Welcome to the Deep Space Tavern: A place at the end of the galaxy where you can put your feet up and drink a cold brew, delivered right from the steaming barrel of our trained AI Bar Staff!!
Deep Space Tavern is a combination of our favourite genres, fusing business management games and casual clicker gameplay in a cosy Pub where you can design, optimise and develop your tavern however you like. Attract patrons from across the system, and master the art of keeping them happy and safe in Deep Space Tavern.
Our goal is to create an experience you can enjoy and relax into, coming home from a long day, putting your feet up and letting your Robot Barkeeps do all the hard work whilst you develop and manage the Tavern as it grows!
When is it coming?
We're looking to release Deep Space Tavern in 2024! We'll be announcing more specific information further down the line, so keep an eye out for news in the coming months.
What can we do right now?!
Want to get updates and hear more?
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Want to see behind the scenes and join our playtesters?
Click here to join our Discord and feedback to us - our Discord is the first place to hear anything.
It's been a minute, friends. I want to keep you informed because youre excited and Im excited that youre excited. I want to be as honest and transparent with all ya because, well, I appreciate you so frickin much.
The game is behind schedule. That much is obvious. But from that delay, something really *really* freaky is being born - which I think will be worth the wait.
Ive been back and forth and then back again about the future of Silkbulb Test. Originally, the scope was small. I assumed the interest would be similarly small. This has, to my pleasant surprise, not been the case. Originally, best case scenario dream - the game I personally want to play - for this game was an asymmetrical co-op horror game that *really* pushed horror and cooperation front and center. The demo was initially intended to be an odd introduction into the world I wanted to make. But, dreams are fleeting - and because I didnt expect much attention for the game, I dropped the co-op aspect because, well, who wants to play a co-op game without any other players?
But, well, here we are. There are a lot of excited people. Enough that I feel gambling on co-op seems less like a silly pipe dream and more like a viable path forward.
I know not all people love co-op - and I know personally, it can be hard to find people to play with. So I'll do my best to ensure its still fun and possible to play solo.
My plan right now is this: Release the co-op game in Early Access first - to get both feedback and funding to continue development. Right now its *just* me and trying to stay afloat, while developing this game, is honestly pretty frickin hard. I have played it safe for much of my life and my unwavering faith in this game is uncharacteristic for me - so I felt it was worth taking the leap and developing fulltime. So that's where I am - excited, hopeful, and slightly (incredibly) terrified.
Assuming the co-op game is fun and successful, I'll work on and release the shorter single player narrative experience at a later date.
Again, Im just a regular person so if you have any questions, suggestions, or you absolutely hate this direction - lemme know. Either message me on instagram/twitter/tiktok or discord at https://discord.com/invite/S6Wm3HmG3b
This update brings numerous new artifacts to the game along with a couple of bug fixes and balance changes. You can read the full itemized changelog below.
The next large update will be the new class, bringing the game to 1.0. This, of course, won't be the end of the journey, we are already working on more stuff :archduck: I will write a way larger update on the new class in the coming weeks.
Full Changelog
Version 0.8.240111 - 11 Jan 2024
New artifact: Bow Tie - Deal 50 damage to one random monster at the beginning of the battle
New artifact: Brick - Gain 10 block if you haven't used any Skill cards this turn
New artifact: Crane - Give 3 block to all heroes if you haven't used any Attack cards this turn
New artifact: Dusty Sandals - Your Swords deal double damage
New artifact: Feather - Your Arrows deal double damage
New artifact: Flambeau - Every 3rd exhausted card heals you 1 HP
New artifact: Hourglass - If you have 50% or less HP, your attacks deal double damage
New artifact: Paperclip - Gain 1 mana when your deck is shuffled for the first time during each battle
New artifact: Porcelain Skull - Gain 5 block after using 5 Arrows in one turn
New artifact: Quartz lens - Your attacks deal +1 damage in the Near Range and -1 damage in the far range (but no less than 1)
New artifact: Ripe Tomato - Start each battle with 10 block
New artifact: Runic Board - Your Runes deal double damage
New artifact: Salt Lamp - Gain a +2 damage bonus for the next turn, if you haven't killed any monster this turn
New artifact: Sharp Throne - Gain 5 block after using 3 Swords in one turn
New artifact: Sharpener - Your Attack cards deal +1 damage starting from turn 2
New artifact: Spectacles - Every 3rd Scroll is played twice
New artifact: Stamp - When a marked enemy dies, transfer its mark to a random enemy and increase it by 1
New artifact: Sticky Finger - When your hand is empty during your turn, draw a card
New artifact: Stone Mask - If you don't lose any HP during battle, gain +1 max HP
New artifact: Tessenjutsu - Your attacks deal +1 damage in other heroes' slices
New artifact: Three Seashells - Every time you are damaged in combat, other players are healed for the same amount
New artifact: Torque Wrench - Your Bolts deal double damage
Added automatic communication between players (and companions) when adding, removing, or upgrading cards
Added VFX and SFX for selected cards
Fixed Bolthell sometimes not working properly with damage-changing influences
Balance: Hard Shell monster feature now limits damage in far range to 1 instead of 0
Fixed position of the icon when pinging heroes in the dungeon
Fixed block doubling cards (like Ox and Turtle Up) not giving proper values when double-cast using Stamina Burst
Edit: We have accidentally included one artifact in the changelog that wasn't actually yet implemented. I deleted it from the changelog to avoid confusion!
