Build update
Deep Sea Claustrophobia » Devlog
To mach what was seen in the trailer, the current build has been updated, it includes:
- slight UI changes for handling save files (previously it was difficult to read them) and other bug fixes in the menu system
- revamped voice over for the cutscenes, again stemming from the trailer to better match what the game is all about
- tool fixes (mentioned in this short devlog) as well as bug fixes for swapping tools
- larger refactoring for handling environmental effects
- now batteries can catch on fire or emit poisonous gas; it's a random chance on a countdown based on difficulty level
- marginal improvements to the voltmeter (as mentioned in that devlog), so now it can read the actual charge
- damage to the batteries can also affect the charge, and now the lights can go out if it reaches zero
- other bug fixes caught amidst all
- and other refactoring/optimization for the code
As usual, a lot goes behind the scenes, however, these are essential to make the interconnected systems work. As an example: How the navigation of the submarine is tied to having power and the engine run, which also effects if we can use any of the sub-systems, like lights or pumps. Which takes some faff to figure out.
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Deep Sea Claustrophobia
There's no escape
Status | In development |
Author | theaaronstory |
Genre | Simulation, Survival |
Tags | Atmospheric, Mystery, Non violent, Procedural Generation, Psychological Horror, Roguelike, Singleplayer, underwater, World War II |
Languages | English |
Accessibility | Subtitles, Configurable controls |
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