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Unto Deepest Depths News

Demo v1.5 is now available!

Hello adventurers!

It's been a little bit since the last update, but I'm excited to finally share the next iteration of the demo with you. Here's what you can expect:

Controller support
There is now support for controllers! Please note that at these early stages it is still considered somewhat preliminary, so please reach out if you run into any issues. You should be able to play the game entirely with the controller, including viewing relevant button prompts, with the exception of your character's name (more on this below), which will require a keyboard if you don't want to use one of the pre-generated names.


Player characters
You can now design your own character to lead your party! As you're in charge of managing your party, you won't participate in combat directly, but your background will play a part in how your adventure unfolds. Please note that for the demo release, only one background is currently available. More will be added at a later date.


A new unit
The archer can now upgrade to a more powerful ranged unit, the arbalist! This unit offers similar movement options to the archer, but can attack more cells in more directions.


And that's a highlight of what to expect! Full changelog is below:

What's new:
  • Added preliminary controller support
  • Added player character panel
  • Added the Arbalist unit
  • Replaced Investor and Treasure Hunter upgrades with new Bounty Hunter upgrades
  • Preview how much damage will be dealt before attacking
  • Enemies will show their type on hover, which is helpful for certain attack upgrades


What's changed:
  • Reworked XP balance, including upgrade costs, event rewards, and penalties
  • AI units can no longer have different amounts of health for the same unit type
  • Map legend is now collapsible
  • Improvements to AI performance
  • Improved unit placement
  • Engine update that shouldn't have any external impact
  • Tweaks to the UI to support controllers and improve flow
  • Minor bugfixes


Thank you to everyone who has played the game and for sharing your feedback!

Demo v1.4 is now available!

Hello adventurers!

Releasing another update to the demo today that adds a number of quality of life features, bugfixes, and some extra content:

What's new:
  • Added the ability to quickly swap selected units by just clicking on the desired unit
  • Hover over units to see all cells they might attack
  • Added a more dynamic variation of the soundtrack that plays during battle
  • Added two new events
  • Added a custom cursor to the game
  • Added icons to units showing when they have upgraded damage


What's changed:
  • Adjusted sound levels on fallen warrior
  • Removed quit confirmation from defeat screen
  • Updated the tutorial to account for other changes listed here
  • Fixed a bug where the scroll bar on event text wouldn't reset
  • Fixed a level generation bug that could occur when a healer was in the party


Thank you to everyone who has played the game and for sharing your feedback!

Demo v1.3 is out!

Hi all,

Development is well under way on the full game, but that doesn't mean the demo has been left behind! I'm releasing a new build today with a few quality of life improvements, balance adjustments, and general tweaks. Changelog is below:

What's new:
  • Replaced the old tutorial with a new, interactive one
  • Added a tooltip to units when outside of battle showing their stats
  • Added multiple potential world maps for you to play on
  • Added particle effects that trigger when units are hit

What's changed:
  • Peasants can now attack diagonally
  • Made balance adjustments to upgrade costs, particularly health upgrades
  • Made balance adjustments to events
  • Made minor changes to health bar visuals
  • Adjusted artwork on the healer
  • Screen visual effects transition more smoothly
  • Adjusted layout of events text box


Thanks for playing!

Demo v1.2 is now out!

A new version of the demo is out, and with it quite a number of changes! Here's a look at what's within:
  • Multiple potential boss battle configurations now await you
  • Two more events are now possible, and a couple of previous ones have been reworked
  • AI has been reworked to be slightly more challenging, but also more predictable
  • A few balance tweaks have been made:
    • Frail now lasts for a single battle
    • Upgrades are slightly cheaper. Note that they are still a bit expensive, and their use in the demo may be a bit limited.
    • The world is now 9 steps instead of 8, giving you that little extra bit of XP and chance for an event.
  • A number of bugfixes and minor improvements have been made:
    • Added missing air particles to levels
    • Tweaked the post-processing effects
    • Fixed enemy death sounds stacking on top of one another
    • Added animation speed controls to the options menu in case you want to zip through things
    • Added the ability to use the mouse wheel to pan the map
    • Fixed a glitch allowing for infinite movement


Thank you all so much for trying out the game and sharing your feedback! I'll continue to make incremental updates to the demo as development progresses based on your feedback.

Turn-Based RPG Fest and Development Update

Hello adventurers! I'm pleased to announce that Unto Deepest Depths is a part of Steam's Turn-Based RPG Fest! If you haven't given the demo a go yet, now's a great time to do so!



If you have already tried the demo, thank you! You support and feedback means a lot, so I'd like to share with you a preview of what you can expect in the next demo update, which should be out in the coming weeks:
  • Improved unit AI, featuring a completely revamped planning system
  • Additional random events, plus some modifications to existing events
  • Additional final boss fight configurations
  • Balance adjustments
  • Minor bug fixes and visual tweaks


I'll share more as the release date approaches. Thanks for playing!