that's really good to hear. Was hoping that might help the drift. I don't know why Nintendo doesn't add something to let you set the dead zone for the console but i guess the games have to handle it haha
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Hi, sorry you are dealing with this problem. Based on what you are saying, I don't think this is a bug within the game but more likely an issue with your system like no free memory or possibly something else? I can't say for sure. You are welcome to fill out this form and provide logs, etc if you want me to look at this further.
thanks for the feedback. I'll think about how best to solve those issues.
As for the latency when switching characters, we have a patch that is hopefully almost approved that addresses a lot of that latency. I't been in the approval process for more than a month so the Switch version is significantly behind the PC and XBOX version in terms of updates and bug fixes. Even that patch is behind in fact so we'll be starting another patch as soon as that gets approved. Consoles are hard to get updates to in a timely manner.
Explore branching levels, fight quirky bosses, and save the day in this retro platformer inspired by the classics! Bounce, roll, and ricochet across a bug-themed world on a mission to save your friends from the clutches of the evil Kaiser Kiwi. With locked-away paths and 96 hidden gems, there will be plenty of incentive to revisit the game’s levels to uncover branching paths and secret areas.
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Hey, thanks for the question. I do same day updates for GOG, itch and Steam. In fact, I have an update almost ready that should be out tomorrow!
The only real difference for me between them is that I tend to only push beta builds out to Steam since there are more players there.
Thanks. We are discussing having an "easy mode" that would give a little more starting health and more skill uses per mission. Would this be something you would be interested in using?
I've thought for a while that Stun is a little OP so we will definitely be taking a look at that.
We've discussed making the Wildcat "itchy trigger" bonus only affect SMG weapons but i've been resistant because that would make the early game harder or make people not as inclined to select Wildcat (though they are the least chosen class now for some reason).
We launched the First Access for Depth of Extinction on itch.io about 18 months ago and I am excited to announce the full game is now available! We are also running a 10% off sale for the first week!
Explore an emergent storyline filled with random encounters and turn-based tactical battles as you traverse an underwater world. With just yourself and your soldiers facing an unknown enemy, gear up and prepare to engage in combat at any any given moment – uncovering the deep storyline one battle at a time. Choose from 10 different classes, each with their own unique skill set, and give your soldiers a choice of more than 150 different weapons and armor to strike back at the enemy.
Thanks for your support. I tried to send them this morning to everyone who did not sign up for the beta key but there were some issues with the mailer tool i was using to do the mail merge. I'll try again shortly.
We'll make the official date announcement next week and are still looking at September!
i am probably sending the next round of keys out to buyers tonight. Will will also update the itch build at the same time.
Just switched it over to 44.0 (it's been on beta for a few days) which resolves this bug.
root cause was that every mission was getting "easy" difficulty. this was resulting in a lot of issues on 43.x
Feral Androids don't have an easy spawn set which was the error
Also, you were not getting anything but tier 1 equipment or XP
Not totally sure how I feel about adding this so I'll have to think about whether it makes sense and would add something to the game.
It's added to my list but no promises. The list is long and ever growing and a lot of stuff won't make it...
It's taking a bit longer than i thought (as usual) but really coming together well. I've got to take a few days off work this week but will try to get something up by this weekend. It won't have everything I promised just yet though. Looking like i'll be adjusting the release date out a bit more as a result.
I appreciate your support! Thanks for the feedback and comments.
Still working on those maps! I'm still keep it that way but I think the latest round of changes will make it seem less convoluted. It's possible I could ditch the "zone select" screen (the world map) but to me it's more of an organizational thing than a map you must navigate. I do appreciate the feedback and will keep working on it.
I agree having penalties or having to start over after the team gets wiped out is pretty harsh and makes the game much less accessible and more frustrating to first time players. This is the main motivation for the change.
From the developer side the "ensure they are updated to the latest version" is the best part. With itch I am never sure that people know that there are updates and they are not playing the latest version (even though I do display a message on the title screen). For instance, in the last month since I released Build 42, we've had people play all of these versions. This is at least part of the reason i want to switch to Steam. As a dev, it's frustrating to see people playing older versions of the game!
Build 15.6 (this is the old demo)
That being said, I do understand the concern over DRM. A lot of people don't realize that Steam DRM has to be enabled by the dev and I don't plan to do that. I'm not sure that Steam can't remotely uninstall the game, but it means that you should be able to move the .exe folder and contents and break it away from Steam (at least I think that's true).