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HOF Studios

A member registered 1 year ago · View creator page →


Recent community posts

thanks for the feedback! I don't think we will be changing the AP system too much from the current implementation. We will be doing a few major balancing updates in the future but we are going to try to get as much content as possible in first.

A few ideas around initiative we are going to try out in future builds:

  • Allow player to freely switch between characters at the same (or similar) initiative level and remove the "defer turn" option
  • allow free movement (character by character) when no enemies are present (possibly have an "alert" meter to govern this)

Many later stage battles (like the final boss battle of each "mission") will be larger in scale and have you fighting against many enemies so we want to balance for that as well. We are probably going to have a "challenge mode" to give you a random team (or possibly a team of your players) against a large boss mission. I think this might be only in these beta builds on itch.io and should be fun since you can kind of skip ahead. It will also help us to balance the battles. If people really like it then we can try to see if we can fit it in the final release in some way. Maybe a "daily challenge" or something with a leaderboard.

The $100 is only for IOS and Mac App Store. You don't have to pay to make a Mac build from most game engines. You might want a Mac to test with but that should be it.

Yeah we could definitely do some kind of "toggle off" walls. I can at least play with it as that would be cheap to implement (i think :))

A suggestion about loot i heard is to just have the character walk over and automatically pick it up. No dialogs at all. I liked that. Reminded me of Steamworld Heist and feels cleaner.

The main problem with changing action points now is it would require a massive rebalancing. That scares me a lot as this version has been played a lot at this point. I've got Templar BF but haven't played it much yet. I'll check out the other game too and see if there is something to borrow that won't fundamentally change the game.

It's hard being a small indie. If I can't get some kind of "action point" functionality into this game then I will definitely look into it IF a sequel is to be made. I did like that system in X-Com and in other TB games that had it. 

Definitely the inputs will be worked on more to simplify the flow of the game. I've got that feedback noted but haven't decided on the exact way i want to implement a button change for every button use scenario yet. Trying to maintain consistency within the UI for now.

Hey thanks for the feedback.

That's weird how the class icons are not displaying. I've not seen that one before but will see if I can figure it out.

Are you saying that the game is still crashing if you don't do the workarounds? I'd not looked into solving that yet since I was still making so many changes.

That tile is definitely a floor (at least that is the intent) so I'll take that as feedback that it's not clear :)

I'm planning on doing work on the camera at some point but nothing has changed there since the last build.

Not sure I can change the action points at this point in the game :( since I want to release around the beginning of February. I will definitely be thinking about how I can add some more complexity to combat but I can't promise that this is going to change too significantly.... 

Posted in Where are you ?

We are also hoping to move the game updates to Steam in the next month so we can start to test achievements and other Steam functionality.

Posted in Where are you ?

Sorry for the silence but we are still working on the game and should have Build 35 ready to release this week. We skipped releasing Build 34 to our FA players while I was on boarding a new QA person. This should really help us moving forward.

We decided to change up the plan slightly and focus on visuals in 34 and 35 so we can get our release trailer done this month. All the UI got a major overhaul in 34 and the mission levels got upgraded significantly in 35.

I'll make a devlog post this week with more details!

good question. have to consider that one because i don't want to add any more animations.

The cover colors have an entry on the help screen but the meaning is pretty basic:

  • Green - you get full cover
  • Orange - you get half cover 
  • Red - you are flanked so no cover

There are definitely a few cases where it is confusing and we have those on the list to resolve before launch. Most notably:

  • when two pieces of cover form a corner
  • when you and the enemy are using the same cover some weird things are happening

For the cover angles here's a quick drawing illustrating how it should work. The angle is based on the player position to the cover and then the enemy position relative to the player.

Replied to Tchey in Game is hard


We are adding a more full featured merchant in Build 34 that will allow you to buy and sell equipment. They might also have recruits occasionally. So slavers will be the main place to get recruits in the future. 

