Posted July 20, 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
Wallpaper Engine link to the render
WEAPONS
Render (Inventory):
Editor viewmodel:
In-game animations (Walk and attacks):
(Still lacking blood, swing and hit effects)
VISUAL IMPROVEMENTS
BUG FIXES
Last month was extremely exhausting for me, so I wasn't able to do as much progress as I had initially planned (hence the late devlog). Still, since Wednesday, I've been able to work on Depth Above full time. Before fully getting to scene 6, which I've already designed the map for, I would just need to improve the UI a bit, add the new monster now that the axe has been implemented and just an intro for scene 5. With that done, I'll be able to focus on scene 6, which will be a lot more story focused, as I said on previous devlogs. One of the reasons I'm still putting a lot of time into the renders is that they not only help me make the lore more consistent (throughout the different sections and places you can find), but they offer a great opportunity to experiment with environmental storytelling. So, even if I purely focus on doing renders for a few days, they are still part of Depth Above's development, as those maps will eventually be used in-game.
Thanks for your support and attention these past weeks, even with the small number of updates I've been able to post ^^