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深狱 News

2026.01.16 Fix patch

[h3]New Features/Adjustments[/h3]
  1. [p]Added sound effects for loot drop, pickup and destruction in levels.[/p]
[p][/p][h3]Bug Fixes[/h3]
  1. [p]Fixed the abnormal display issue of the friendly side’s movement range in certain scenarios.[/p]
  2. [p]Fixed the issue where set effects failed to activate.[/p]
  3. [p]Fixed the abnormal cost issue of the Forged Assault skill.[/p]
  4. [p]Fixed the problem where Forged Assault would collide with incorrect units.[/p]
  5. [p]Fixed the incorrect descriptions of certain skills and missing English texts.[/p]
  6. [p]Fixed the inaccurate text boundary issue in levels.[/p][p][/p]
[h3]Pending Issues[/h3]
  1. [p]Lack of prompts for hostile stance and feedback during stance transition of neutral factions in levels.[/p]
  2. [p]Issue where neutral factions in levels attack indiscriminately without distinguishing between allies and enemies.[/p]
  3. [p]Issue where the quantities of equipment and items sometimes stack incorrectly.[/p]

Deep Fringe Early Access Out Now! Enjoy 10% Off On Launch

[p]Hello Commanders, 🪖[/p][p][/p][h2]Deep Fringe Has Officially Entered Early Access![/h2][p][/p][h3]Grab it now and enjoy 10% off discount in the first days of launch![/h3][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][previewyoutube][/previewyoutube][p]Deep Fringe enters Early Access with a solid core framework. Future mechanics and content are designed to meaningfully expand how the game is played.[/p][p][/p][p]This project was born from our long-standing passion for tactical strategy games. Throughout development, we constantly debated and tested core rules internally and brought early, rough prototypes to industry events to be challenged by experienced developers.[/p][p][/p][p]To better support complex terrain and multi-layered interactions, we made the difficult decision to rebuild our original 2D scenes into a fully 3D environment. To keep development moving forward, we deliberately cut many interesting ideas along the way. With a complete core framework now in place, those ideas are not lost, they are simply waiting for the right time to return.[/p][p][/p][p]We would like to thank players who have supported us since our first public reveal in 2024, especially those who joined our community early. We still remember a player who, in one of our very rough early builds, completed an entire level with a single unit left at one point of health, spending nearly an hour to succeed. That moment gave us the confidence to keep going.[/p][p][/p][p]We are equally grateful to players who spent hours with Deep Fringe at noisy convention halls. Your questions, feedback, and instinctive reactions during playtests provided invaluable information that directly shaped our improvements. 💌🫡[/p][p][/p][h3]Why Early Access?[/h3][p][/p][p]Tactical strategy games are often considered a niche. However, player feedback made one thing very clear to us - there is a dedicated audience that genuinely cares about this kind of experience. We are strategy players ourselves, and even knowing the market is smaller, we chose to continue developing Deep Fringe for that audience.[/p][p][/p][p]Rather than reshaping the game to fit broader expectations, we decided to move forward through Early Access and build directly alongside our players. This also meant making difficult choices. Due to funding and scheduling constraints, some planned features were postponed or cut. Our goal is to sustain development through Early Access, and keep refining and expanding it to reach the level of quality we believe it deserves.[/p][p][/p][p]The current version of Deep Fringe is still a work in progress. Alongside developing future content, we will be releasing weekly patches to fix bugs, improve stability, and refine the existing experience. We closely monitor all feedback and appreciate your patience as we improve the game step by step.[/p][p][/p][h3]Early Access Roadmap [/h3][p][/p][p]We know many of you are curious about our plans beyond Early Access, or may have concerns about what it means for the game or are simply afraid of the 'Early Access' stage. We completely understand, which is why we did not want to keep you waiting and have prepared an Early Access roadmap to share with you on day one. We'll keep refining this roadmap to ensure it aligns with your expectations, feedback and vision for Deep Fringe.[/p][p][/p][p][/p][h3]Kickstarter and Early Access[/h3][p][/p][p]We initially planned a Kickstarter for Deep Fringe, but with Early Access ready and momentum from the March demo, we chose to launch Early Access directly. We're forever grateful to the early followers of the project there and hope you will follow us during this journey! [/p][p][/p][h3]Report BUGs & Share Your Feedback[/h3][p][/p][p]If you have feedback on gameplay or systems, please do not hesitate to let us know. While we continue developing future content, we will also be releasing weekly patches to address issues and improve the current experience.[/p][p][/p][p]If you encounter bugs or would like to share feedback, you can report them on Discord in the df-bugs or df-feedback channels, which we monitor closely. You can also share feedback through the Steam Community Hub.[/p][p][/p][h3]Known Issues[/h3]
  • [p]Some skills and units are missing assets and special effects.[/p]
  • [p]Certain visual and sound effects are not yet implemented.[/p]
  • [p]Incorrect background music playback in some levels.[/p]
  • [p]Incomplete parts of the story and branching content.[/p]
[p][/p][p]If you encounter any of these issues, or notice problems we may have missed, we encourage you to let us know. Your reports and feedback directly help us improve Deep Fringe throughout Early Access.[/p][p]We are excited about the road ahead, and we hope to build the best possible tactical experience together with the community. [/p]

Deep Fringe Launches January 15th in Early Access!

