Depths of Sanity - nmasercola
Well....2020 has been one hell of a year hasn’t it?

Our plan was to launch Depths of Sanity in the Fall on at least 2 of the 4 platforms we’d be bringing it to. In February we had our best showing ever at PAX East, but with the sudden announcement that E3 would be cancelled, the warning signs of what was to come were already there as we packed up that Sunday.

By now, every in-person gaming event for 2020 has been cancelled. This was always going to make things more difficult for indies, but with events in early 2021 also on the chopping block, it's an even bigger problem.

The fact is, ever since we had a basic playable demo years ago, we’ve been taking this game to festivals every chance we could to have players mess with it, get their feedback, and improve it. The way the game controls, the type of mechanics it has, and even some features we can’t quite talk about yet all came from consistent player feedback over the last three years. It was you guys that brought our game from a barely realized tech demo to the game it is today.

Which puts us in a bit of a pickle when it comes to getting all the testing and feedback we need for this last stretch.

And to be frank, everything going digital just...sucks. It’s very, very difficult to build an audience and get player feedback just through digital events, especially where you're one of hundreds of games and are hoping for an algorithm to deliver you to an interested player. While we’ve been grateful for the events we’ve been a part of, it’s clear that they’re not as effective as in-person conventions for what we need. And that’s before dealing with the fact that many of our day job situations have changed quite a bit (either having way more work, or having to spend time job searching).

Development got a lot harder on all fronts, and our ability to get the word out about what we’re making shrank considerably.

So at the end of June, we asked ourselves two questions:
  1. How do we get more people playing our game, while also contributing to its development and feedback?
  2. How do we keep ourselves developing at a steady pace despite all of the interruptions in our lives?
And at that point, only one answer made sense: Early Access.

HOW WILL THIS WORK?
On October 30th, Depths of Sanity is going to release on Steam Early Access for a reduced price (more to come next month). In this initial state, you’ll be able to play the first 3 chapters (out of 6) to completion. This would be about 45-50% of the game, and it will contain all mechanics, story elements, boss fights, and secrets of the final game.

After this initial launch, the plan is to work in player feedback and to release the remaining chapters of the game every 2 -2.5 months. Chapter 4 would come out by the end of December/early January, Chapter 5 end of February/Early March, with the final Chapter releasing somewhere in April/May.

The goal is to spend 6-8 months in Early Access fine-tuning the game and incorporating player feedback before the full launch.

HOW WILL THAT AFFECT GAME PROGRESSION?
It won’t. Your save data will carry through the additional patches and chapter additions, which will add even more to previous sections.

For example, when we release Chapter 4, you’re not just getting a new biome and story segment - you’ll be uncovering new tools and weapons that can help you more deeply explore the previous sections. And, depending on player feedback, there may be additional enhancements that also release if we’re seeing a consensus from our audience.

WHAT ABOUT THE CONSOLE VERSIONS?
Development across consoles is still happening, though it will be a bit more staggered. Once we leave early access, the full game will launch on Steam and XBOX One simultaneously. A few months later, the Switch version will be released, and then after that, the PS4.

We would love to be able to launch all versions at once, but it’s clear that given our stretched time across the team, that likely won’t be the case (but we will update you if something changes and allows that possibility).

SO WHAT NEXT?
It’s been a long road to get to this point, and we’re incredibly excited to show you the full first half of the game. But in order to really bring it to life, we’ll need your help in order to polish the final product. There are tools, environments, bosses, and all sorts of elements we haven’t been able to get audience feedback on yet, and we want to make sure we’re doing everything we can to make them all as interesting and as fun as possible.

Your voice is invaluable for that, and we hope you’ll support us in this endeavor.

We’ll have another blog soon on pricing, launch details, and a few other perks we’re going to be giving our early supporters for betting on our team. If you’re one of the people who played us at an event and were like - “man, this is pretty cool” - we hope that you’ll join us on this early access journey in October.

We’ll be speaking soon on a TON of updates with development, so stayed tuned!

Thank you all so much,
The Bomb Shelter Games Team
Depths of Sanity - nmasercola
Our livestream will start at 12PM ET Monday the 22nd. You can view it by jumping into our BROADCAST channel right here on Steam!

