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Deepest Chamber: Resurrection News

DEEPEST CHAMBER DEVELOPMENT BLOG #2 - Healing & Testing - how it all works!

Hey there dwellers!


Healing is a vital mechanic in Deepest Chamber. Your group’s health can be thought of as a buffer that can be relied on when mistakes are made or when bad circumstances come into play. Naturally, the more health you have, the better equipped you are to handle these situations.



Players begin their run with a single Heal card in their starting deck. Early in development, there were no hard restrictions for when the Heal card could be used. This quickly became a problem, as players could easily heal their parties at any given time. In this format the standard tactic was to kill enemies until there was only one left standing, then gather some block and, when in a safe situation, use the Heal card. We thought that this approach reinforced a slow and boring type of gameplay.

After a couple of different approaches we found a solution that made healing more tactical. We decided that the Heal card should only be drawn twice before it became unusable. This way, the player has to think in advance and successfully manipulate other game mechanics in order to end up in a situation where they can safely use the Heal card.

Another benefit to this solution is that, as the player's deck increases in size, the chance to set up a stable and safe situation to heal also increases. With more cards in your deck the Heal card can be drawn less often, therefore remaining usable for a longer period of time. As the run progresses, using Heal gets easier.

Even if you don’t need to restore health, using the Heal card can be a good idea because, once it becomes unusable, it remains in circulation, taking up space in your hand and essentially becoming dead weight.

Testing the systems


As development progressed and dozens of cards and other elements were added to the game, it became increasingly difficult to test out every possible outcome.

After the first six months, it basically became an impossible task, since the combinations of enemy group composition, cards, status effects, trinkets, etc. reached into the millions. At first we developed a simulation system that played the game automatically based on a couple of simple goals called heuristics. These were: remaining party health after a move, remaining enemy health after a move, etc.



The system collects data for every run the simulation has played and reports any crashes. This worked out nicely, but we realised that automatic play based on a few simple goals did not accurately represent how real players would tackle the game. Not only that, but because of its simple goals, this system could not recreate weird moves that, at first glance seemed wrong, but in the grand scheme of things would end up saving a run.

The system was not smart enough. We started experimenting with a solution that would simulate every possible move a real player would make. This was incredibly taxing on our development machines because, once again, we are talking about millions of possible variations. However, it worked out better than the slightly directed first version, since it tried to play every single possibility, with no edge cases remaining untouched. But this wasn’t optimal either. It took hours of computational time to process a few runs completely and if we made balance changes to anything in the game, a huge part of the data became useless.

We wanted to have something that was relatively fast and similar to how a human would play the game. Basically, we wanted the impossible.

In the end, the best solution we found was to let the game play itself mostly randomly. At first this could seem weird, but this solution covered all kinds of play styles and was in no way directed. It was light from a computational standpoint, so we could run a handful of these simulations while we continued to work on our PCs.

This system reported dozens of crashes throughout development and also pointed out mechanic combinations that resulted in game breaking conditions. That being said, nothing beats a real human!


So, as weslowly started to give access to the games to members of the community, we got more and more feedback and reports every single day. And soon enough, the game will be out for all to play.

When that moment comes, we can't wait to see how you guys will exploit all of the mechanics that we've put into this. The moment can't come soon enough.

In the meantime, if you haven't yet, make sure to follow us on Twitter and also join up with the community on Discord! We like to keep the conversation going!

Twitter Official Discord Server

Stay safe friends!

- Team Deepest Chamber

Deepest Chamber - Weekly Dev Playthrough Stream starts NOW!

Hey there dwellers!


Our weekly Dev Playthrough Stream will be going live on Twitch in just under 30 minutes.

So drop by, say hi and witness some hardcore delving into the Deepest Chamber!

Going live at 20:00 CET / 13:00 CDT / 11:00 PDT over at https://twitch.tv/balconysoftworks




Stay safe!
- Team Deepest Chamber

Deepest Chamber - New Build, New Developer Playthrough on Twitch.TV

Hey there dwellers!


More Dev Streams coming your way today starting at 20:00 CET / 13:00 CDT / 11:00 PDT!

There might be some new bits and pieces included in this new build for you to see, so make sure to join in the chat over at - https://twitch.tv/balconysoftworks



Stay safe!
- Team Deepest Chamber

Deepest Chamber - Live Developer Playthrough on Twitch.TV

Hey there dwellers!


We just wanna let everyone know that we're doing another Live Developer Playthrough of the most recent Deepest Chamber in-development build, starting at 20:00 CET / 13:00 CDT / 11:00 PDT today!

So join in and ask all of the questions you may desire over at - https://twitch.tv/balconysoftworks



See ya there!
- Team Deepest Chamber

DEEPEST CHAMBER DEVELOPMENT BLOG #1 - Trapped beneath a burning city

Hey there dwellers!


We'd like to start off this series of posts by once again thanking everyone for the kind and warm reception that you have given Deepest Chamber since our unveiling last month.

We've got a long journey ahead of us and we're happy to let everyone know that you'll be able to try out Deepest Chamber for yourself very soon.

But until then, let's do a proper introduction. First thing's first - we'd like for everyone to get a little bit of a better understanding of the world and story of the game. So, here we go:


The World of Deepest Chamber


Deepest Chamber is set in a medieval fantasy world containing multiple kingdoms and city-states which, from a technological standpoint, match our own world in the 16th and 17th centuries. Our story takes place in the city of Dolmin. Well, under Dolmin’s charred remains, to be exact... But let’s not get ahead of ourselves.



Dolmin was one of the more progressive settlements, well-regarded across the kingdoms for its technological advances and famous for the prestigious academy that crowned its highest hill. The king of Dolmin, though appointed by virtue of his royal bloodline, did not shun science, but was instead fascinated by its many prospects. A little too fascinated if you were to believe the Church’s whispers.





There was another manner in which Dolmin stood in stark contrast with its neighbors, and that was religion. While the other kingdoms were heavily influenced by the Faith, Dolmin’s denizens favored science, especially when it came to medicine and the arts of healing. Although much less common, magic played a role in people's lives as well, its unstable nature making it a force that was fickle at its best and fatal at its worst.





The dangers of toying with magic became apparent one quiet, moonlit night while the people of Dolmin were fast asleep. A blinding light erupted from the academy’s tallest tower, forming a large magical sphere that grew furiously, encasing the city in a dome of radiant power and isolating it from the rest of the world.





As the initial shock wore off, the city guards began rallying the troops, assisting the helpless and trying to maintain a semblance of law and order within the walls of Dolmin. As weeks passed, the glowing dome was deemed impregnable. Neither the guards, nor the townsfolk could find a way out of its magical grasp. What finally made the people abandon their homes was the searing heat. The dome smoldered and flared, making the air unfit to breathe and igniting fires all across the city. With nowhere left to go, the survivors fled into the depths of the sewers.





While the townsfolk settled down in their new found home, the former city guards did their best to maintain the rule of law. As some turned to religion and others to the forgotten arts, the guards began to methodically explore the complex system of tunnels and passageways that stretched beneath the ruined city. It would prove to be a wise choice, for unbeknownst to them, a dark and mysterious disease had begun to spread among the people.




...and that's it for now. Hope this gives everyone a little bit more insight into what exactly is happening in the chambers beneath Dolmin. We'll be back in a couple of weeks with more info regarding the cards, characters and what other things to expect in your adventures into the underground.

If you haven't yet, make sure to follow us on Twitter and also join up with the community on Discord! We like to keep the conversation going.

Twitter Official Discord Server

Stay safe friends!

- Team Deepest Chamber