As always, Stay Safe in Paper Dungeons :archduck: Konstanty
English ############Content################ [Faith]New Faith: The Great Pestilence (A bit similar to Nurgle in the Nurgle Mod. That's my original plan on using certain special attributions.) [Den of Pleasure]Expanded the dialogs on Inaba. You can unlock "The Great Pestilence" faith by talking to her. [Faith]Added a generic faith that worships The Great Pestilence for NPCs to use. [Phantom Tide Lodge]The last locked room on the 2nd floor is now accessible. You can pick its lock. [Phantom Tide Lodge]Added an encounter in this room. You will break into something different this time. There is a battle here. [Phantom Tide Lodge]A Book of the Great Pestilence can be found in this room. [Phantom Tide Lodge]You can talk to the bartender about this encounter afterward. 简体中文 ############Content################ 【信仰】新信仰:瘟疫大君 (类似于纳垢Mod里的纳垢。但是,这才是我制作某些特殊属性时的一开始的计划。) 【欢愉之巢】扩展了印阿巴的对话选项。你可以通过和她的对话解锁【瘟疫大君】的信仰。 【信仰】加入了给NPC使用的,通用的崇拜瘟疫大君的宗教信仰。 【幻潮旅馆】你现在可以通过撬锁进入2楼最后一间上锁的房间。 【幻潮旅馆】在这间房间加入了一个遭遇战。这次,你闯入了一点不同的事件中。 【幻潮旅馆】这间房间中可以找到一本【大瘟疫之书】 【幻潮旅馆】在发生这次遭遇之后,你可以和酒保谈论这件事。
Fixed: - Modules in the rooms can no longer be connected by wires - Updated the volume (careful with the reset settings button) - Added display of priority outputs and improved lights on conveyor splitters - Fixed wall planning tool visibility when hovering over the floor - Small notifications no longer disappear - Rescued colonists now attend jobs correctly - Truck can no longer be unloaded an infinite number of times after returning to the base with resources from the MDR
- Fixed a bug where modules inside rooms were not receiving electricity - Pre-built modules are correctly transferred to the player at the right moment - Fixed a bug where the game would freeze after completing the initial training - Fixed a bug where it was impossible to build a conveyor line branch in place of a deleted one - Fixed a bug where deleting a conveyor caused a crash in certain cases - Localization
Added: - Updated models of the Ice Smelter, Smelting Furnace, Single resource type storage and Large single resource storage - Updated regolith, metal oxide and slag models, they now look more natural looking - Quest Timer will be highlighted for a while when it first appears - The color of the small notification icons now fits the color of the notification instead of just being white. - Added infamous Paid lab, where you can spend credits for science points with a rover - A bar in the module interface showing how many points per day a science module generates - Fixed conveyor and conveyor exit textures on the Melting Furnace and Pressing module. - Conveyor exits have been shortened for the models, it became more convenient to improve sections if the modules are built in close proximity
So, we’re in Empires of the Undergrowth’s release year now! That’s a terrifying and exciting concept. If you watched last month’s vlog, you’ll have seen that we’ve managed to narrow down the release window of the game to a slight 12 months. Well done us.
The Nian Beast encounters firecrackers in the New Year's Feast level. From Orion (Dilphy) on our Discord
Just a reminder that November’s newsletter contains the roadmap that should cover what to expect as we approach full release of the project - so refer back to that if you’d like some clarification on what’s happening over the coming few months. I’ll try to keep this newsletter relatively brief - in this time shortly before we start revealing stuff from the final tier, news is a little slight. However, next time should be full of exciting reveals! There’s definitely a few things worth discussing now - let’s dive in.
2024 Release
So, the big news I spoke about in the previous vlog at the end of last year is that Empires of the Undergrowth will be releasing in 2024! Upon this announcement being made, the memes almost immediately began saying things along the lines of “One second before 2025 confirmed!”, which I must admit made us giggle.
