1. 深狱
  2. News

深狱 News

Early Access 0.1.219 Update Note

[h3]New Features/Modifications[/h3]
  1. [p]Optimized the terrain information panel in the bottom-left corner of the level interface to display longer text.[/p]
  2. [p]Clicking on a unit's portrait in the Trading Interface now allows you to view unit details.[/p]
  3. [p]Added death animation for \[Forge Cannon].[/p]
  4. [p]Added idle animation for \[Forge Workshop].[/p]
  5. [p]Added \[Forest Ruins] terrain effect: \[Round Start], Max \[AP] +1.[/p]
  6. [p]Adjusted \[Snow] terrain effect: \[AP] cost +1. \[Round Start], gain 1\[Hypothermia]. When \[Hypothermia] reaches 2, skill consumes additional 1\[EN].[/p]
  7. [p]Added 2 \[Maze] secondary missions.[/p][p][/p]
[h3]Bug Fixes[/h3]
  1. [p]Fixed an issue where neutral units would occasionally cause the round to get stuck.[/p]
  2. [p]Fixed an issue where allied unit equipment information was not correctly displayed in the Trading Interface.[/p]
  3. [p]Fixed text errors in the Mission Failure results screen.[/p]
  4. [p]Fixed an issue where unit sound effects were not cleared after the level ended.[/p]
  5. [p]Fixed text errors regarding certain persistent terrain effects.[/p][p][/p]
[h3]Pending Issues[/h3]
  1. [p]Add the missing unit tech trees[/p]
  2. [p]Introduce new main quest levels[/p]
  3. [p]Optimize UI interaction and quality-of-life features[/p]

2026.02.03 Fix patch

[h3]New Features/Adjustments[/h3]
  1. [p]The in-level story dialogue on the left has been updated to manual playback mode; left-click the mouse to proceed to the next line of dialogue.[/p]
  2. [p]Audio effects no longer accumulate when the game window is inactive, and will not play in a burst when switching back to the active window.[/p]
  3. [p]Replaced the art assets of the Forged Cannon, and added new idle and attack animations for it.[/p][p]Revised the ballistic type of the Forged Cannon to 2-tile line attack.[/p]
  4. [p]Adjusted the rendering order of props in the top-down view to prevent them from being obscured by units.[/p]
  5. [p]Added attitude prompts for neutral units, which will display when hovering the mouse over the unit:[/p]
    • [p]Friendly: Attacks enemy units only[/p]
    • [p]Retaliatory: Attacks allied units only after taking damage[/p]
    • [p]Hostile: Attacks all units indiscriminately[/p]
  6. [p]Increased the delay time for subsequent events after skill resolution (e.g., collapse, falling boulders, terrain transformation, etc.) to avoid visual and logical glitches.[/p]
  7. [p]Events and dialogue can now be triggered correctly after reaching the target location via the Leap skill.[/p]
  8. [p]Streamlined the option entries in the settings menu for tutorial levels.[/p][p][/p]
[h3]Bug Fixes[/h3]
  1. [p]Fixed an issue where the Forged Workshop of Tungsten Steel failed to summon units correctly.[/p]
  2. [p]Fixed an issue where the Acidification of the Wastewater Terrain was inoperative.[/p]
  3. [p]Fixed incorrect playback of the shapeshift animation for Aberration.[/p]
  4. [p]Fixed an issue where kill target indicators persisted after region switching.[/p]
  5. [p]Fixed misaligned damage popups for props.[/p][p][/p]
[h3]Pending Issues[/h3]
  1. [p]Optimize the interface of the new save system.[/p]
  2. [p]Add the missing unit tech trees.[/p]
  3. [p]Introduce new main quest levels.[/p]
  4. [p]Optimize UI interaction and quality-of-life features.[/p]

A must-have for strategy fans: Your Next Tactical Obsession Bundle

[p][/p][p][/p][h3]Hello Commanders,[/h3][p][/p][h3]We’re excited to partner with the newly launched turn-based tactics title Conquest Tactics: Realm of Sin to bring you the Your Next Tactical Obsession Bundle. 🤝[/h3][p][/p][p][dynamiclink][/dynamiclink]Pick up both games together and enjoy 10% off, a perfect bundle for players who love deep tactical combat, tough decisions, and great art styles. [/p][p][/p][p]On top of that, Conquest Tactics also has it's own 10% Full launch Access discount until Tuesday, making this a great moment to jump in if you’ve been eyeing both games.[/p][p][/p][p]We’re proud to share this moment, and excited to see how players carry ideas, builds, and strategies from one game into the other.[/p][p][/p][p]See you on the battlefield! 🪖[/p][p][/p]

