A New Tactical RPG Coming in February 2018

500 years after the waters rose, humanity is dying and only your team of mercs can find out what is trying to bring mankind to extinction. Find cover and attack enemies but be careful because every move is critical if you want to keep your team alive.

Depth of Extinction is a retro style turn based tactics game with rogue-like and RPG elements. We've heard it described as a combination of FTL and XCom with a dash of RPG for good measure.

  • Turn based, tactical gameplay
  • Procedurally generated undersea habitats to explore
  • Perma-Death!
  • Tons of weapons, armor and items to find
  • Many character skills to unlock based on stats and chosen class

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Hey everyone! We’ve gotten a ton of feedback over the last few months, and as you may (or may not) have seen, we have posted a final release roadmap for the game that hopefully clears the way to release to Steam in late May or early June. Very exciting but busy times for us as we get ready and try to finish up everything on that list!

Interested in following along with the game’s development?

Buy a discounted First Access key here on itch! (includes a Steam key!)

So enough about the launch and the future - let's talk about the present and all the changes we have in Build 41.

Build 41 Release Notes

Tutorial Overhaul - shortened it significantly, added doors to the tutorial steps and hopefully made it a bit more interesting for new players. When playing the tutorial, you will also skip the objective screens to get you right into the action!

Icons Updated - almost every icon in the game was updated, including equipment, missions, map areas and the Republic icon is now a Kraken!

Movement Path and Hovering - A pretty big change was made to remove the need to click to draw a character movement path (except in some cases) and a redesign to how the path appears. Should make it a bit more satisfying to move around and eliminate that extra click.

Custom Cursor - When hovering over a targetable entity (enemy, cover, etc) the cursor will turn into a reticle. When hovering over something you can interact with (doors) it will turn into a hand or a hand with an “x” if you are out of range. Between this and the path changes, it seems much easier to tell where you are moving and what you are clicking on!

More Loot in Levels - in addition to the usual 2 items of loot (which we are going to mix up soon) there are between 1-5 extra items scattered around the facility. These are either credits or fuel.

Procedural Level Generation Improvements - the levels are less similar now and will be in numerous shapes. You’ll also see larger and smaller facilities mixed in all areas.

Music tied to alert levels - nine new tracks were added to the game and we have categorized them by “alert level” in the game. So now when enemies come in sight, the music transitions to a faster track!

Credits Editor on Objective Loadout - when you are prepping your team for loadout, you can now allocate any amount of credits stored in the base to take with you on the mission. Remember, this is risk/reward as the credits may help you but if the team gets wiped then they are lost!

Character Customization - a new pane is added to the character settings to let you change your unit’s name and permanent equipment if you want. Any name can be typed in or you can choose from our random name generator.

Dialog UI Redesign - the dialog has been redesigned in preparation for a future update where we will add avatars for the characters to match their currently equipped items. This should come in with the Build that introduces character dialog (looking like 43 right now).

Bug Fixes

Delay on Overwatch, Defend or End Turn - the delay between turns was sped up in the last build but it looks like we missed one more thing that was causing some noticeable delays when doing an interaction that immediately ended the turn.

Commands during Dialog Cutscenes - you could click around disrupting the camera during pirate cutscenes.

Wrong Loot Triggering Evac - if the same item was in both loot boxes, then the system didn’t know which was the “goal” item

Walking through Doors when both sides aren’t fogged

A lot of small stuff!

Build 39 - World Map, Base and Objectives

Build 39 - World Map, Base and Objectives


We’re finally getting closer to seeing what Depth of Extinction will be at launch with the world map and objective chooser in build 39. The goal is...

Depth of Extinction Build 38: Character Classes, UI and Balancing

Depth of Extinction Build 38: Character Classes, UI and Balancing

News 1 comment

It’s been in the works for a few months now, but the Character Class update is finally here! Lots of new stuff to try out including skills, equipment...

Depth of Extinction Build 37: Platform Environments and Pirates! Arrrgh!

Depth of Extinction Build 37: Platform Environments and Pirates! Arrrgh!

News 4 comments

Finally! Build 37 is here! The biggest (and maybe most interesting change) are the new “Platform” environments but we've also added a new faction...

Depth of Extinction Build 36: New AI, Updated Effects and Tactical Polish

Depth of Extinction Build 36: New AI, Updated Effects and Tactical Polish


We've got a ton of good stuff in the Build 36 DevLog for this tactical, turn based, roguelite! Read on to find out more about the new AI and tactical...

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Depth of Extinction
Windows, Mac, Linux
Developer & Publisher
HOF Studios
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Release date
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Single Player

Latest tweets from @depthextinction

Build 41 of DOE is live on @itchio First Access. Got tons of new stuff like a new movement path, cursors, more musi… T.co

18hours ago

RT @alchemiccutie: If you’re attending #qvconf make sure to stop by our booth at the @IndieGameExpo and check out the Alchemic Cutie demo :)

Apr 17 2018

OMG very excited to play another Bioshock game. no one should be surprised to hear that Rapture is an inspiration f… T.co

Apr 13 2018

Cool IGDA #indiedev event yesterday @VRXGames where you could try about a ton of Atlanta indie games and rub elbows… T.co

Apr 9 2018

RT @gamingonlinux: Turn-based tactics game 'Depth of Extinction' continues improving, last round of First Access is up… T.co

Apr 4 2018

RT @mikest34: Didn’t make it to #GDC2018 this year? Hear about the experience of some GA #indiedev who went and get you ready for… T.co

Apr 2 2018

RT @IndieMEGABOOTH: One week ago, we were wrapping up GDC 2018. Today, we're recapping GDC 2018! Read our blog post:… T.co

Mar 30 2018

Great guy we met at #GDC2018 so make sure you check out his stream of the game tonight on twitch! T.co

Mar 30 2018

Our lead dev will be talking GDC tonight on twitch if you are interested! T.co

Mar 29 2018

We've got a new DevLog up about what to expect in Build 41: New Grenade sprites incoming! Also released 40.6 to pat… T.co

Mar 29 2018

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