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Dark Deity 2 News

Demo Patch Notes, December 10th 2024

Here are the first patch notes for the DD2 demo! We've got a long way to go before the game is fully where we want it, but I wanted to act on some of the higher priority stuff quickly for y'all while the demo is live.

Also, quick reminder that campaign customization is already live, meaning if you want to tackle the demo chapters with exceptional difficulty or tweak things for a new run you can do so. The sandbox is built to reward creative play, so levels can be tackled at extremely high difficulties with the right team compositions!

[h3]Content[/h3]

  • Included 2 additional story scenes from the start of Chapter 5


[h3]Features[/h3]

  • Added a codex that explains stats and effects (planning to expand tooltips in the future as well)
  • Added the option to disable turn limits for maps that don't have a turn-based victory when starting a playthrough
  • Added the option to select rolled or linear stat leveling when starting a new playthrough (RNG vs. Set)
  • Added a hover-over display for shop items and weapons that displays stats or purpose
  • Added ability ranges to several menus
  • Enemies that have their range showing now glow purple
  • Added a button to open/close all enemy ranges (Y on PC, Select/Back on controller. Also in the context menu)
  • The Devoted class now uses Axes
  • Weapon type is now displayed on the Class Tree menu
  • Class attack range is now displayed on the Class Tree menu
  • Added additional indication for when rune storage is empty
  • Clicking a player unit with no actions left opens their unit information page
  • Moved several objectives in Chapter 2 and made the boss more clear



[h3]Bug/Functionality[/h3]

  • Fixed an issue with equipping rings when only 1 ring is in storage
  • Fixed some issues with UI clipping with eachother and off the map (some more work to be done here)
  • Fixed an issue that allowed runes to be slotted without having a rune to slot
  • Fixed an issue with shop icons showing up wrong
  • Fixed a crash in chapter 4 when picking certain routes
  • Fixed a variety of visual glitches
  • Fixed an issue with selecting a unit in the elixirs menu also attempting to apply the elixir immediately
  • Fixed a crash in the base menu when toggling between controller and mouse controls in certain contexts
  • Fixed an issue with weapons and resources persisting through starting a new game without resetting game (certain things may still be replicated here, still working through making sure everything possible gets reset)
  • Fixed an issue with Saxon’s Call the Storm not targeting correctly, also buffed the ability


Planning to act on many more pieces of feedback and bugs that have been reported, but trying to get to some of the higher priority stuff first, thank you all again for taking the time to play the demo!

Dark Deity 2 Demo is now available with full main-story voiceover!

We've been working hard for years on Dark Deity 2, and are beyond excited to announce that the game has full main-story voiceover!

With DD2 hurtling towards a 2025 launch, we wanted to give you all a shot to play an early build of Dark Deity 2 and give us your thoughts! The first 4 chapters of the game will be available, allowing you to preview any of the 24 tier 2 classes, make an important route-splitting decision, and get immersed in the story! It's still a work in progress, so there are a couple NPC's who haven't been voiced yet and you may run into some issues, but this is an amazing chance for you to try the game out and for us to get a better idea of how the community would like to see things change!

If you're interested in the game, please give it a shot and let us know what you think on socials or in the Steam discussions!

https://store.steampowered.com/app/2446600/Dark_Deity_2/

Dark Deity 2 Developer Blog 2

**This blog was posted several months ago, and we will be posting the other months soon to catch up on the Steam news tab. If you want to see all of the blogs now, visit our website**

February 2024 Devblog: Story Deep Dive



Welcome back! Last month, we talked about some of the challenges we've encountered over the course of development, particularly focused on late 2023. This month, Chip is taking a break from writing devblogs to focus on making the game (and to start doing devstreams again - check out his twitch!) so I'll be taking over.

Who the Heck is Writing This Then??

Hiya, I'm Olivia, or Xilirite in some circles, and I'm the narrative lead, as well as the sole writer, for Dark Deity 2. Though I didn't work on the first game, or even play it until Chip and I got in contact, my last 8 or so months have been almost nothing BUT Dark Deity, and I'm super excited to get to talk about some of that process with y'all. That's all the talking about me I plan to do - I'm only really introducing myself here because I may write more devblogs in the future.

