itch.iohttp://itch.iohttps://itch.io/t/5266214/dsc-newsletter-300825-game-overDSC Newsletter 30.08.25 - Game overhttps://itch.io/t/5266214/dsc-newsletter-300825-game-overSat, 30 Aug 2025 15:09:34 GMTSat, 30 Aug 2025 15:09:34 GMTSat, 30 Aug 2025 15:09:34 GMTHere you can find the last post for this game.

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https://itch.io/t/5084176/dsc-newsletter-140725DSC Newsletter 14.07.25https://itch.io/t/5084176/dsc-newsletter-140725Mon, 14 Jul 2025 17:45:47 GMTMon, 14 Jul 2025 17:45:47 GMTMon, 14 Jul 2025 17:45:47 GMTA short newsletter for DSC, talking about the radio silence these past couple of weeks.

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https://itch.io/t/5028616/dsc-newsletter-rewriting-the-story-and-other-bitsDSC Newsletter: Rewriting the story and other bitshttps://itch.io/t/5028616/dsc-newsletter-rewriting-the-story-and-other-bitsFri, 27 Jun 2025 19:10:04 GMTFri, 27 Jun 2025 19:10:04 GMTFri, 27 Jun 2025 19:10:04 GMTA few days were spent rewriting the story for DSC. More info here.

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https://itch.io/t/5002164/newsletter-190625Newsletter 19.06.25https://itch.io/t/5002164/newsletter-190625Thu, 19 Jun 2025 20:03:00 GMTThu, 19 Jun 2025 20:03:00 GMTThu, 19 Jun 2025 20:03:00 GMTThere's a bit longer post about what's been going on and what topic has been on my mind lately. Follow the link for more.

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https://itch.io/t/4992552/build-updateBuild updatehttps://itch.io/t/4992552/build-updateMon, 16 Jun 2025 19:19:02 GMTMon, 16 Jun 2025 19:19:02 GMTMon, 16 Jun 2025 19:19:02 GMTA new devlog is here! Bit longer than usual. Go check it out here: Link

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https://itch.io/t/4986798/how-deep-are-we-new-gadget-addedHow deep are we? - new gadget addedhttps://itch.io/t/4986798/how-deep-are-we-new-gadget-addedSun, 15 Jun 2025 07:39:00 GMTSun, 15 Jun 2025 07:39:00 GMTSun, 15 Jun 2025 07:39:00 GMT

Decided to add passive sonar to the control panel and removed some of the unused gadgets to show what's beneath the sub. It's just a small counter to tell if we're about to hit something or not. Tells depth otherwise.

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https://itch.io/t/4974857/harmless-sparksHarmless sparkshttps://itch.io/t/4974857/harmless-sparksWed, 11 Jun 2025 15:04:00 GMTWed, 11 Jun 2025 15:04:00 GMTWed, 11 Jun 2025 15:04:00 GMTNow there's a neat way of supercharging your batteries, and perhaps cause a meltdown.

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https://itch.io/t/4968248/live-demo-and-build-updateLive Demo and build updatehttps://itch.io/t/4968248/live-demo-and-build-updateMon, 09 Jun 2025 14:48:46 GMTMon, 09 Jun 2025 14:48:46 GMTMon, 09 Jun 2025 14:48:46 GMTAs mentioned in this latest blog update, the project now has a Demo version to try out, as well as new fixes and partial features from the next update. Make sure to visit the main page to have a taste if you haven't already!

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https://itch.io/t/4953139/build-update-let-there-be-darknessBuild update: Let there be darkness!https://itch.io/t/4953139/build-update-let-there-be-darknessThu, 05 Jun 2025 09:39:03 GMTThu, 05 Jun 2025 09:39:03 GMTThu, 05 Jun 2025 09:39:03 GMTHere's the list of changes:

  • Slight enhancement for the atmospherics inside the sub: Now water is constantly dripping from the ceiling, and plays a “gentle” splash sound when hitting the ground.
  • The lights now go out when the batteries go dry, as seen in this short clip:
  • This “slight” change also affects a number of other system end mechanics. The lighting has also been updated, so now only those in the cone of the light will be lit in case of a blackout; minus the minuscule value added to the environment, to avoid having pitch black outside the visible range. The batteries also drain if nothing is running, things that run motors, etc., as having the lights on does this. Spontain events, such as combustion or toxic gas production still apply to the batteries, so doing nothing will still cause a chain reaction, depending on the RNG and difficulty level that is (higher difficulty produces faster results). This also means that the game is now bit closer to being a bit more intimidating and closer to the final design (real close).
  • The missing engine breakdown VFX has been fixed. An event when the engine is running and the gears suddenly act weirdly, and a minigame plays (need to fix the engine before it burst into flames). For some reason the Sprites for the events were left hidden up until now.
  • Playing the repair mechanics now also has a chance to give battery charge as a select-able resource. This applies to hitting all of the crates.
  • Engine cooldown has been fixed: Prior when fixing it up, it didn’t start the cooldown process once done fixin'; which was an issue when the heat was way too high (over the red threshold). Consequently, the engine now also starts from around the same heat value as it was shut down: It can no longer be spoofed, to gain several long seconds before it realizes the engine is too hot, essentially bypassing the mechanic.
  • Other behind the scenes bug fixes and code refactoring to enhance the experience.

Furthermore, apart from updating the build, the trailer video was also slightly updated, and a new screenshot was added to the landing page to better represent the current build. The updated video:

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https://itch.io/t/4947027/houston-weve-had-a-problem-here"Houston, we've had a problem here,"https://itch.io/t/4947027/houston-weve-had-a-problem-hereTue, 03 Jun 2025 13:26:30 GMTTue, 03 Jun 2025 13:26:30 GMTTue, 03 Jun 2025 13:26:30 GMT

Some of the visual things currently being worked on: Some dripping water VFX and the lights going out. Which we'll see a lot aboard the sub.]]>
https://itch.io/t/4935117/build-updateBuild updatehttps://itch.io/t/4935117/build-updateSat, 31 May 2025 06:59:32 GMTSat, 31 May 2025 06:59:32 GMTSat, 31 May 2025 06:59:32 GMTTo 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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https://itch.io/t/4926892/new-trailer-for-the-gameNew trailer for the gamehttps://itch.io/t/4926892/new-trailer-for-the-gameWed, 28 May 2025 19:27:10 GMTWed, 28 May 2025 19:27:10 GMTWed, 28 May 2025 19:27:10 GMTAfter setting up the landing page, the intro for the game was still a bit lacking. Now there's a new video hoping to showcase some of the elements that are already in the game, as well as the mood it aims for. This also means that some of the already completed voice lines for the cinematic cutscenes will need to be modified, as I think this new narrative better conveys the message of DSC.

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https://itch.io/t/4918452/a-short-devlog-about-reusing-assets-for-the-first-timeA short devlog about reusing assets for the first timehttps://itch.io/t/4918452/a-short-devlog-about-reusing-assets-for-the-first-timeMon, 26 May 2025 15:48:54 GMTMon, 26 May 2025 15:48:54 GMTMon, 26 May 2025 15:48:54 GMT

Up until now, all assets in game were made bespoke and from scratch. However, working on the batteries presented a unique opportunity to ease the workload for the first time what it feels like forever. A short devlog on the matter!]]>