Posted February 22, 2018 by HOF Studios
We’re finally getting closer to seeing what Depth of Extinction will be at launch with the world map and objective chooser in build 39. The goal is to provide player choice and exploration plus give a bit of risk to deciding how to outfit your team to tackle the objective.
Buy a discounted First Access key here on itch! (includes a Steam key!)
After choosing an objective, you will have to load out your team. Each mission has a starting bonus, which can be used to rent a sub and hire crew, and a completion bonus, which is only paid if you complete it successfully. You’ll have to rent a sub initially and though you start with two permanent team members, it’s probably a good idea to use that last 50 credits to hire a merc to help you out.
Mercs will only work for you on that one objective. They will level up like regular characters and will still be available at the base if they survive the mission. The higher the merc’s level, the more expensive it is to hire them. Mercs can also be hired at merchants and they will always be at least level one and have a class already assigned. Any equipment you assign to a merc won’t be lost when thee mission is completed, but the equipment a merc starts with can’t be removed.
You can get permanent team members by rescuing hostages on missions and freeing slaves. We’ll be working on more ways to get permanent team members (more on that below).
Moving forward, there’s a lot of territory to explore now:
Equipment allocation - it’s possible we will make an inventory management layer to allow you to being only certain items on the sub and limit the space available. Not sure if this will make it in the final game though.
Other stuff in Build 39:
Zoom - we’ve finally got zoom back into the game. Just scroll the mouse wheel up and down to zoom in and out. We’ve got 4 “pixel perfect” zoom levels that can be used. Hopefully this is a good change.
UI juicing work - the UI elements now have fade in and pop in effects (depending on the type of element) and sound effects. We’ll continue to build and refine these so feedback is appreciated!
Bug fixes - mostly minor stuff
Upcoming in the next few builds: