Posted May 21, 2025 by Darxkl05
#3D #Atmospheric #First-Person #Horror #Indie #Psychological Horror #Retro #Survival Horror #analog horror #arg #atmospheric #atmospheric horror game #bug fixes #devlog #godot #godot devlog #godot game #godot horror #godot horror game #godot indie #godot ps1 #godot ps2 #godot psx #godot scary #horror #horror game #indie #indie game #indie horror #indie horror game #patch #ps1 #ps1 horror game #psx #psx devlog #psx horror game #psychological horror #psychological horror game #retro #retro horror game #scary #scary game #silent hill #survival horror
GAMEPLAY
MONSTERS AND COMBAT:
BUG FIXES / RELEASES
FUTURE SECTIONS
The render at the top shows one of the sections near the end of the full game, and I believe this will be one of the most visually dynamic areas of the game. While I always try to make my renders look as good as possible, often there are some scenes which kind of allow me to have a bit more freedom when it comes to stuff I can show. For instance, for a render showing a closed off area, even though I don't get to experiment with bigger elements like the sea, the sky or a really large terrain, I can play a lot with structures, layouts and composition. A lot of scenes in Depth Above will be a mix of these, ranging from closed off sections to outdoor areas, with some being more dynamic and impressive that others, while always keeping the graphical style. It's kinda hard to come up with new scenes sometimes, so the layouts of some renders might look incomplete in comparison to whatever ends up being on the final game, which will basically be a playable version of the scene the render is showing. The first section of the game (which finishes at scene 7) is one of those closed off areas, so you can expect the scenes to follow to be a bit different map-wise.