You may remember last month, we'd talked about wanting to do a blog post about the specific challenges that arise from writing a sequel to a game that fell so short of its potential. That's still in the cards, but we figured it'd be best to start by giving you an idea of what makes Dark Deity 2 special before we got into anything like that. First, let's catch you up to speed on what the game's actually about!

25 Years Later...

DD2 takes place across the pond from the first game, on the continent of Verroa. While you visited briefly in DD1, 2 expands the region dramatically, and then adds a quarter century of time between the games for good measure, allowing for a fresh new take on the world and those characters that return from the first game, as well as a blank slate for players unfamiliar with 1 to learn about the world. Returning players will find that a lot's changed since last time!

Irving, now a middle aged man, is the grandmaster of the Order of Eternals, taking over his late father's position. In the wake of the first game's events, the Order has stepped out from the shadows, making itself known to the world, involving itself more heavily in Verroan politics, and expanding their role from merely safeguarding the Aspects to safeguarding all magic in the realm. The Order is sworn to neutrality with an oath to prevent anything like the events of 1, known in universe as the Empyrean War, from happening again.

However, this time around, he's not the protagonist. Instead, the story follows the whole Sildairan family - namely his kids, Gwyn, Riordan, and Arthur - as they attempt to navigate the rising tensions in Verroa, as well as the increasing expectations placed upon them. As the Order's mission statement slowly begins to intersect with, and conflict with, Verroa's political conflicts, the siblings are forced to find where they truly fit into the world around them... which sometimes requires making some tough calls.

Choice

When I joined the DD2 team, choice was a major thing on my mind. Though the Steam page was plastered with the word, and story choices certainly existed within the outline I was shown, I found I was dissatisfied with the existing level of emphasis. Many of the choices being offered were primarily a vessel for gameplay variation, a way to choose your quest reward without necessarily impacting the story or characters in significant ways. I knew we could do better.

Throughout DD2, you will be asked to make a decision between one of a couple potential paths, with many of these choices deciding the fates of entire nations. Characters will live and die by the decisions you make, and the choice is never so easy as "good or evil." Will you value hope, keeping faith even without guarantee that your faith will be rewarded? Will you be pragmatic, doing whatever needs to be done to keep Verroa safe? Will you adhere to the Order's tenets, or break them? What will your Verroa look like? Some of these choices will lead to the maps you play on being altered partially, possibly even experiencing an entirely separate chapter!

Of course, with decisions having such consequences, there's no one definitive way your story will end. As credits roll, you'll see not only ending slides for your party members, but for all the places you visited along the way, finding that your choices may impact the world in unexpected and interconnected ways. I won't pull your leg and try to count endslide variations as "different endings," but we've made an effort to ensure that you feel your impact upon the world in more than just superficial ways. For me, though, far more than its impact on the world, I enjoy the implications that these choices have on our main characters.


Meet the Sildairans



Irving, you may already know. It's been a long time since DD1, and he's changed quite a bit from then, but deep down he's still the same guy he always was, just with 25 years of life experience and a new writer to take a new approach to his character. I'm saving him for that more specific "DD1 into DD2" devblog I mentioned earlier, but he's just one member of the family.

His daughter, Gwyn, is the oldest of the Sildairan children, and the one who leads the player army into battle. She's a natural leader, practically born for the role, and has been a shoe-in for Irving's successor all her life. Despite this, however, she struggles to see in herself what others see in her, and as the situation in Verroa worsens, she struggles to live up to her father's ideals, each choice she makes becoming another in a rapidly growing list of regrets...

Riordan, Gwyn's brother, is the middle child. With Gwyn having always been the responsible one, Riordan is more than happy to let her take the spotlight, preferring instead to enjoy his extra helping of free time. Despite how this may make him sound, he's far from lazy - he works tirelessly to support Gwyn, as well as the rest of his friends within the Order. However, as his disputes with his father grow more and more severe as the subject matter holds greater and greater consequence, he finds that simple life he wanted slipping away, and fights to try to keep that spirit alive.

Finally, there's Arthur, the youngest child. He's, you know, visibly an elf, so as you might be able to guess, he's Irving's adoptive son, found after his two siblings were born. Quiet and sharp witted, Arthur is a gifted magical prodigy with a deep love for the land of Verroa. He idolizes his family, but feels a rift between him and them that they seem not to feel in return, pushing him away from them and into an increasingly desperate search for answers about who he really is. For every answer he uncovers, he finds three more questions lying beneath, and the rift between him and the others only continues to grow, despite all their efforts to reach out to him.