Definitely planning to add more opportunities for acquiring credits and fuel. The option I like best is to have dead enemies sometimes drop credits and to be able to find fuel in various places on the missions.

The cancel movement on enemy sighting is planned for build 35 and I'll see if we can get an "Unlock Camera" toggle in that build as well.

Posted in Game is hard

Hey, thanks for the post. I think we do need to do some re-balancing now that the game has changed so much. You used to always face Raiders in the first 4 missions and they only did 2 damage per hit which made it a bit easier to survive. Now the enemies are randomized much more and facing the Androids in the first 2-3 missions can be really tough. Is that how you died?

Thanks for the feedback! Especially the camera controls. 

On the fuel topic, I wanted to add some more strategic elements to the menu screens and it seemed the easiest way.  I plan to have some "special encounters" when you run out of fuel. Just as in real life, someone will sense your need and want to take advantage of the situation.  In other words, you will have to give up something of value in order to get more.

Planning to also add a sub "health" meter and some encounters will lead to damage or repair of the sub.

great changes! thanks @leafo

Created a new topic Bug Reporting!
(Edited 1 time)

Please report bugs in Depth of Extinction using this link and include as much information as possible.

Bug Report Form

Also we will log known crash bugs and workarounds in this document

Known Crash Workarounds

Posted in Linux

For any Linux players that run into game breaking bugs/crashes, here is a document where we will store info on known crashes and workarounds while we work to resolve the problems.

Known Crash Workarounds

You can also go to this link to report an unknown crash or bug

Bug Report Form

i would definitely recommendstaying on 7. I bought a new laptop to use for demos and had no choice. 

Also you should try out build 30. I added a recruit screen similar to what I saw in JA2. I think we will continue to build on this idea over the next few months but curious if you have thoughts. 

Okay, that actually will help me figure out what is wrong. Thanks!

Thanks for the feedback. It's definitely a work in progress and I can appreciate all your thoughts. I also loved the early X-Com games (especially TFTD) and Fallout 1 & 2 so I do understand the time unit preference. My take was that the new X-Com games had an elegant simplicity and were much more accessible, which is the main reason I went in that direction. It's hard being a super small team (only 1 full time person on the project and 2 part timers now) to get all features we would like to have, and we've had to cut a lot out to get this far. We will be adding a lot more features into the game (as discussed in a previous dev log) and we appreciate hearing what features our players think are most important as we still have a chance to make some course corrections to the plan. 

One thing that maybe is not obvious enough is that you can click on the player portraits from the mission selection screen to change equipment, etc. I wonder if you will get the crash there also?

No, the logs don't really have anything which is why we think it's some higher level issue.

We think these crashes are some kind of bug with Unity itself, in their Linux runtime. We can try upgrading our version before the next build and see if that solves the problem. I will let you know when to expect that one.

Replied to Tchey in Linux

We're going to look into the problem further though :)

Replied to Tchey in Linux

In the DOE_Settings.dat file, change 




And you should be able to skip the intro.

Hi. Glad you are enjoying it some so far. In auto mode the camera should always pan to a visible enemy on their turn. Making the camera always movable creates some issues but we can look into how we can make it work in a more satisfactory way.

The reverse drag is for the other mode of moving the camera with the mouse right click and drag. It reverses the orientation.

Cool! We only let you customize the character at the very beginning right now but add that into the main character menu later.

Also, we forgot to mention the new enemy faction we added: the Cultists! Still have a few things to add for them but they will show up in the 4th or 5th map area.

Replied to Tchey in Linux

just pushed out build 30 so curious if you get the same crash. 

Replied to Tchey in Linux

No worries! We are back at work as of yesterday doing the final details.

Possibly our testers have the uncommon hardware and it works there for some reason. Anyway, we will see if the texture resize solves it. 

Replied to Tchey in Linux
(Edited 1 time)

Sorry about the silence. We've not had a chance to get the new build for the Alpha out yet due to some conventions where we exhibited, the July 4th holiday and some other unforeseen issues. This build has a lot of new content in it and significantly changes the beginning of the game so we want to test it thoroughly.

