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Depthminer: Beta 0.1, and HPGE V1

[p]My last post was in March, 2025.[/p][p][/p][p]It is now Jul... the 17th of August, 2025,[/p][p][/p]
AUGUST
[p][/p][p]Depthminer: MMO[/p][p]For a little over 6 years I have been working on and off on Depthminer and it's various versions. There has been like 50 versions of this game and now I am releasing the last version I will be working on as this version will become what my vision is: A free sandbox mmo that's fun, doesn't waste your time, is a game at heart, and supports future releases as well as the games past in a fair way.[/p][p][/p][p]Right now, Depthminer is in Beta 0.1. You can check it out, for now, on itch only:[/p][p]https://georgehennen.itch.io/depthminer[/p][p]It is free.[/p][p]There is also the ability to buy, permanently, all future dlc for the project for $15 flat (it tells you all information pertaining to that right below it)[/p][p][/p][p]check it out, there is currently not much besides a testing room to see how the game will play (at least a little). in about a week or two the online interactivity will release meaning the opening of the beta server that will shut down and update per update until launch where it will be reset and permanent, and the game will be released on Steam.[/p][p][/p][p]Hardest Punching Game Ever:[/p][p]In from November 2023 to maybe January 2024 I was working on a small punching game. [/p][p]Beyond that, I pretty much ignored it. [/p][p]Over the last few hours I updated the main menu to make it a little more playable.[/p][p]That is currently also available for free on itch only (for now)[/p][p]https://georgehennen.itch.io/hardestpunchinggameever[/p][p]At some point I will release it on Steam for free as well but that costs $100 and I don't have $100. [/p][p][/p][p][/p][p]Expanded: [/p][p]I am excited for Depthminer to be come what I want it to be. Imagine this: a guy who has borderline 0 dollars makes a free sandbox mmo. Crazy right? Wrong. These mega-corps have been lying to people for 30 years. It is not costly to make a sandbox game it just takes knowing online networking and making something fun. Yes, it's 2D but... that only makes it take 1/3rd the time and maybe only half the money. [/p][p]Ultima, Worm, and maybe a few other select titles have done similar things, but they aren't the same thing. [/p][p]It's possible, i'll prove it. I know DEAD isn't at all similar in what I am doing aside from the visual style but it'll be cool, and just so much better than DEAD in every way. [/p][p]Also, any game that doesn't include controller support by default is -1 star. [/p][p]Speaking of visual style, I may have brought it up in a different post but this game only came from trying to make Deep Dweller, the original prototype of Depthminer. [/p]

Depthminer: Beta 0.1, and HPGE V1

[p]My last post was in March, 2025.[/p][p][/p][p]It is now Jul... the 17th of August, 2025,[/p][p][/p]
AUGUST
[p][/p][p]Depthminer: MMO[/p][p]For a little over 6 years I have been working on and off on Depthminer and it's various versions. There has been like 50 versions of this game and now I am releasing the last version I will be working on as this version will become what my vision is: A free sandbox mmo that's fun, doesn't waste your time, is a game at heart, and supports future releases as well as the games past in a fair way.[/p][p][/p][p]Right now, Depthminer is in Beta 0.1. You can check it out, for now, on itch only:[/p][p]https://georgehennen.itch.io/depthminer[/p][p]It is free.[/p][p]There is also the ability to buy, permanently, all future dlc for the project for $15 flat (it tells you all information pertaining to that right below it)[/p][p][/p][p]check it out, there is currently not much besides a testing room to see how the game will play (at least a little). in about a week or two the online interactivity will release meaning the opening of the beta server that will shut down and update per update until launch where it will be reset and permanent, and the game will be released on Steam.[/p][p][/p][p]Hardest Punching Game Ever:[/p][p]In from November 2023 to maybe January 2024 I was working on a small punching game. [/p][p]Beyond that, I pretty much ignored it. [/p][p]Over the last few hours I updated the main menu to make it a little more playable.[/p][p]That is currently also available for free on itch only (for now)[/p][p]https://georgehennen.itch.io/hardestpunchinggameever[/p][p]At some point I will release it on Steam for free as well but that costs $100 and I don't have $100. [/p][p][/p][p][/p][p]Expanded: [/p][p]I am excited for Depthminer to be come what I want it to be. Imagine this: a guy who has borderline 0 dollars makes a free sandbox mmo. Crazy right? Wrong. These mega-corps have been lying to people for 30 years. It is not costly to make a sandbox game it just takes knowing online networking and making something fun. Yes, it's 2D but... that only makes it take 1/3rd the time and maybe only half the money. [/p][p]Ultima, Worm, and maybe a few other select titles have done similar things, but they aren't the same thing. [/p][p]It's possible, i'll prove it. I know DEAD isn't at all similar in what I am doing aside from the visual style but it'll be cool, and just so much better than DEAD in every way. [/p][p]Also, any game that doesn't include controller support by default is -1 star. [/p][p]Speaking of visual style, I may have brought it up in a different post but this game only came from trying to make Deep Dweller, the original prototype of Depthminer. [/p]

Hello and Goodbye (The Future of VR/AR and what that even means) P.2

Take a moment to read over the article, I would appreciate your input!