However, there's one more member of the family; Alden! Returning from DD1 and nearly 3x as old, he's the family uncle, acting as a mentor for the children when Irving's duties keep him away. His childlike wonder from his days as a young prodigy has morphed into a kind of gentle whimsy, and his decades of experience as a powerful archmage have given him knowledge and wisdom beyond compare. As he watches Verroa's peace erode away, however, he begins to see history repeat itself, revealing old wounds he had long since buried as he does all he can to protect his family from growing up the same way he did; as children of war.

Characters as a Driving Force



DD1's Irving is a very traditional protagonist. He's a young man with a sword, a brash and headstrong idealist who won't let the status quo prevent him from doing the right thing, and the right thing almost always involves swinging his sword at some very bad men. It's not a bad trope by any means - this kind of character has persisted for so long specifically because of how enduringly compelling it can be to watch these coming-of-age, zero-to-hero type stories play out.

However, I feel Irving doesn't ever manage to truly stand out from among his peers, becoming lost within the rapidly escalating complexity of 1's villain plot and the steadily expanding web of minor characters that he has to compete with for screentime. Like I said, I'll talk more about Irving some other time, but for now, the important bit is that going into DD2, I once again knew we could do better.

Characters are the beating heart of a story like this, and I've focused in HARD on making sure this element of the script sings. The Sildairan siblings, particularly Gwyn, were my top priority every step of the way. Every plot beat had to mean something to them, had to move their story forward, had to change how the audience perceives them and how they perceive themselves. As the story begins, each of these characters already has an internal struggle, and their arcs are just as important, if not MORE important, than the main arc of the plot.

This requires some refocusing. I see a lot of SRPG fans mention how nice it would be if their entire army could be relevant to the story, chiming in from time to time and going on arcs of their own. In DD1, entire chapters would be devoted to characters like Sloane, who previously had very little relevancy at all, and by the lategame, Irving can hardly get a word in edgewise past the various more mystically- or politically-inclined party members. I understand where this desire comes from - the large ensemble casts are a part of what make these games so popular, and it's easy to imagine how nice it would be if each one got to have a whole game's worth of character development... so long as you gloss over the details.

DD2 scales this element back, focusing instead on a smaller handful of notable party members, key side characters, and of course the villains. Instead, new characters will be given a time in the spotlight, while their more personal stake in the plot is most relevant, allowing players to get to know them better before deciding whether they want to dive into that character's bonds to learn more about them.

Of course, bonds are back from the first game, though they've been tweaked as well. That DD1 thing, where you'd unlock several bonds in waves due to how the story gating system worked, will be a thing of the past. Instead, bonds are more focused, higher quality, focusing on exploring the characters in more significant ways. These side characters will still undergo an arc, but it'll be up to you to coax it out of them. The main story, then, is freed up to focus on the characters that matter, while you can still explore all your favourites to your heart's content.

That additional focus is what allows us to really dig into our major characters. Where DD1's Irving ends the game having left unfortunately little impression, DD2's protagonists have more to say, more to do, and more reason to say and do things worth reading about. At this point, it starts to all fall away into little writing ephemerals - the teeny tiny details that you can't point out, but you CAN feel, and unless all our test readers are LIARS, we're very confident that we've nailed those details. I have no doubt in my mind that 2's cast, especially its leads, will really shine.


A Whole New (Half of the) World

Of course, Verroa is just as important to the plot as any character. I remember, when reading through the notes for DD1's script in preparation for DD2, being fascinated by some of the ideas at play, many of which never made it into the game or else sadly failed to properly crystallize. Verroa is, in a way, a chance to take a second crack at these ideas, hoping to succeed where Etlan failed in portraying a world ruled by petty kings, squabbling lords, and opportunistic nobles.

Despite how that might make the place sound, it's also about celebrating some of the beauty of this place. Verroa is the homeland of the elves, a land dripping with history and culture. The Sildairans will journey to some of the further corners of this land on their quest; from the seedy underbelly of Hao'fen to the polished marble halls of Threllisar; from the rolling hills of Grettania to the magically-scarred dunes of Miridar; from the bioluminscent glow of the Towering Weald to the unforgiving icy chill of the Expanse; and perhaps, even to lands beyond Verroa, maybe even beyond any known maps...

