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Steam News28 June 20224y ago

Pax Rising, Steam Summer Sale, and the Road to 1.0

Hey Everyone, Apologies for being silent outside of a small patch released after the finale dropped. We took a two week break to enjoy the fact that - oh my God - Depths of Sanity is now complete in Early Access.

Full notes

Full Depths of Sanity update

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

Repeated intro

Hey Everyone,

What changed

1 fix5 additions2 changes0 removals
  • Gameplay
  • UI and audio
addedThe team decided that unless a major bug is discovered (which, thankfully, we haven't heard any new ones from the community) we're going to just wait and drop the one big update right before we exit Early Access, rather than push out piecemeal improvements for the next few months. To be frank, it's much easier for our small team to truly test the game and iron out any kinks when we're doing it in one big update instead of smaller patches.
changedGameplay Updates : This includes everything from overhauling some of our puzzles as well as expanding some of the tools you'll use throughout the adventure (we'll show off more of this later, but the team decided we wanted to enhance some of the upgrades you get in more meaningful ways).
addedAdding "Juice" : This includes updating/improving some outdated art assets, overhauling some of the sound and music design, and just making sure the adventure has more "punch" overall.
addedAdding Extras/Easter Eggs : There's a bunch of small stuff we wanted to get into the game (like adding a 3rd "secret ending", achievements, a hidden mini-game) and this is giving us the right amount of time to do it.
fixedFixing the little nitpicks that just annoy the team at this point.
changedWe'll keep you updated as we pass milestones and gear up to market the full launch of the game.

Depths of Sanity changes

addedThe team decided that unless a major bug is discovered (which, thankfully, we haven't heard any new ones from the community) we're going to just wait and drop the one big update right before we exit Early Access, rather than push out piecemeal improvements for the next few months. To be frank, it's much easier for our small team to truly test the game and iron out any kinks when we're doing it in one big update instead of smaller patches.
changedGameplay Updates : This includes everything from overhauling some of our puzzles as well as expanding some of the tools you'll use throughout the adventure (we'll show off more of this later, but the team decided we wanted to enhance some of the upgrades you get in more meaningful ways).
addedAdding "Juice" : This includes updating/improving some outdated art assets, overhauling some of the sound and music design, and just making sure the adventure has more "punch" overall.
addedAdding Extras/Easter Eggs : There's a bunch of small stuff we wanted to get into the game (like adding a 3rd "secret ending", achievements, a hidden mini-game) and this is giving us the right amount of time to do it.
fixedFixing the little nitpicks that just annoy the team at this point.

Apologies for being silent outside of a small patch released after the finale dropped. We took a two week break to enjoy the fact that - oh my God - Depths of Sanity is now complete in Early Access.

Speaking of which, we're discounted 10% right now during the Steam Summer Sale if you feel like taking the plunge :)

But break time is over. The team has been back at it for the last month refining and polishing the experience to gear up for the full 1.0 launch later this year. Let's dive into that for a minute:

The team decided that unless a major bug is discovered (which, thankfully, we haven't heard any new ones from the community) we're going to just wait and drop the one big update right before we exit Early Access, rather than push out piecemeal improvements for the next few months. To be frank, it's much easier for our small team to truly test the game and iron out any kinks when we're doing it in one big update instead of smaller patches.

And what are we working on for full launch? A whole lot. Here is a quick overview:

  1. Gameplay Updates: This includes everything from overhauling some of our puzzles as well as expanding some of the tools you'll use throughout the adventure (we'll show off more of this later, but the team decided we wanted to enhance some of the upgrades you get in more meaningful ways).

  2. Adding "Juice": This includes updating/improving some outdated art assets, overhauling some of the sound and music design, and just making sure the adventure has more "punch" overall.

  3. Adding Extras/Easter Eggs: There's a bunch of small stuff we wanted to get into the game (like adding a 3rd "secret ending", achievements, a hidden mini-game) and this is giving us the right amount of time to do it.

  4. Fixing the little nitpicks that just annoy the team at this point.

We'll keep you updated as we pass milestones and gear up to market the full launch of the game.

Speaking of which, we've been picked to join PAX Rising Online July 9th-10th: a new, all-digital addition to the PAX lineup. Tune in to watch playthroughs and livestreams of upcoming indies, chat with devs, and hear roundtables on all the topics that willl interest you from the indie scene. Get more information here.

In the meantime, if you've finished the game (or are just starting your journey), PLEASE continue to give us feedback. We now have the time to make improvements across the board, so if you have suggestions, post them on our Steam Discussion Board, our Discord, or DM us on Twitter.

Talk soon!

-The Bomb Shelter Games Team

Source

Steam News / 28 June 2022

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