The Game Right Now

Hello, I'd like to say firstly: Thank you for playing my game(s). If you have played all of them up until this point... amazing. At least 80,000 people have played my games which is simply hard to understand. It's really cool. I do need to move on.

The total number could be 500,000, but 80,000 is a safer bet to say for sure.

For almost 5 years DEAD has had consistent updates regardless if I have posted about it or not. It has been in my background for a long time relative to my life. I am 23 years old. A game that was once an offshoot of a survival game to kill time has now taken my time while the game that I was originally working on has become the background game.

The game in question is GIGASTRUCTURE. I've talked about the game before, vaguely, is what may be the best multiplayer game ever. The problem with a game like that is alone it would take me 20 years to finish it as I have never had the money to make something so fantastic. The money isn't even a server cost, it's a staff cost. It's just too much to do alone. That sucks.

If you want to hype yourself up for no reason go to gigastructure.com

You aren't here to dive into that game, you are here to know about the future of DEAD and possibly to know where I have been.

During the entire development of DEAD I have grown as a person as all people should do over a period of time like that. My focus has shifted totally. I am at a point now that has been built upon for years and that point is this: I cannot personally enjoy DEAD, maybe I never could, but I can admit that I cannot now. This information should not invalidate your enjoyment dear reader. It should, hopefully, give you an insight as to where I am.

Many people have enjoyed this game. Many people add me just to tell me that, or comment the same sentiment, post a review of said sentiment, maybe they enjoyed it so much they posted in every place they could on problems just to get my attention that I would reply to within the hour just to surprise them (that I quite enjoyed).


The view I have now and the view I hold along with my many personal shifts, and personal challenges is what is pushing me onto new things. I gotta go.

"So what's next, and what of my prior promises? What of Dead? What of Dead+?"

DEAD is not dead, but it is going to continue to be further and further behind me. You might have noticed that there hasn't been really anything new anywhere about this game. We will get to that a little later.

As of this post I am going to be ignoring this game (for the most part). There is still the personal obligation that every developer should have at every level in the industry of continuing the game. My personal obligation to finish overhauling every system so that I may leave it alone, throw it to open-source, and possibly talk about it to some nerd in ten years about how "this shit got them geeked" or "I played it when I was 10 and it shaped my reality" or something like that, is still there. The overhauled build will come out. In fact, it kinda already did but then I had to revert back to a much older build due to Steam policy. As an insight, it's already much better than the current state of things but not all of the maps are there. Whatever bugs are in the public build will basically just stay there until I can finish. It's a months old build at this point.

The primary reason for this is because there are no DEAD+ maps available in said build and Steam requires you to keep up with your DLC promise once people buy said DLC. It's a good policy*

Essentially, I work alone on this, so updating it in mass either requires months of focus or gradual addition. All I can say is that when it re-releases, it'll be a lot better because it already is.



"So what are you doing then big guy?" the straw man said:



VR

I am moving on, but to what? The next generation of VR gaming.

Like I said, there has been a lot of personal situations in my life. One of those situations is the limited time I have left to use my wrists. I cannot play a lot of PC games anymore, Having to actively hold down WASD, etc. is becoming a strain on my wrists to a level that I do not trust. I literally have a cyst on my left wrist right now that I do not have the money to deal with... possible two on the same wrist (Anyone have $2000?! woweee! gotta love doctors!). it'll just get worse with time. As of that happening suddenly I haven't actively touched playing or making games to a crazy extent.

I basically just spent 6 months playing Civ and Intruder. Two games with a lot of pause.

Playing GTA with a controller is great, making DEAD controller compatible and making sure all games I have worked on since being controller compatible has been important to me for years because I knew this would happen eventually. Now the pain is there. The situation reminds me of a character in the show Silicon Valley who is only beyond his prime because he cannot physically type anymore and it's a basis of a lot of the background problems in the show.

Word of advice, do not let your kid use a computer at 11. There is no real reason for them to do so, even now.

Despite Gabe Newel's general hatred for VR, it has come a long way. My favorite thought for what is from my experience now with hand-tracking. It is there, we can do it. How do we commercially sell lasers? (If you find that sentence hard to read, just move on, but know I am asking the right question as simply as I can).

