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Steam News3 May 20262mo ago

A lot of progress, let's get you caught up!

We've been busy since our last update! Some of you have seen our progress elsewhere, and some of you have not. So let's get everyone on the same page. Over the last few months we've been working on memory issues.

Full notes

Full Age of the Deep update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition3 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
changedBut we also made progress with other things. Such as a world map system, with fast travel. This works with gamepad, as we feel everything that we get working has to work with the gamepad as well. This took a few weeks of work to get it working.
addedWe also thought we needed a new NPC character for the players to interact with, so we hit the mood boards and had internal discussions for a few months while our artist worked on Kealani. The latest member to join our crew, she is a former Red Tide pirate. She may not be looking to be a hero, but there are lines that she won't cross that her former crewmates have begun to blur.
changedWe also began to get SFX made for our hero characters, from dodges, to basic attacks, to dodges. Our goal is to get as many SFX made this year as we march on with progress.
changedGameplay wise we pretty much have everything prototyped. There will be a lot of refinments across the board to improve things and then we have an enormous amount of art to tackle.

Age of the Deep changes

changedBut we also made progress with other things. Such as a world map system, with fast travel. This works with gamepad, as we feel everything that we get working has to work with the gamepad as well. This took a few weeks of work to get it working.
addedWe also thought we needed a new NPC character for the players to interact with, so we hit the mood boards and had internal discussions for a few months while our artist worked on Kealani. The latest member to join our crew, she is a former Red Tide pirate. She may not be looking to be a hero, but there are lines that she won't cross that her former crewmates have begun to blur.
changedWe also began to get SFX made for our hero characters, from dodges, to basic attacks, to dodges. Our goal is to get as many SFX made this year as we march on with progress.
changedGameplay wise we pretty much have everything prototyped. There will be a lot of refinments across the board to improve things and then we have an enormous amount of art to tackle.

We've been busy since our last update! Some of you have seen our progress elsewhere, and some of you have not. So let's get everyone on the same page.

Over the last few months we've been working on memory issues. That's taking more time to solve than planned.

But we also made progress with other things. Such as a world map system, with fast travel. This works with gamepad, as we feel everything that we get working has to work with the gamepad as well. This took a few weeks of work to get it working.

Additionally we got some amazing environment art that was then passed over to our 3d artist. So we have somewhat of an idea on how early areas in our game will look like. We've begun blocking out a little to explore possibilities with ocean traversal in mind.

We also thought we needed a new NPC character for the players to interact with, so we hit the mood boards and had internal discussions for a few months while our artist worked on Kealani. The latest member to join our crew, she is a former Red Tide pirate. She may not be looking to be a hero, but there are lines that she won't cross that her former crewmates have begun to blur.

The rogue character got a lot of attention while the art was being worked on. We wanted her to have unique abilities that weren't built off either the mage or warrior. In order to do that we had to rework the ability system a little to give her some more options. Now she's a beast able to tackle a large group just fine.

We also began to get SFX made for our hero characters, from dodges, to basic attacks, to dodges. Our goal is to get as many SFX made this year as we march on with progress.

As far as our OST goes we are closing in on 28 minutes of original music from the composer, that includes the track from our trailer we released last year. The music is almost finished.

Here's our latest update that covers most of the above in video form:

Plenty more work lies ahead of us as we continue chasing the memory issues. Once those are finally dealt with we will focus more on custom character models, additional environment art, and character concepts.

Gameplay wise we pretty much have everything prototyped. There will be a lot of refinments across the board to improve things and then we have an enormous amount of art to tackle.

That's it for now! Thank you all so much for sticking around and supporting us. Go play some indie games and hope everyone has a great week next week. Once more unto the breach.

Source

Steam News / 3 May 2026

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