We’re going to take you on a tour through some segments in the first area of the game. It’ll give you a great look at some early gameplay, and a peak behind the scenes at some of the features and designs we’re still working on. 
Depths of Sanity - nmasercola
Depths of Sanity is the product of childhood friends and game developers making the most foolish decision of their lives:

Let’s make a metroidvania set entirely underwater!


From that ill-fated concept, we’ve worked for 3.5 years designing the type of game that we would hope would make our younger selves proud.

You are Abe Douglas, a commander gone rogue in search of the The Baroness, a submarine filled with his old crew mates that went missing while investigating a signal towards the bottom of the Atlantic.

Things don't go well.

Our demo a brief 15 minute snapshot of the gameplay, featuring a few chunks from the 2nd biome in the game. You can check out some of the gadgets and combat, a taste of the story and characters, and a boss (warning, you may get wrecked!).

We hope you enjoy it, and if you do, make sure you wishlist us and check out more about the game! It really, really helps as we build towards our launch at the end of the year!

Thank you,
The Bomb Shelter Games Team
Depths of Sanity - nmasercola
This Saturday from 12 - 6PM ET, the entire team will be standing by to answer your questions about Depths of Sanity. We’re ready to talk about any aspect of development: tech, art, writing, sound, or just why the hell we were crazy enough to set an entire metroidvania underwater. Hop into our discord and ask away!

Discord Link: https://discord.gg/eNBBnk5
Depths of Sanity - nmasercola
Hey Everyone,

Depths of Sanity is back at PAX East this month! We know we’ve become a mainstay over the past few years, and having you guys test the builds of our game has been immensely helpful in its creation.

But this year? We’re going bigger. We’re bringing an entirely NEW demo, featuring a NEW area, NEW enemies, NEW tools, a NEW boss, and the first taste of the game's story. And while we're bringing our PC's, for the first time, we're also going to demo the Nintendo Switch version too!

We’re incredibly proud of the progress we’ve made, and if you want to see just how far we’ve come, you absolutely need to come by our booth. How could you miss this?



But if you’re not making it to PAX East 2020? Don’t worry. The week of the conference we’ll be dropping a new Story Trailer, and on the Friday of PAX we’re going to upload the latest demo right here to Steam!

Follow us on Twitter if you want to be notified when it’s out, and if you haven’t, don’t forget to add the game to your Steam wishlist.

We can’t wait to show more in the coming months leading up to release. Thank you again for your support!

-Bomb Shelter Games


Jan 27, 2020
Depths of Sanity - nmasercola


Hey Everyone,

We have some pretty big updates coming in early February that we can't wait to share with you! But in the meantime, while we're building out the final areas of Depths of Sanity, we've been arguing over our favorites games of 2019. And we figured – what the hell? – let's share them with all of you so you can know a little bit more about our team and their tastes.

Without further ado:

BENNETT'S GOTY PICKI’m not going to start this by deconstructing the concept of game of the year, I’ll save that for the decade. Instead, I’m just going to give it to the game I beat twice in one sitting because of how much I enjoyed it. Katana ZERO is my favorite game of 2019. Full disclosure, I’d been following the development of this game for a few years now, having played it at a PAX, and more recently out at SXSW in 2018, so I was very excited to play it.

It didn’t disappoint. Is Hotline Miami-like a term? It shouldn’t be, but I want to play every game that would fit under that loosely defined umbrella. I know there are a couple of different ways to play Hotline, so here’s how I approach it, for context. I sprint in, take out some dudes, make a mistake, and die. And then I do that over and over again until I’ve basically memorized all the ways to die, clearing the path to survive. I take full advantage of the fact that the game’s respawn is nigh instantaneos. I do all this, because when you finally win, you feel like you’re Grammaton Cleric First Class John Preston in that hallway scene where he wastes like forty guys like an absolute madman. Katana ZERO felt like it leaned into this concept, and encouraged that approach to the game.

