Big News: Chapter 4 of Depths of Sanity has arrived in early access, and it brings a whole lot of new levels, features, and more to the game. Check out the launch trailer here:
If you’ve already been playing along with us, we hope you enjoy the next chapter! But if you’re new, here’s what you’re in for:
Depths of Sanity is an underwater metroidvania nightmare. You play as Abe Douglas, a Commander in the G.O.A.A. …
Chapter 4 is coming to Depths of Sanity on March 22nd, and it is a MASSIVE update that’s bringing a lot of new content to the game.
Which means it’s officially time for us to share just what’s in it.
First off, this Chapter packs two new areas for you to explore — The Dying Reef and the Tectonic Rift. Here are a few clips from the new areas:
The Dying Reef will have you traversing puzzles with your newly acquired tow line and getting help from a few…
No one likes talking about a game’s HUD.
Most of the time, players don’t even notice it unless it’s actively getting in the way of their gameplay experience. And yet, a tremendous amount of time and man-hours go into making them. Creating a HUD that manages to convey the tone and style of a game alongside all of the information a player needs, WITHOUT getting in the way of their experience takes a whole lot of time, patience, and creativity.
So let’s talk about it.
Last month we told you the big news — Depths of Sanity is going Early Access on October 30th! We detailed how we came to the decision in this blog post, so definitely give it a read if you haven’t yet.
But now that we’re officially one month (!) away from our Early Access launch, we wanted to share with you some more information about what to expect on launch day:
On October 30th Depths of Sanity will go into Early Access.
For the initial launch, you’ll be able to play the first 3 chapters (out of 6)…
Our plan was to launch Depths of Sanity in the Fall on at least 2 of the 4 platforms we’d be bringing it to. In February we had our best showing ever at PAX East, but with the sudden announcement that E3 would be cancelled, the warning signs of what was to come were already there as we packed up that Sunday.
By now, every in-person gaming event for 2020 has been cancelled. This was always going to make things more difficult for indies, but with events in early 2021 also on the chopping block, it’s an even bigger problem.
A few weeks ago, we wrote a blog talking about some of the design challenges we faced when creating our underwater metroidvania, Depths of Sanity.
Shortly after we wrote it, our lead artist spoke up and said “Are you guys kidding me? You didn’t even touch on how hard this stuff was to draw and animate!”
And that’s true. Which is why we’re covering that this week.
Visuals are always an iterative process, with lots of hurdles from concept to completion. But when your game is set underwater, with full 360-degree movement, there are a lot more animation obstacles standing…
Why would you EVER choose to make a game set underwater?
Yeah, we get it. Everyone’s least favorite level, no matter the game, is always the water level. They’re filled with sluggish movement, irritating mechanics like oxygen bars, strange controls, and plenty of other hurdles.
And despite all of that (or maybe because of it), 3 years ago our dev team decided, screw it, we’re doing our entire game underwater!
Short-summary: Depths of Sanity is a horror-tinged, underwater Metroidvania. It takes place in 1997, and uses a bit of actual history to get the ball rolling. When a massive vibration…
We’re an indie game developer sharing the highs and lows of getting our underwater metroidvania, “‘Depths of Sanity,” to the finish line.