Another question that needs to be asked, but solved soon is what we do about cancer. Cancer is half of the reason people do not have Jet packs. Think about it. "No!" "yes, I promise."

Controllers and VR have the key component in common that it is really easy to pick up and play because you are holding something and interacting with it like a monkey, and VR gets our monkey mode back while being in a fantasy universe to blow off some steam in a simulation. Even just watching a movie is a different experience. Being able to hold a tiny controller like what the Oculus has, or do what the Index does, or do what the Deckard... It's all really cool and is what my body is forcing me to do. VR helps move both towards a new future of development myself, but will provide a vision for the next generation of what it means to play in an experience. Up until this point I have only worked with 2D games, but my visions have been in 5D. I am seeing what is possible, and know what is to be done. I see where we are at now, and what was before us.

I wish Mark Zuckerberg didn't rebrand the Oculus (a perfect title for what the thing does) into a project name "We are on a Meta Quest! 1, 2, 3, 4, 5, 6. Okay! Now our quest.. that turned into quests, is completed and we can experience meta." Super lame.

From where I am sitting right now, VR gaming is really shitty.

The gaming selection is kinda shit, and to a normal person it's pretty awesome so nothing is changing. Valve really thought that putting out a headset and putting out a really pretty vr game would shift an industry, but it didn't.. at least not immediately. The most surprising part is when they did it coronavirus was primed to have VR explode to a global level. After they failed because they didn't even make something as good as Quake, Mark Zuckerberg had an Identity crisis of his go public and went in deep on VR. Re branding a billion dollar, billion person corporation is wild. It's like when all the drug companies merge and name themselves a concept. Luckily, he had a solid system that didn't have a freaking wire, and an easy to understand, usable controller unlike anything else prior. Unfortunately, Mark isn't a creative guy in that way so he let his greed get in the way of making what had already come before. Meta Horizons was and sitll is a bust. It's just shitty roblux with a really solid avatar system. I bet Mark knows it.

Mark please make it better. It's just.. so bad. It can be awesome. So awesome.

These failures in product forefront from major companies have left games like Beat Saber, a Rhythm game where you hit blocks to generic songs unless you understand above average web ux and modding to add ones you like, or Pavlov, a super clunky shooter game that lets a rushed first build ruin an entire games visuals and performance. The space right now is one of e-waste. People buy a cool futuristic thing, play it for like 100 hours, and then get rid of it on Facebook or leave it in a room collecting dust. Worse case, they vomit because for some reason motion blur experiences are allowed to be published on platforms next to games that actually work and play well muddying the space. Everyone is too focused on over-creating bs, or pooping out products to make something fantastic. Palmer Lucky popped in, created something sick, and then went to go make money selling high-end sims and military equipment because that's what you do when you want to experiment with wacky shit.

Point is, the barrier to entry for all modern games is Quake. It was the first commercial full-3D game, it literally gives you the source code. It looks solid, and has probably the best use of a soundtrack in gaming still, We all have the same blueprint, but everyone seems to be stuck on DOOM.

Quake is great. Quake 1 is great. Go play Quake 1. Don't bother with the rest... just play 1. They invented and then failed the formula for all modern games, but 1 is the greatest game of all time.

I am building something that will change the game for VR, maybe it'll take a few months for it to come out but it'll be a changer.

"What has lead to where we are now and the feeling you have before you to lead anew is what is giving way to the future." This is what is in me. Big words.

I do not want to show off anything as of right now. It'll be great, but the point of this post was to talk about why you won't be seeing anymore of DEAD and what I will be doing instead.

None of this is to say I will fully ever abandon any of my projects. I do not think I am capable (blame my "parents"), but I do have to move on.... to something sick, or at least very interesting.

So what has AR have to do with any of this?
AR is in the same situation as VR. Nobody understands that we all just watched Pokemon GO rise and crumble. Microsoft and Mojang couldn't even make 3D blocks fun. The most fun thing to do on your phone shouldn't be to scroll. Nobody cares about the videos, it's all about the scroll and noise satisfaction. That's why a game like Pokemon GO works so well, Pokemon has very little to do with it.

I do not care to deal with AR right now, but for years I have had the same ideas for it and despite my lack of push in the space there is still nothing better than just opening tinder and swiping. Maybe 2048.

let me know what you think

[email protected]
@georgehennen on x.

Map Addition

Added a odd challenge map I made in 2 hours called "destroy" based off the idea of needing to destroy wood. I was going to call it wood.

This update is also one to clarify that I fixed a bunch of stuff in the last 3 months but have not been on top of making announcements or keeping track of everything I did due to personal life situations.

What's Next?