The game’s story focuses on a drug called Kronos. It gives the user the ability to slow time, and will rewind time in the event of the user’s death. This drug is used to breed super soldiers, including the player character Subject Zero. Zero records his fights, so he can learn from the mistakes that kill him. It feels like the game is not only encouraging me to play the way I like, but it’s giving me a story that vibes perfectly with my reckless respawn approach. Deflecting bullets in slow mo is satisfying, but once you’re deflecting them at full speed sprinting through the level it feels soo soo good. The game will even play back a recording of your play through for each room.

There is so much I love about this game. The graphics are incredible, some of the best pixel art I've seen. The soundtrack and overall art direction is excellent, the game just oozes style. The games story plays heavily with the time travel tropes without taking itself too seriously, and without getting too corny. My only real complaint about the game is how short it is. I ripped through it in a few hours, and played it again immediately, I wanted more that badly.

In 2019 there were definitely games that I played longer, games that broke the mold more, and games that challenged me more. But ultimately, my game of the year is the game I had the most fun playing, and that's Katana ZERO.

NICK'S GOTY PICKWhew...2019 was kinda shit, wasn’t it?

I mean, I get that not every year can be filled wall-to-wall with amazing experiences, but when I looked over the titles I played in 2019, I barely remembered half of them. And while I got a pile of games around Christmas that I’m currently working my way through, I can’t give this award to anything I haven’t yet finished.

With that said, my game of the year is A Plague Tale. It had a solid story, creative gameplay, one hell of a setting and–holy shit–you can beat it in 12 hours! Nearly everything I played this year was at least 10 hours too long, and it was great to just play something that was all killer, no filler.

The game is set during the Black Plague. You play as 14-year-old Amicia whose life gets ripped apart when the Inquisition shows up and murders your family, believing your younger brother to somehow be responsible for the plague. You grab him and make a run for it, starting a breathless escape across the country, dealing with crazed villagers, maniacal inquisition guards, and hordes upon hordes of plague rats.

And that’s it. It’s a well-written, well-paced game with horror/stealth elements, and it pushes it’s “rat mechanics” as far as they can go over the course of the adventure. What starts as basic puzzles to create light to keep the rats at bay eventually morphs into finding ways to use them against your enemies. Saying much else would be spoiling it, but I highly recommend this game to anyone who just wants a fast, tight, horror-focused single-player adventure.

Honorable Mention: Death StrandingI got this for Christmas and while I haven't finished it (currently making my way through the mountains of chapter 6), if it maintains this quality, it will easily become my game of the year. I love the weirdness, the story, and to my own shock, I find the gameplay surprisingly addictive and interesting. Right now, it’s a great ride, and it’s refreshing to play something that clearly has an authorial stamp on it.

DUSTIN'S GOTY PICKGenerally when I choose a game of the year I try to look past the historical significance of games and focus on what they meant to me. Games are so personal and everyone experiences them differently, so for me to say that this is by far the best game of the year for all of society, I feel like that would be an insult to how others have experienced their games. So for me, the game I enjoyed the most in 2019 was Wargroove.

Wargroove is a small indie game made by London based developer and publisher Chucklefish. You probably know them as the publishers (not developers) of Stardew Valley, Risk of Rain, or other awesome indie hits. They also have developed a few titles, probably the most notable being Starbound. Wargroove just hit the spot for me. It is a spiritual successor to Advance Wars; a game that saw its last sequel back in 2008. Advance Wars was one of my favorite games of all time and I really missed the format. I find it much more compelling than the Fire Emblem series as it combines more RTS elements and ditches the tedious RPG elements.

Wargoove is chock full of charm and compelling gameplay. It has over 100 hours of additional content and they are even releasing DLC for free later this year. It filled a void in my gaming life that I feared would never be filled again. If you like turn based, grid style strategy games, pick this one up.

JIM'S GOTY PICKThis year I played 48 different games of which only 10 were released this year. I generally play games from prior years, especially longer games that require 1+ hours per play session to really make a dent. With work, grad school, and other life commitments I heavily gravitate to games that I can easily:
  • Play on the switch
  • Play on the phone
  • Stream over local network to a surface pro and easily play with a mouse or a xbox controller

I did not play any game long enough from this year to really identify a GOTY from 2019, but here are my top 3:

Baba is You: Switch: Innovative puzzle game. I'll do it an injustice by trying to explain here.
Dragon Quest Builders 2: Switch : Heavily improved over its predecessor. Minecraft but with constant direction and goals. At any point you can do something else (base building, resource collecting) whenever you feel like it, providing the world is unlocked.
Katana Zero: Switch : Bennett’s game of the year. I agree. It’s a great game.

