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Hidden Deep News

Stability fix

This fix will hopefully address the game crashes on Directx 11 that some users have reported. Unfortunately, neither I nor my testers were able to replicate this error but I did found possible problematic spots in the code.

PS. Multiplayer news soon.

UI Scaling Hotfix 0.95.43.2.1

Greetings explorers!

I have a long-awaited fix for you: UI scaling to high resolutions. All main UI elements have been redrawn to achieve a high level of detail.

Additionally, the patch includes:
- performance optimization for DirectX 11
- fixed problem with key assignment, especially on AZERTY keyboards where there was a problem with the Z key
- fixed loss of stability when playing on a gamepad
- some minor fixes

ALSO I have one more little bonus this time only on the EXPERIMENTAL branch:

- In Survivors mode, I added an anti-fall jet engine. When you start falling, you can press the space bar and the engine will turn on and run for a maximum of 7 seconds. The next use of the engine will be possible after 1 minute (the icon in the window at the bottom will light up)
- This gadget has not been sufficiently tested yet, so it is in experimental branch
- You can select branch in Game properties->Beta (in Steam)

Hot-fix 0.95.42.6

Well, as they say better is the enemy of good. There were new DirectX 11 rendering engine with many optimisations but it turned out that not all PCs liked it :( So I temporarily rolled back to old DirectX11. Of course all the newest game features stays. This will fix following issues:

- Black screen when going into game menu in fullscreen mode
- Crash on Steam Deck
- Crash on game start (rare but was reported too)

I hope this time all will work fine. The only feature taken back is you cannot choose GPU Adapter in SafeMode launcher. If you need to change the adapter use the routine described in troubleshooting post.

Quick hotfix 0.95.42.5

Hello! This is just a quick hot-fix:

Fixed: on some machines game was crashing after level fail screen

Apologies for the inconvenience.

A life sign from the depths

Greetings dear Survivors,

Please don't misunderstand my radio silence as some sign of danger - I'm still alive and working meticulously on the game. Being a solo developer has surely it's upsides, but it’s definitely harder to focus on multiple things simultaneously. Especially when the feature I am currently occupied with, is the one with the highest demand from you, the dear community: The native Multiplayer mode. Below you see some screenshot from work in progress, for that particular event timing is crucial, otherwise your friends will die a graphic death.





Since the framework I am using doesn’t bring much to the table in regards to net code and all the strings that are attached to multiplayer infrastructure, there’s a lot of tinkering, trial and error and, admittedly, sometimes frustration. Not to mention that testing a multiplayer setup as a solo-dev adds another layer of difficulty to the task - Did I hear someone say (upcoming) playtests?



But things are going forward, and I am positive that we take some of the next steps together soon. So stay tuned, you’ll be the first to know when it’s time to grab your friends and go exploring together (and let them drop off a cliff, probably).

Best regards
Wookie




PS: There's also a little update attached to this news, which contains small improvements and fixes that came along during the work on the multiplayer mode. Please see the changelog below:

  • Another iteration of controls responsiveness
  • Improved jumping behaviour.
  • Easier ledge grabbing (just hold button for left or right during jump)
  • You can now jump with weapons drawn. (but no shooting).
  • Improved movements on grappling hook when characters are close to the hook.
  • Improved crane lift magnets.
  • Overhauled the challenges menu.
  • Continue button should now work instantly upon finishig a level.