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Steam News17 February 20188y ago

What the Dark Keeps

Hello! It has been a while since I last wrote here. I wanted to work on this project at my own pace.

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Hello! It has been a while since I last wrote here. I wanted to work on this project at my own pace. With all that has been going on around me and all the changes that have happened, I can still gladly say that I hadn't abandoned the project and it's progress towards release is slowly rising. I do not want to send any misleading messages that the game is coming out anytime soon. I will do my best to inform you when that happens. In my eyes, the game is not just ready yet. As some might already know, the game has been rewritten from the core because previous build was too unstable and unsatisfactory for me. I would like to show you some of the newest features or features yet to come.

What changed

0 fixes0 additions1 change0 removals
  • Maps
changedLet me now present what I have been working onCore gameplay The core of the game will be roguelike with randomed dungeons and engaging gameplay. The building and survival element won't be there in the first release, but it will be a thing when i make a sandbox/survival mode (which would be most likely connected to roguelike dungeons and coop itself) New inventory system The inventory has been completely changed. The game now uses modal GUI system I have made at the beginning. After entering inventory mode, every previously open windows appear. You can manage them how you want, they will stay in the same place. Every window can be now opened, moved around the screen and closed. The windows provide all the necessary informations without polluting the screen. Weapon and armor modifications With new systems, I wanted players to be able to create their weapons in a style they would like to play. Whether that's common modification to extend magazine size or improve accuracy or it's an higher tier modification which for example allows player to regain health when damaging enemies or makes it shoot another projectile which is weaker, but can deal additional damage. It's all customizable and moddable, meaning players themselves will be able to modify and add new weapons or modifications (it will be limited though, because of the software I'm making it in). So, if you want to make a modification which turns sniper rifles into shotguns that shoot satanic bunnies - it's your choice. I won't judge you. Implants A new feature is going to be the cyberpunk element of the game (in addition to Tier 4 type of weapon modifications). Like weapon modifications, but for the character, Implants will be special modifications that are going to modify player's abilities and even give them special usable, active skills. Classes Upon character creation, you will be able to choose your class. It won't restrict you to certain types of items, but will enchance your character with new features. For example, your character will be able to have more implants and will be able to use them better than other classes, but at the same time you will take more damage from certain types of damage. Or a class which would allow you to be more careful and sneak past enemies, dealing critical damage from the shadows. Upon character creation you will also be able to select traits, which would allow you to expand your character's capabilities in cost of vulnerabilities of your choice. Those will be shared between classes, but it might change in the future. Randomized dungeons Randomly generated maps, with different variations between stages and even different parts of

Let me now present what I have been working on

Core gameplay The core of the game will be roguelike with randomed dungeons and engaging gameplay. The building and survival element won't be there in the first release, but it will be a thing when i make a sandbox/survival mode (which would be most likely connected to roguelike dungeons and coop itself) New inventory system The inventory has been completely changed. The game now uses modal GUI system I have made at the beginning. After entering inventory mode, every previously open windows appear. You can manage them how you want, they will stay in the same place. Every window can be now opened, moved around the screen and closed. The windows provide all the necessary informations without polluting the screen. Weapon and armor modifications With new systems, I wanted players to be able to create their weapons in a style they would like to play. Whether that's common modification to extend magazine size or improve accuracy or it's an higher tier modification which for example allows player to regain health when damaging enemies or makes it shoot another projectile which is weaker, but can deal additional damage. It's all customizable and moddable, meaning players themselves will be able to modify and add new weapons or modifications (it will be limited though, because of the software I'm making it in). So, if you want to make a modification which turns sniper rifles into shotguns that shoot satanic bunnies - it's your choice. I won't judge you. Implants A new feature is going to be the cyberpunk element of the game (in addition to Tier 4 type of weapon modifications). Like weapon modifications, but for the character, Implants will be special modifications that are going to modify player's abilities and even give them special usable, active skills. Classes Upon character creation, you will be able to choose your class. It won't restrict you to certain types of items, but will enchance your character with new features. For example, your character will be able to have more implants and will be able to use them better than other classes, but at the same time you will take more damage from certain types of damage. Or a class which would allow you to be more careful and sneak past enemies, dealing critical damage from the shadows. Upon character creation you will also be able to select traits, which would allow you to expand your character's capabilities in cost of vulnerabilities of your choice. Those will be shared between classes, but it might change in the future. Randomized dungeons Randomly generated maps, with different variations between stages and even different parts of

Source

Steam News / 17 February 2018

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