Notable games I played this year that were not released this year:
  • Xenogears
  • Diablo 1
  • Undertale
  • Sunset Overdrive
  • Salt and Sanctuary
  • Slay the spire
  • Darkest Dungeon



Depths of Sanity - Bomb Shelter Games


Hey all,

Owen from Bomb Shelter Games here. We are so excited to announce that Depths of Sanity will be coming to all major consoles! This includes the Nintendo Switch, PlayStation 4, and Xbox One. Of course we'll still be here on Steam, but if you enjoy taking your gaming on the go, or playing on your big screen, we have you covered.

If you haven't yet, please add us to your Steam wishlist and checkout our latest trailer live on the home screen.


In other news, we've been taking DoS on the road all over the world. In the past year we have been to: NYC, Boston, Dallas, Austin, Hartford, San Francisco, and even London. We hope we got to see you at these events but if not we'll be at plenty more to come. We're going to take a bit of a break for the next 6 months or so to focus on development, but after that we'll be back and better than ever. And while we've been touring, we have been very fortunate to be honored with a variety of awards. We're getting so many that we're running out of room in our page's accolades section! So to sum up the awards we have won so far:















Depths of Sanity - Owen


Depths of Sanity received the award for Most Compelling Game Mechanics
at Boston Festival of Indie Games 2018


The northeast tour for our underwater metroidvania, Depths of Sanity, has come to a close and what a wild ride it was. We visited three different cities (Boston MA, Hartford CT, and New York NY) all within only 2 months. During that time, we had over 1000 unique players and gave out thousands of pieces of swag including finger puppets, buttons, pens and pins. While there are so many memories that stuck out we figured we'd share the highlights of each show.

Play NYC

We kicked off with an amazing expo in New York City, Play NYC (https://www.play-nyc.com/) Apart from our booth and demo, we live streamed our game from the main stage of the expo to thousands of viewers on Twitch. Here's a view from the stage as well as some other great pictures:





Retro World Expo

Our next stop was in Hartford Connecticut for the Retro World Expo (http://retroworldexpo.com/). With so many amazing retro titles and classic games to buy, we almost forgot about Depths of Sanity and spent the whole time shopping! The biggest highlight was a talk that our Lead Programmer and Lead artist gave about what it's like creating retro games with modern tools. The folks at n3rdabl3.com did a great write up about the talk here: https://www.n3rdabl3.com/2018/09/rwx-2018-whats-old-is-new-again/





Boston Festival of Indie Games

And for our last stop we came home to Boston to show off Depths of Sanity one last time. Boston FIG fest (https://www.bostonfig.com/) is a curated event so we were honored even to be accepted into the showcase. However, our biggest highlight and proudest moment as game developers so far came when we won the award for Most Compelling Game Mechanics at BFIG. You can see the other amazing winners here: https://www.bostonfig.com/festival/figgies-awards/
<center>





It was an incredible tour and we'd like to thank all of the players who came out and tried Depths of Sanity. A special thanks as well to all of the event organizers and volunteers who helped make these shows possible. We hope to visit even more events in the coming year.

If you were unable to play Depths of Sanity at any of these events, the demo is available on IndieDB here: https://www.indiedb.com/games/depths-of-sanity/downloads/new-demo2 . Please download it and give us your honest feedback. We'd love to have your input on how to improve it.

Owen
Lead Programmer, Bomb Shelter Games
Aug 13, 2018
Depths of Sanity - Owen
You can download the alpha demo of Depths of Sanity here: https://www.indiedb.com/games/depths-of-sanity/downloads/new-demo2

Give it a play and let us know what you think. Ways to improve? Features you'd like to see? Let us know. Just hop on over to the discussion section to post your feedback.

Thanks!

Owen
Bomb Shelter Games
...