheen




An original enemy concept by Toxic



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