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Extraneum News

Getting ready for 1.0 !!

It's been a while since the game has been updated, but fret not! Behind the scene, we're getting ready to release the full version, which should happen, if everything goes well, in May 2024 !!

We're building levels in a semi-random order, so updates will be scarce, but you can expect episode 2 to be finished and available fully by the end of the year.

Also, a new video has been added to the store page, as seen during the Realms Deep 2023 event.

As always, thank you all for your continued support, and stay awesome!

- David

Update 0.11.0 and exciting news!

A new update has just been released (0.11.0)!

This update brings a few bug fixes as follows;

  • Weapons don't collide with the wall behind the player when spawning anymore
  • The characters won't clip through walls at high speed
  • New character physics, both for player and enemies
  • Boss rooms are now locked when entering them, to prevent cheesing in a doorway


In addition to these fixes, the following features have been added;

  • Implemented a sector based lighting system
  • E2M2 is now playable!


And now for the main announcement;

In the last update, I mentioned that we would be having a new level designer on the team. While Viscerafest's developer, Noah Dickinson, was kind enough to offer his help, in the mean time, a lot has happened, and plans have had to change.

From now on, Extraneum will be teaming up with, and published under Hellforge Studios, the indie game publisher behind amazing titles such as Age of Hell, Selaco, Disdain, and many more!

With their help, it's my hope that Extraneum will finally be able to end up looking and playing the way it was meant to be!

Also, if you want to listen to the Extraneum soundtrack composed by Ben Sua, we made it available for free on Youtube, and you can check it out at the following link; https://www.youtube.com/@hearmetxt/playlists

As always, thank you so much for your support, and stay awesome! :)

- David

Update 0.10.0 and new developments

A new update has just been released (0.10.0)!

This update brings a handful of bug fixes and a couple new features;

  • Enemies can now go through doors with locks when they're unlocked
  • The music has been updated
  • Waterfalls (water, sludge, lava) have been redesigned
  • Rain and waterfalls now have appropriate sound effects
  • Slightly changed grenade physics to keep them in the air longer
  • Controller vibrations have been added


Regarding the planned levels for episodes 2 and 3, things have been very slow because of my total lack of inspiration. With that said, I've had the change to talk to Noah, developer of the awesome old-school fps Viscerafest, and he agreed to join me in designing new levels for the game! Hopefully this means we'll be able to pick up the pace and release new maps soon.

Go check out Noah's game Viscerafest on Steam if you haven't done so yet; https://store.steampowered.com/app/1406780/Viscerafest/

As always, thank you so much for your support, and stay awesome! :)

- David

Update 0.9.0

A new update has just been released (0.9.0)!

This update introduces the first map of episode 2, and a new enemy type; the Grenadier!

In addition, it includes the following bug fixes and improvements;

  • The priority of weapons when switching from an empty slot has been revised. The grenade launcher is not selected automatically anymore, preventing accidental explosions.
  • The settings now save properly when starting a new game.
  • Explosions caused by the player's own weapon will only damage the player by 50%.
  • The automap now shows security doors in their respective color.


Also, I said in the last update that I would cut the planned level count from 24 to 16, but I think it's still too early to jump the proverbial gun and cut on content. I've been exceedingly stressed out lately and anxiety took the better of me when I wrote that post. Development will continue as initially planned, with 3 episodes of 8 levels each. Sorry for the unnecessary scare!

As always, thank you so much for your support, and stay awesome! :)

- David

Progress update - Autumn 2022

Hi all! It's been a while and I figured it was time for a small update on what's been going on with the development of Extraneum.

Ever since the Realms Deep event on September 15th, I've been in a depressive slump and development has slowed to a crawl. I'll get better soon I'm sure, but I believe I owed it to you to be completely transparent about it.

Also, I've been thinking about it, and if I want to be able to release v1.0 in a timely manner, I'll be forced to cut down on the number of maps I initially wanted to do, going from 24 to 16. As a solo dev, I have to do everything by myself, and level design is particularly time consuming. I thought of hiring a level designer, but I just can't afford it right now. And I'd rather give you quality content, than a bunch of subpar level that only serve to fill the gaps.

This also means that the episodic structure will have to go, and instead of having 3 episodes of 8 levels, the game will have one single unnamed episode of 16 levels. This shouldn't have an impact on your save file, however.

The next update, v0.9.0, will be released in November, and include what is technically the first level of episode 2, along with a handful of minor features and bug fixes.

As always, thank you so much for your support, and stay awesome! :)

- David