In truth, one of the biggest challenges has been trying to touch on all of these places as much as I want to. Chip was the one who created the world of Verroa, long before I ever showed up, and having to decide what to show and what to leave in the notes was some of the hardest decisionmaking I had to do on this project. With so much ground to cover, both figuratively in terms of characters, plot, and themes, as well as literally in terms of the actual globetrotting adventure, there's just only so much time to go around. Hopefully, I made the right choices, and you can get as immersed in the world reading about it as I became while writing about it.

The Most Important Question

The last bit I want to touch on before wrapping up is this; while I think Chip is honestly too harsh on DD1, I think one of the biggest things that title lacked was conclusive, compelling answers to what is, in my opinion, the most important question in any story:

Why?

Why do the characters do the things they do? Why do they believe the things they believe? Why did the villains become the way they are, and the same question again for the world at large? Why THIS story, told with THESE characters, in THIS way?

DD2's original script outline, before I joined it, had one major thematic throughline running throughout it, but there simply weren't enough ways to explore that throughline to make it interesting. It didn't justify this story being told, nor did it justify these characters being the ones used to tell it. When we retooled that outline, around the same time I reoriented the way we look at story choices, this was one of my biggest goals; setting up a compelling reason to tell this story, a concept or set of concepts that this story felt uniquely situated to tackle in strong and interesting ways.

Gwyn is not just the main protagonist of the story, she's the only character who possibly could be. Her arc is too inextricably tied to the progression of the plot and the progression of the themes. Put differently, her "why?" is the most compelling it could be, and another character's would just be less interesting, less fitting, less impactful. Likewise, it has to be Verroa; it has to be Irving; it has to be Arthur, and Riordan, and Alden, and all the rest, because they're each core to how the themes of this story are being explored.

I want to talk about quite a few things using this script. DD2 is about family, how family can build us up to be stronger or tear us down from the inside, how being beholden to one's family is at times both a blessing and a curse at once. It's also about heroism, and what it means to be a hero, exploring the concept of who heroes actually serve and what comes after the hero's quest is done, as well as what it means to live in the shadow of a legend. It's also about divide, both the large divisions that lie between nations and peoples, and the small divides that may separate two old friends, or a father and his daughter, or two leaders fighting for a common cause.

And lastly, it's about discovery; the joy of a grand adventure, of learning new things and meeting new people and seeing new places; the terror of knowing, of opening a box you cannot close and living with what you've learned, for better or worse; the need to know more, to never be satisfied with what you already have and to push for more and more; and the pain inflicted by discovering that what you thought you knew is no longer true, that you've built your life around that which is now a stranger to you. And, likewise, the clarity, peace, and relief of discovering something better to rebuild around.

It's not always about all of those things at once; many of these ideas are most heavily explored in bonds, or else act more as an undercurrent to add texture to the other, more heavily explored topics. However, they're ALL important to me, and ALL important to the characters; these questions are the "Why?" for so much of the cast, and in exploring them, I hope to bring out the best of them, and lend these characters a genuinity and heart that DD1 at times lacked.

What's Next?

Currently, Chip is finishing up the gameplay revisions he talked about last time, and we're re-entering the playtesting phase at long last. Our other devs are busy making sure the world we've made is brought to life in ways more impressive than I ever could, with top-notch music and art helping to back up the (hopefully) more impressive systems, levels, and story. Meanwhile, I'm working on applying the final touches to the script, going over it with a fine tooth comb and polishing it until it shines. After that, it's time for all the optional content writing - that means bonds!! - where I get to really bring all the minor characters to life rather than just the core ensemble. The project looks better every day, and I'm super excited to get a chance to play it again now that the systems revamp is complete. I hope y'all are just as excited to play it yourself once it's ready!


**Once again, this developer blog was months ago, so have moved forward quite a bit since then. We will be posting the other developer blogs soon so we can get the Steam audience caught up!**

Dark Deity 2 Developer Blog 1

**This blog was posted several months ago, and we will be posting the other months soon to catch up on the Steam news tab. If you want to see all of the blogs now, visit our website**

2024 Developer Blog: January



Hey there! It's been a while since we stuck to a true update schedule as we've been hard at work on Dark Deity 2 and keeping our heads down for the most part. I'm thinking it's time to really get down to it and let y'all know what we're up to throughout 2024! We're planning to bring you a developer blog at some point during each month this year, letting you know what we've been working on and where progress is sitting at with the game. That all being said, let's dive right into it, shall we?