Normally, this would be the "introduction" of the post followed by a list of changes. Though there has been many changes, that list is not the focus of this post.

(you can read a decent amount of the changes at the bottom of the post)

Almost every month I try to inform you all of what is new with the game. This month I decided to spend my time polishing what was there for future improvements, but mainly additions.

With polish comes tough choices, and one of those choices was to reset every leaderboard currently in the game. Why? The game is meant to be a fun, arcade shooter to play with your friends, or as a highscore killer. It always has had this vision aside from the core idea of "make a game that supports controllers". To let this idea come to light, I decided to update the game to be entirely score based rather than based how many enemies you killed. It has lead to an overall more quality experience and I hope you find this to be true.

At the bottom of the page is every level that is/was in the game and who the top players were over the last 4 years. With this is also a video from myself thanking and naming the top players for each level. It's about 10 minutes long.

So what's next?

The next update, Novembers Update, will be a bunch of map overhauls and obviously: more polish.
-Enemies: New, and Morphed Enemies.
-Items: Lots and Lots of new items, powerups, etc.
-New Music: Jesus dude, we need more/better music.
-More Focus on the Splitscreen, and the improvements that need to come.
-Lighting

The Normal Monthly Update Stuff

I spent all a bunch of time agonizing over the sandbox game I showed a bit ago. Development is Hell sometimes. This game helps me focus on something far easier to deal with, the problem is that this game is sometimes also it's own development Hell and I end up being annoyed at how messy some aspects of the project is due to it's age, and my original lack of caring to organize anything. At least it is fun to improve this game, and it's not like anything is counting on whatever outcome I come up with considering it is released, and out (technically).

Most of the month was spent upgrading this game, and as you read above: the leaderboards were reset.

I really do not have more to elaborate on than just to say "I did it to make this game better".

I paid good money for DEAD+/MAP PACK DLC
I have completely removed Round Based Levels for now, this will come back. Everything is free. For those of you who bought the map pack/dead+ please note that content will be reintroduced specifically for those players and that the price will go to $5 (and be worth $5) instead of being $1. It is still $1, anyone can take advantage of that right now as I plan to leave that up. The DLC description has been updated to reflect this post and my feelings. This change/improvement will happen by January of 2025.

If there are any specifics you would like to see out of DEAD+ when it comes back, let me know. I have, for 4 years, been open to feedback of any kind and many people message me about this game every month. It's really hard to bother me.

Some of the Changes and Improvements
*SCORE is now entirely score based. All scores have been reset for the infinite round base, it will not happen again.
*Singleplayer now displays ammo, hp, and score differently.
*Colored Blockade visuals have been fixed.
*Optimized some achievements to not be being called every second.
*Bombers speed towards you visual has been changed
*You are no longer able to fire or use a weapon while n the pause menu (i just never tried)
*The time no longer ticks up when you are "paused"
*The hitbox of enemies is now different to feel more responsive.
*The door block buy code has been optimized down to 10 lines instead of like... 100 copy/pasted nonsense.
*Optimized shooting to be more optimized (less lines of code doing the same things)
*Re-added screenshake, will be changed later.
*Updated Box Expanded to have less visual issues. I will revisit this map to redo its flow.
*Updated Box to have less problems. I will potentially revisit this map to re make it.
*The color of wood has changed.
*The Absorber not being in the game means I removed the achievement. It was barely an achievement, but it was one that you could earn.
*I changed some of the skin colored heads. Anyone other than the whitest white guy is hard to make not "hard to look at" for pixel art. I've kept these 6 variations in the game for years and do not plan to remove them, the challenge of keeping the color of the skin of a pixel art character to be visually pleasing is fun. There are 50 variations and tones of every main "type" of skin color. White guy 1 wont be the same as white guy 2, etc. The 6 I chose a while ago were basically the main 6 types of people from super white to the darkest black, I felt these 6 were a pretty solid representation of the generality of people. Your skin color is chosen at random as God intended. The challenge for me is to make sure it isn't impossible to play as your skin type. I mention any of this because I changed the body sprite once again. I wanted it to be more visible and my hope is it will make the darkest skin type easier to look at as before it was sort of a blur of dark orange and grey. (everyone in the universe is a shade of orange btw, nobody is "black" or "white")
*There are now 10 skins for the "skincolor" variable.
*Besides wood, various ground objects like "brick" and "mud/dirt" sprites were changed.
*The Hedge map has had a minor art overhaul.
*changed bomber size.
*so much more.... i mean, just play it. the game has been overhauled haha.



Thank you for reading, if you thought this was a decent enough read please react to the post.

[h3]Infinite Levels[/h3]


[h3]Round Based Levels[/h3]



[previewyoutube][/previewyoutube]