A few changes aimed at the Linux issues you reported are in the build and we are hoping to get it up over the weekend or by Monday. We've had a few Linux testers here locally and haven't been able to reproduce the errors you describe but based on where you had the crash we think it's because the textures on the opening were not sized in "power of 2" and your graphics card might have had an issue with that for some reason. Issues with specific hardware are going to be tough for us to troubleshoot as we are just a small team with limited resources.

If it doesn't work on this build and you want the refund, we can definitely do that for you. 

Nice! Thanks.

Hey @leafo - can you please update our leader banner to use this image rather than what is there now? Thanks!

We have finally made our first mobile game Cubicle Run available on itch.io! 

Cubicle Run was released on the app stores in 2015 but we randomly decided to put it on itch.io now for your viewing pleasure. We had been planning an update to it primarily to make it an OpenGL game that will run in the browser but haven't had the time to finalize that release yet. In the meantime, you can download the Android version of the game here or get the IOS version in the AppStore.

How can I change the image that displays with the game on the home page? It looks like someone manually set it to the current icon. I think the first screenshot on the game page would display better as it's hard to see much on the current image.

Posted in Linux

Thanks! I was actually thinking about this yesterday also and was wishing itch had a tool to make a post in a forum into a topic. This will work too and I'll make sure we have captured the data you sent to us and then will delete that thread in the feedback channel.

We really appreciate all your help and will take a look at your player.log and see if that leads us anywhere.

Thanks for the recommendation. My only PC laptop is Windows 10 and I couldn't get the Bear's Pit mod version to run there. Kept crashing and none of the troubleshooting steps worked. I was able to get the GOG version to run but it locked up as soon as I got into combat. I may try to watch some youtube videos.

Thanks for the feedback and for giving it another try! I plan to play JA2 some this coming week and get an idea about what they do well. I'm sad to say that I've never played it but bought a copy on GOG a while back and have been meaning to give it a run through.

The camera is a definite point we are going to work on for the next build. Maybe you can use the WASD or Arrow keys to make it more comfortable for you in the meantime? We definitely also plan to upgrade the minimap in a future build.

Thanks for the feedback. Sounds like you died on the mission where you can get another recruit. Right now, each "set" of missions is a particular habitat (which is why the first 4 missions look similar - they are all in the same place) and all the sets follow a similar pattern of loot, loot, hostage (new recruit) and boss. We are definitely planning to change this up somewhat and clearly we have work to do on explaining the game. 

We know the story is weak. It is basically just placeholder and maybe we should have put more focus on this than the gameplay but indie development is all about tradeoffs. :)

The game overall is meant to be more of a roguelike where you might have to replay the first few missions a few times to get the hang of it, and also to get some lucky breaks in the beginning from the RNG gods. Right now, the beginning seems a bit hard for new players but then gets easier once you level up a few characters and get equipment. We are going to be focused on balancing and content very soon and hopefully you can try it again after some updates.

We'll be making a post next week about the upcoming dev priorities and also then making a poll for our First Access buyers to vote on what other things they might like to see in the game. We will be basing these options on feedback we get, so thanks for sharing your thoughts.

(Edited 1 time)

How long did you play? The character progression is much more customizable than the demo. You can assign up to 2 classes (5 now but more coming) to a character (1 at start and another at level 5) and skills are tied to stat levels. 

Character customization is on the To Do list.

We still have quite a bit we plan to add to the game and will do a post next week with some more details so hang in there with us!

Thanks for the feedback! Looking forward to hearing more :)

We appreciate it! Great work on the site, especially the butler tools :)

First Access for the Turn Based Tactics Roguelike RPG Depth of Extinction is now live exclusively on itch.io! We are offering this limited first access to the game in order to collect data to balance the gameplay before a wider release in a few months. This itch key will include a Steam key when we launch there later this year.

We are incredibly grateful to the itch.io community for the support of our demo last year and hope this release will be as successful as that one!