Devlog #14 - New monster, planning future sections
GAMEPLAY
- Updated the newest radiation detection code from last devlog so it works for all the scenes
- Same thing applied to environmental damange particles
- Greatly polished scene 5
- Created new shader for underwater environments (early version, I'll show a more polished one on the next devlog since it will be used a lot on scene 6)

MONSTERS AND COMBAT:
- New monster done
- Modeled
- Textured
- Not animated or added to the game engine yet

- Combat will be changed once new monster gets implemented
- First monster will receive a rework so it works better with the new combat
- Nightstick will either be replaced or receive a ton of changes
BUG FIXES / RELEASES
- Published new linux build (v.1.0.1) -> Check full devlog on Linux v1.0.1 Release
- Some of my renders can now be used as Wallpapers on Wallpaper Engine (Steam Collection)
- Fixed bug where sharpen effect didn't fully dissapear even after exiting radiation sections

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.
Files
Get Depth Above (Demo)
Depth Above (Demo)
2000s-style horror game heavily influenced by Silent Hill/Cry of Fear/Lost in Vivo
Status | Released |
Author | Darxkl05 |
Genre | Action |
Tags | 3D, Atmospheric, First-Person, Horror, Indie, Psychological Horror, Retro, Survival Horror |
More posts
- Linux Build Fix7 days ago
- Devlog #13 - New and Improved gameplay mechanics, Scene 5 finished39 days ago
- Devlog #12 - Scene Puzzles, shaders and particle improvements73 days ago
- Devlog #11 - Water Shaders and Visual FixesFeb 09, 2025
- Devlog #10 - Plans for the full game, first improvementsJan 09, 2025
- MAJOR UPDATE 1.0.0Dec 04, 2024
- Major Update Coming SoonNov 28, 2024
- Patch 0.07 ChangelogNov 13, 2024
- Patch 0.0.6 ChangelogNov 12, 2024
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