Q&A: Saves, Difficulty, and Future Plans

[p]Hello Commanders! 🫡[/p][p]It has been two weeks since Deep Fringe launched in Early Access. [/p][p]We have been overwhelmed by your enthusiastic support and the massive amount of feedback we've received.[/p][p]In today's log, we want to address the most frequently discussed feedback and highlight the major content arriving in today's update.[/p][p][/p][h3]💾 Difficulty Customization & Save System[/h3][p][/p][p]Feedback: "Not being able to save mid-game is painful," or "I don't want to be tortured by a forced Ironman mode."[/p][p]Response:
The previous settings were indeed a bit too strict. We don't want the game to feel like a prison sentence, so we have made the following changes:[/p]
  • [p]Manual Saves (Outside Mission): We already implemented this last week. You can now safely save your campaign progress between missions.[/p]
  • [p]New Difficulty Options (Live Today): In today's update, we added new "New Game" options to let you customize your experience:[/p]
    • [p]Ironman Mode: Turn ON for the ultimate challenge, or OFF if you want multiple save slots.[/p]
    • [p]Loot Rules: Choose between "Manual Pickup" or "Auto Pickup" for battle loot.[/p]
    • [p]Equipment Loss: Decide whether a unit's equipment is destroyed upon death.[/p]
[p]We will continue to add more difficulty and challenge options in the future. Whether you want a hardcore simulation or a relaxed story experience, the choice is now yours.[/p][p][/p][h3]🎯 Mission Objectives Reworked[/h3][p][/p][p]Feedback: "Failure conditions are too repetitive (always 'Allied units all Lost')."[/p][p]Response:
We completely agree. Strategic depth comes from variety.[/p][p]In today's update, we have reworked some existing levels to enrich gameplay diversity. Victory and defeat are no longer just about eliminating all hostiles. You will now face different tactical challenges:[/p]
  • [p]Turn Limits: Complete objectives before time/turns run out.[/p]
  • [p]Enemy Breakout: Stop enemies from reaching a target location.[/p]
  • [p]Target Protection: Protect specific units or structures from destruction.[/p]
[p]After this update, simple "brute force" tactics might not work anymore. You'll need to adapt.[/p][p][/p][h3]⚔️ Neutral Unit Mechanics[/h3][p][/p][p]Feedback: "Is this lizard helping me or hitting me?", "Why am I being chased across the map for no reason?"[/p][p]Response:
The guidance here was indeed lacking. We are working on clearer overhead UI indicators so you can tell friend from foe at a glance. [/p][p]Also, if you are about to do something "bad" (like attacking a neutral unit), there will be a clearer warning.[/p][p]
Additionally, the bug where neutral units would inexplicably chase players across the map has been fixed.[/p][p][/p][h3]🎨 Statement on Art & AI[/h3][p][/p][p]Question: "Is the game art AI-generated?"[/p][p]Response: To clarify: No. All illustrations, animations, and environments in the game are hand-drawn by our artists stroke by stroke.[/p][p]The few rough-looking icons you might see are temporary placeholders used during development (due to limited budget and manpower, we haven't swapped them yet). They will definitely be replaced with proper hand-drawn versions in the future.[/p][p][/p][h3]⏳ Progress, Length & Future Plans[/h3][p][/p][p]Question: "How much content is there?", "Is there Multiplayer?", "Can I refresh the shop?", "When will the UI and fonts be updated?"[/p][p]Response:[/p]
  • [p]Progress: Currently, the game contains about 50% of the main storyline, with a typical run taking around 10 hours. We are on a weekly update schedule, adding new levels every week.[/p]
  • [p]Shop Refresh: We will add a "Refresh Shop" function in the future to help you farm for specific gear.[/p]
  • [p]PVP/Multiplayer: We have very limited manpower. Our current priority is the Single-Player Campaign, followed by Workshop support. Multiplayer may be possible down the road.[/p]
  • [p]Unlimited Farming: Many players asked about grinding. Side missions are designed to be infinite. We will update the side mission refresh mechanism soon to give players more choices.[/p]
  • [p]We will keep refining the UI for better usability, and fonts for certain languages will be unified and improved in future updates.[/p][p][/p]
[h3]⏳ Achievements, Steam Deck & Console Support[/h3][p][/p][p]Question: “Will there be achievements?”, “Steam Deck support?”, “Console versions?”[/p][p]Response:[/p]
  • [p]Achievements: After we finish stabilizing the difficulty and option systems, we will add achievements tied to those mechanics.[/p]
  • [p]Steam Deck: Once the PC version is stable, we will officially work on Steam Deck support.
    That said, some players in our Discord have already reported that the game runs fine on Steam Deck. Feedback is very welcome.[/p]
  • [p]Consoles: After the PC version reaches a stable full release, we will consider ports to other console platforms.[/p][p][/p]
[h3]😄 Some Fun Questions from Steam Community[/h3][p][/p][p]Question: “Will shorter units get higher dodge chance?”[/p][p]Response:[/p]
  • [p]No. Instead, they will get a passive that makes them always receive critical hits when attacked from higher ground.[/p]
[hr][/hr][p]Question: “Is there a mode where I just spend resources to buy units and let them fight the AI automatically?”[/p][p]Response:[/p]
  • [p]That was actually part of the original idea for Tungsteel.
    But for now, we’re focusing on stabilizing the current version and won’t touch the AI systems too much.[/p]
[hr][/hr][p]Question: “Add a hot anime-style assistant officer and no one will complain about side missions being boring.”[/p][p]Response:[/p]
  • [p]Other factions’ campaigns will have pretty assistant officers.[/p]
[hr][/hr][p]Question: “When will the Machine Cult get aircraft? (👀)”[/p][p]Response:[/p]
  • [p]This is actually doable within the current rule set.
    We may explore something like an air unit system in the future — but they would operate at low altitude, not full aerial combat.[/p]
[p][/p][hr][/hr][p][/p][p]The period after launch has been intense for us — processing large amounts of feedback while continuously fixing and refining the game. We’re glad to see the positive and thoughtful expectations many of you have for Deep Fringe, and the core systems are now gradually stabilizing.[/p][p][/p][p]Our team will enter the Chinese Spring Festival holiday after next weekend, lasting about two weeks. After we return, we’ll shift back into full production, with the goal of delivering a major new update around April.[/p][p][/p][p]Thank you for your patience and support. For the detailed list of today's adjustments, please check the simultaneously released Patch Notes.[/p][p][/p][p]Let's build the future of Deep Fringe together![/p][p]See you on the battlefield! 🪖[/p]