Staying Flexible

In late 2023, we had our first significant batch of gameplay testing and looks at what a full playthrough of DD2 might look through. We'd reached the point where most systems in the game were playable - and even had nearly the full game's worth of levels and story to wade through (albeit in early stages of quality).

What we found was that we had some more conflict between systems than we had realized, and though we were happy with many of our gameplay systems individually, that didn't necessarily mean they were working in unison to be greater than the sum of their parts - something we hadn't quite achieved yet. In a somewhat funny twist, DD2 felt a LOT like DD1 at the time - lots of fun to be had engaging with the systems, but it felt like there were a ton of obvious ways in which it could be better - obviously not at all what we want out of a sequel.

This led us to commit to a full redesign on some of the most significant progression systems in the game and really go back to the drawing board to make sure everything we put in the game truly advances our goals and leads to tight design. Now having some true testing under our belt and enough content in the game to keep feeling things out as we go, we feel really good about where the game is headed.

With the rush around DD1 being my first game (and really my first real *career* job after graduating college mid-development and mid-covid), I just didn't really have the time, expertise, or ability to take these kinds of looks at the game, and it feels amazing to look at systems that feel good-not-great and say "I want this to be GREAT, let's go back to the drawing board."

Storytelling Focus

Around the same time in the final days of 2023, we finished the full first draft of DD2's story. Where the gameplay section of this blog is a big fat "we're still working things out", the story section is a resounding success. We feel really strongly that we've created a more grounded narrative that values character development above all else. The story is a big epic fantasy adventure, sure, but the focus is deeply rooted with the Sildairan family (pictured above) and their struggles, development, and bonds.

We'll likely have a blog post at some point in the year that focuses in on the difficult and fun parts of crafting a sequel to a story as flawed as DD1's was (my bad), written by the person actually doing all the writing.

Where We Are Now

The team is firing on all cylinders as we move into the new year, with (in theory) all of our roles filled outside of voice acting - which is of course one of our focuses for the coming months. We're ramping up our internal casting discussions as we get closer to finalizing scripts and knowing exactly what we need from different roles. We'll have some exciting news in that area soon.

I'll be finishing up the system redesigns in the coming weeks, as well as finishing up the level implementation for the final few chapters - meaning we'll be back to internally testing all 30 chapters of gameplay and progression some time in February. There is still a mountain of work to be done regarding side quests and training levels, so don't take that to mean the game is all that close to finished - but we have a really solid foundation to be making sure the game plays and feels amazing.

Twisted Destiny

Something that might be a bit of a downer is that we're in somewhat of a flux point with Twisted Destiny. The further we get into development, the more we've realized that we probably can't do a true roguelite mode the justice it deserves within the systems we have without an absolutely massive additional workload. A lesson we really wanted to learn from Dark Deity 1 was that we'd rather make a really good game that is less ambitious than one that tries to do a ton but gets stretched too thin. Twisted Destiny as we have discussed it looks more and more every day like it falls in the latter camp, and I won't compromise the quality of the game itself for a side mode (regardless of how badly I want to make it).

I want to apologize to those who were really excited for a true roguelite DD, it was a personal failing of mine letting scope creep get to me and talking about it publicly before it was far enough along to know we could really get it done. It's definitely a hard part of my journey as a developer accepting my own limitations and not trying to do too much, but I think it might just be the most important one. As a solo programmer and the only team member that works in engine, but also one of the 'idea guys', sometimes the "holy shit this idea is so cool" in me gets ahead of the "be serious we aren't there yet".

That being said, we are planning at the moment to take the grounding principles of Twisted Destiny and apply them to a different side mode that is a little less ambitious. Something people were really excited about back during the Kickstarter ideation process for DD1 was a possible endgame dungeon mode, and that's where we are leaning at the moment - though all of this is flexible at the moment. I will keep you posted throughout the year as Twisted Destiny twists and evolves along with the rest of the project.

TLDR

-We have been testing a ton and reworking progression systems.

-All 30 chapters of story and their accompanying gameplay are playable.

-We are super happy with the story and moving into the editing process.

-Twisted Destiny is being redesigned, stay posted for updates there.

-More dev blogs to come in future months this year.

