Deperson is part of ChinaJoy Game Show 2025! šØš³šÆļø
Weāre honored to be featured among amazing indie titles!!
You can check out Depersonās demo along with many other indie games on Steam from July 29 to August 4!
Hello everyone! We have just pushed the changes that have been sitting on our coming_in_hot branch live.
Those changes include:
Another fix for the Colour of Madness loot window bug
Localization files should now use colors from the colors folder - This is only mod related and needs to be checked by modders if it works as they need to.
We have reverted our previous work surrounding the Trinkets expansion as it was not functioning as intended.
Some visual effects in the levels have been optimized for better performance.
We also integrated Steam stats for us to track players' coop activity(no personal information, just to track how many people play COOP)
Added a cutscene for Finn's "Following Seas 1" quest
Adjusted positioning of various minor props in town
Minor lighting updates that prevent lighter surfaces from "blowing out" when directly lit
Quest noticeboard auto closes when no quests are available Promo code entry field will display capital letters only and automatically hyphenate codes
Adjusted menu behaviour when claiming promo code items
Fixed issue that could cause the mannequin to look like the player avatar. If this issue has affected your mannequin, you will need to pick up and place the mannequin again
Fixed Mannequin being considered not empty when removing multiple clothing items at once, preventing it from being picked up
Fixed some Homestead expansion area collisions
Fixed text wrapping in Shard Store
Fixed Market panel not reappearing in store after purchasing an item or exiting Shard Store
Fixed a Mac certificate error
Fixed water particles for the Bucket and Watering Can
The year is 20XX (2025) and game development is a bit different these days than in decades past. If you had told me when I first entered the industry 18 years ago that I'd ever be planning out a demo for a game that is just barely crawling out of the prototype phase of development, I'd have thought I was being pranked.
But a lot has changed in the last couple of years. The bar for for raising development funds is higher than ever. The insistence on complete secrecy and market validation coming from Publishers well into development has now become an insistence on maximized visibility and market validation provided by the developer before a publisher will even consider joining and providing development funds.
While that role reversal has had some pretty devastating effects on the indie and AA scene, there's no arguing out of the fact that it's our current reality. So, what is a small team to do with a prototype but no marketing budget?
Teaser trailers and even gameplay videos are well and good, but nothing speaks to players more clearly and directly than something they can actually play. The question is, how do you make a demo that is early enough into development to be made without financial support, but far enough along to give players a fair look at what the finished product will be?
For our team of 3, we have settled on the following:
1 Complete level, playable from start to finish, ending in a boss fight
Core gameplay systems, along with basic enemies, music, and challenge represented at a "minimum viable product" level
Art that is representative of the final style, even if not complete or fully polished
The potential to round out additional, smaller experiences, in short level "previews" or vignettes
The level we chose for this will be the Wastelands level (featured in the Ambient Machinewaves video below!), as it has a nice balance of interior and exterior spaces, room for horizontal and vertical scrolling segments, and a boss with an already-roughed-in 3d mesh.
As part of the selection process, we also started mapping out all of the other levels on an idea board to have a better feeling of where we will have a vertical vs horizontal movement focus, what color themes are being used in each level, interior versus exterior environment focus, and general theming with things like time of day and weather or other important related elements.
And last but not least, a new Ambient Machinewaves is up! This time featuring a small glimpse into the afore mentioned Wastelands level, along with a new work-in-progress music track!
-AtomDan
Weāre thrilled to share that over 20,000 players have added The DeadLine to their library,
more than 2,000 players have already played the game,
and over 100 players have followed our Steam page.
As one of the developers, I can truly say this is one of the most rewarding moments.
Through the screenshots youāve uploaded and the ever-changing rankings in Infinite Mode,
weāve felt your passion and support in so many ways.
Your enthusiastic interest and response have given our development team great motivation
as we prepare for future updates.
Until this final train reaches every survivor around the world,
we will continue sending it out again and again.
Your survival experiences shape the next chapter of The DeadLine.
If you could share those experiences in a Steam review, we would be incredibly grateful!