[p]Greetings Commanders, 🫡[/p][h3][/h3][h3]We’re excited to announce that Deep Fringe is coming to Early Access on January 15th at 2:00 PM UTC, 3:00 PM CET, and 6:00 AM PST. 📅👈[/h3][p] [/p][p]Save the date on your calendar. [/p][p] [/p][p]To celebrate the announcement, we’ve released a new Early Access Launch Date Teaser Trailer, recently featured on IGN. The support has been surreal, and we could not be more grateful. [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Before moving on, we’d like to thank you from the bottom of our heart for all the support and encouragement you’ve shown us along the way. The reception since the start of this project has been truly mind-blowing for us. Your feedback has been critical in helping us clarify our design priorities and development direction. [/p][p] [/p][p]As a small indie studio releasing our first title, we know there is still room to grow. Early Access is an important part of that journey, and we hope the version launching on January 15th brings you joy and nostalgia for the good golden age of tactical gameplay.[/p][p][/p][p]We'll reveal our roadmap in the another upcoming announcement, stay tuned. [/p][p] [/p][p]See you soon on the battlefield, commander! 🪖[/p][p][/p][p]Join us on Discord. [/p]

DEMO 0.1.216 Update Note

[h3]New Features/Modifications[/h3]
  1. [p]Added movement and idle animations for some units.[/p]
  2. [p]Introduced a dedicated upgrade interface for hero units.[/p]
  3. [p]Adjusted the exchange materials for equipment.[/p]
  4. [p]Modified the clear rewards for certain levels.[/p]
  5. [p]Revised descriptions for some skills.[/p]
  6. [p]Optimized the lag issue in main quest levels that feature the Source Flame Core.[/p]
[h3]Bug Fixes[/h3]
  1. [p]Fixed the issue where attacks from AI factions failed to take effect.[/p]
  2. [p]Fixed the incorrect display of keyword icons for certain skills.[/p]
  3. [p]Fixed the wrong activation condition of Kai's Counter Trap skill.[/p]
  4. [p]Fixed the abnormal effect of Hydowomb's Deep Nexus skill.[/p]
  5. [p]Fixed the stacking failure issue of Armor Piercing-type effects in specific scenarios.[/p]
  6. [p]Fixed the display issue of icons for certain effect-type skills.[/p]
  7. [p]Fixed the multiple rendering issue of Vulnerable effects on 7-tile units.[/p]
  8. [p]Fixed the problem where 7-tile units occasionally took double damage from area-of-effect (AoE) attacks.[/p]
[h3]Known Issues[/h3]
  • [p]Some skills and units are missing assets and special effects.[/p]
  • [p]Missing performance effects such as some special effects and sound effects.[/p]
  • [p]Incorrect background music playback in some levels.[/p]
  • [p]Incomplete parts of the plot and branches.[/p]

DEMO 0.1.215 Update Note

[h3]New Features/Modifications[/h3]
  1. [p]Added descriptive texts for scene objects and equipment items.[/p]
  2. [p]Removed some obsolete items in the Map Editor.[/p]
  3. [p]Optimized the image display of certain 3D objects in the Map Editor.[/p]
  4. [p]Optimized some in-game interfaces.[/p]
  5. [p]Added skill animations for some new units.[/p]
  6. [p]Enhanced the Unit Details interface: After viewing skill keywords, right-click to close the menu step by step.[/p]
[h3]Bug Fixes[/h3]
  1. [p]Resolved the incorrect display of some effect texts when refreshing new areas.[/p]
  2. [p]Fixed the issue where the death animation failed to play for units killed by Falling Rocks.[/p]
  3. [p]Corrected the problem where the enemy unit's attack range remained visible after switching selection from an enemy unit to an object.[/p]
  4. [p]Fixed the bug where the skill bar wouldn't reopen when clicking Attack or Cancel after the mouse pointer hovered over an object during an attack.[/p]
[h3]Known Issues[/h3]
  • [p]Some skills and units are missing assets and special effects.[/p]
  • [p]Missing performance effects such as some special effects and sound effects.[/p]
  • [p]Incorrect background music playback in some levels.[/p]
  • [p]Incomplete parts of the plot and branches.[/p]