A secretive corporation that holds a monopoly on the technology necessary to "fold space", travelling light-years in mere moments, has shown an obsessive interest in a large uncharted nebula in a distant arm of the galaxy.
The Pilot is working off the remainder of her sentence as an involuntary stellar cartographer for this corporation. She has been issued a small spacecraft that is equipped with a finicky deep space scanner and the support of an infantile Artificial Intelligence unit, and given orders to map as much as possible and report back with her findings.
What she discovers out there will change her life forever, if she can get back home in one piece.
We’re implementing the finished “armored knasher” and trying to get the eating animation just right. We’re having a few technical problems with the “spore mine” (tentacle football) that we hope to resolve by tomorrow.
In additional, we’ve started conceptual work on a small, prey-type creature with an electrical-based attack.
New mechanics are implemented for the fifth story mission. (Note: Between us, this means all the communications buoys you may deploy throughout the game start to yield critical information about the location of the final boss).
Not only are we finishing the fifth story mission, we’re implemented new nebula particle effects for it to make the whole thing look very intimidating.
We’ll also break ground on a whole new disaster: what happens when your shields break down. We haven’t quite decided what the repair mechanics will be for that yet and are still kicking some ideas around.
The bestiary will also be expanding to visually illustrate creature weaknesses and armored spots as the player discovers them.
All in all, exciting changes for Deep Sixed.
All the voicework is recorded, and most of the cutscenes are animated, we’re just balancing the missions, making sure all the triggers work and testing...
Our Kickstarter went live yesterday. Here is a quick update!
A brief update on game progress in the past few weeks.
Happy Easter! We’ve been testing our demo and decided that the tutorial and manual wasn’t quite intuitive enough, so we...
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