-We're aiming for a more transparent 2024 and to let you all in on the processes of developing this sequel

**Once again, this developer blog was months ago, so have moved forward quite a bit since then. We will be posting the other developer blogs soon so we can get the Steam audience caught up!**

World Premiere Game Reveal & Publisher Announcement!

Hey folks!

We’re super excited to announce we’re continuing our partnership with Freedom Games for Dark Deity 2!

[previewyoutube][/previewyoutube]

Working with them for Dark Deity, Freedom really impressed us with their dedication to our vision. With them taking care of the business-side, this takes an immense amount of pressure off our backs so we can focus on doing what we do best - working on Dark Deity 2 and making it the best game possible.

Freedom will continue helping us with a slew of important things, like managing our store pages and any console release process, as well as marketing, PR, and advertising the game, just like they did for Dark Deity, so we feel confident in moving forward with our partnership.

I want to assure you that we were extremely careful when considering publishing partners, and part of what makes Freedom such a good fit is that they aren’t looking to change our vision at all. We retain full creative control, which is obviously a big part of their identity as a publisher. They’ve already been incredibly helpful, and they’re dedicated to helping us bring Dark Deity 2 to its full potential, which I think is something we can all get excited about. We want to keep making games for a long time, and this is a huge step towards realizing that future.

As for our plans for Dark Deity 2, we’d like to talk about some different mechanics and improvements we’d love to make.

Terrain and Level Design
This is, in my eyes, probably the most important change from DD1 to DD2. It’s well established that level designs could have been better in DD1, and the lack of a terrain mechanic really pushed the issue further. In Dark Deity 2, we’re taking many steps to make sure the gameplay is superb. To start, Terrain is in, with a solid but not overwhelming variety of types and effects. Additionally, deploy count and enemy count are both down across the board - we’re aiming for shorter, tightly designed levels with more tailored difficulty and gameplay.

Performance and Bugs
Dark Deity 2 is completely rebuilt from the ground up, with none of the DD1 codebase returning. Making this decision added more than a year to our timeline, but I strongly feel it was the right move. Most people don’t know this, but Dark Deity was the first thing I ever coded, and thus patching and fixing it over time has become extremely difficult. Of the many lessons we’ve taken from DD1’s release, the importance of constant testing through the entire development process is near the top. It’s not going to be perfect - no game ever is, but we are working extremely hard to make sure it is as good as it can be.

Strategy and Readability
Trying to figure out ahead of time what will happen in combat in DD1 can be a nightmare, most prominently due to dozens of percentage-based effects and the advantage system - both of which will not be returning to DD2. All skills and abilities that scale off of percentage will tell you the flat value in menuing, and the advantage system has been reworked into an archetype system that has very clear delineated bonuses. The systems, by virtue of being much clearer, give you a lot more agency in your strategic choices.

Gameplay Balance
DD1 has a variety of balance issues, from the ease of low-manning or soloing to a huge gap in capability between characters and classes. With smaller levels, more potent enemies, and significantly lower stat aptitudes across the board, this is an area that we feel very strongly we’ve improved upon in DD2. The gameplay systems all lead to a more cohesive vision that allows us better control over pretty much every aspect of balance. We’re keeping a close eye on it, and have been testing all the player classes and characters from early on in development to make sure the balance feels great.

Story and Characters
Early on in DD1’s development, we committed to the idea of 30 characters and 400+ bond conversations, something that bogged down our writing process extensively. We’re a really small team, and the sheer volume ended up allowing less focus for key moments in favor of getting it all done. We’re reigning back a lot of the quantity in favor of quality this go around, looking to deliver a more engaging story with a smaller cast.

Thank you
Finally, there’s no other way to end this statement than with a huge thank you to everyone who helped make Dark Deity 2 possible. Thank you for all the feedback, all the support, and for putting us in a position to make a better game 2. We’re proud of the work we did with Dark Deity as our very first title, but we know just how much better we can do.

As always, thank you all for supporting us. You make every hour we spend developing this game immeasurably better. We really do appreciate having you stand with us on this journey!

If you loved Dark Deity and are excited for a Dark Deity 2, make sure to check us out and wishlist us! If you want to be kept up to date with progress on the game's development and connect with our community, you can check out our Twitter, Reddit, Facebook, Instagram, or Discord!

https://store.steampowered.com/app/2446600/Dark_Deity_2/