I don’t want to narrow down the launch window any further just yet, but I will say the aim is definitely for this to not be the case. Our internal decision on the release window is getting surer by the day, and as is always the case the rest of the team is holding me back from just blurting everything out! Believe me, I’ve been biting my tongue for months.
Creature Features
In the lead-up to us revealing stuff for the final tier, we’ve started doing semi-regular ‘Creature Feature’ videos on our YouTube channel. We hope these can introduce the critters from the game to everyone, and might even be mildly educational at the same time. We’re aiming to go through the game, highlighting some of the creepier crawlies as we go. Who knows what will happen when we reach the end of the existing campaign?
Daily Devlog
Now would be a great time to join our Discord, where I’ve recently started a new channel called Daily Devlog. A few times a week, I will go into Empires of the Undergrowth’s source control (software we use to keep track of code and assets as they are being developed) and see what has been committed recently.
I get to use [REDACTED] at work without working for the government. Neat!
This is a fun way of keeping track of what we’re up to in these last few precious months before release, and although I won’t be posting direct spoilers there (at least not until we’ve officially revealed something) it’s well worth a look if you're curious about what our small team gets up to on a day-to-day basis.
New Year’s Feast Now Active
Our annual New Year’s level, fittingly dubbed New Year’s Feast, is now active and ready for play. Click on the Chinese lantern that has appeared on the main menu to jump in - it’ll be here all the way until the end of February (covering the Lunar New Year too) so you’ve got plenty of time to get those spicy new achievements before Spring comes around.
We like to take a fanciful approach to our holiday levels, as opposed to the more reality-based settings of the documentary levels in the campaign.
The fire ant queen is making her famous New Year's Eve hotpot, but her daughters have forgotten to bring her the ingredients for the broth. Help them find the correct spices in time for the New Year celebrations, whilst making liberal use of festive firecrackers to clear enemies and shorten your path. Rescue lost invitees to diversify your colony!
Map Contest Over and Out
Thank you to everyone who has played since the Custom Game & Achievements Update went live just before the Christmas break! I thought now would be the right time to say a heartfelt thank you to everyone who sent in a map suggestion - although we could only pick 2 winners, it was a joy going through the submissions and seeing all the wonderful ways in which your brains work.
Custom game maps Strawclutch (designed by Noctazar) and Imprisoned (designed by 鶴轟) are of course now in the game forever, as a testament to the creativity of our players. We may well do some more contests like this in the future - but likely after full release at this point. Time for us to crack on!
Here’s a list of everyone who sent in a valid entry, in no particular order. I hope your imaginations are working overtime for the next one.
Ungar, who made a 15 minute video describing their idea: https://youtu.be/DgM5AqXvFZs Heolx, for cheekily submitting a Heart of the Swarm map.
Buglife charity donation
Back in April of last year, we had the enormous privilege of being part of the organising team for Steam’s Earth Appreciation Festival and associated sale. Empires of the Undergrowth was of course featured, and we donated a portion of our revenue from the event to our favourite UK-based invertebrate conservation charity, Buglife. We were able to raise £2224, which gets doubled up via the Big Give No Insectinction Campaign to £4448.
Click the logo to visit the Buglife blog entry!
I had a quick chat with Nikki Banfield, Communication Officer for the charity, and with my answers she put together an article about our donation, what some of the money will be used for, why we chose Buglife and what we’ve found inspiring in our time developing Empires of the Undergrowth.
With the help of our players, we hope to be able to do more charity drives in the future for conservation concerns close to our heart like this one. Thank you so much to everyone who participated, and everyone who’s bought the game - please know that you’ve helped put us in the position where we can support a charity we love.
Thank You
Thanks for reading our first newsletter of 2024 - things are about to get very exciting! Before I see us out with Screenshot Central, I’d just like to thank each and every one of you for being with us on this long journey to make our dream game, from early beginnings so long ago to now going through the process of preparing something fully realised to completion. We would not have been able to do this without the understanding and kind patience of a community who genuinely want what is best for us, and are willing to wait for quality.
You’ve made Empires of the Undergrowth what it is, and made us what we will continue to be.
Screenshot Central
Always a treat getting to this point of the writing - share your screenshots on the Steam Community tab, or more easily (for me) you can join our Discord and post them up in the appropriate channel. Remember - if you hold shift while you press the photo mode button (F9 by default) you can uncouple the camera from the tile grid, allowing you to get some lovely snaps.
Attacking big-headed ants from WarriorAntGaming, who has posted whole sagas on our Discord
Fire in the swamp from Vanguard on our Discord
The Nian Beast being formidable from Orion (Dilphy) on our Discord