Early Access 0.1.218 Update Note

[h3]New Features/Modifications[/h3]
  1. [p]Added new level victory conditions:[/p]
    • [p]Eliminate designated target[/p]
    • [p]Designated unit reaches the target tile[/p]
  2. [p]Added new level failure conditions:[/p]
    • [p]Reach X round count[/p]
    • [p]Any enemy unit reaches the target tile[/p]
    • [p]Designated unit reaches the target tile[/p]
    • [p]Designated target is eliminated[/p]
  3. [p]Added difficulty selection at level start[/p]
    1. [p]Added a toggle for auto-loot pickup[/p]
    2. [p]Added a toggle for equipment destruction alongside fallen units[/p]
  4. [p]Added Kai's character side quest to demonstrate its core mechanics[/p]
  5. [p]Revised failure conditions for some existing side missions[/p]
  6. [p]Added 5 new side missions[/p]
  7. [p]Side missions now refresh when the player completes any quest[/p]
  8. [p]Added support for 2K and 4K resolutions[/p]
  9. [p]Changed the game mouse cursor to a hardware cursor[/p]
  10. [p]Added a new game setting: Battlefield Hints Toggle[/p]
    • [p]Enabled: All units and objects are highlighted by default, and enemy attack intentions are displayed[/p]
    • [p]Disabled: Hold the ALT key to view the above hints[/p]
  11. [p]Added skill and movement animations for some additional units[/p][p][/p]
[h3]Bug Fixes[/h3]
  1. [p]Fixed the resolution conflict issue between Gravitational Pull and unit creation via Forge Workshop[/p]
  2. [p]Fixed errors caused by turn end and their subsequent cascading issues[/p]
  3. [p]Fixed the incorrect trigger of NPC dialogue in levels under certain scenarios[/p]
  4. [p]Fixed the text adaptation issue in the title bar of the Mission Briefing interface[/p]
  5. [p]Fixed the inability to adjust sound effect volume during levels[/p]
  6. [p]Fixed the issue where the Molten Gel upgrade for the Cog Horde could cause unexpected unit death[/p][p][/p]
[h3]Next Week's Update Plan[/h3]
  1. [p]Add the missing unit tech trees[/p]
  2. [p]Introduce new main quest levels[/p]
  3. [p]Optimize UI interaction and quality-of-life features[/p]