Depth of Extinction’s engaging storyline is rich in detail – unfolding gradually through random encounters. For maximum tactical freedom, the game allows you to choose from 8 different classes (each with their own unique skills) and up to 115 different weapons, armor, and items. Think ahead – and think fast – to remain in one piece after each mission ...
Are you ready to take part in mankind’s last stand? If so, a word of warning: Depth of Extinction is not forgiving – and death is permanent!
We've spent the last six months almost completely overhauling the game, so much so that we are proud to say this is the "definitive" version of Depth of Extinction. There are several new enemies, a new character class, some new mechanics, lots of UI and tactical polish and we've squashed all of the annoying bugs (that we knew about at least).
If you only ever played the launch version (or maybe never played) then I think you will be pleasantly surprised by all the changes made since then.
Removed the initiative system completely
Moved to the more familiar player/enemy turns with free switching between characters. This was not the original vision for the game but the feedback suggested this was what players preferred.
Added Stealth and Ambushes
Enemies now have a lower visible range to allow for positioning your troops before waking up a pod. Any characters on overwatch when the pod wakes up (if you fire on them or move into their visible range) should take shots at the enemies. If they take a shot, then they won't get to move until after the enemies make their move so it's another tactical decision to make.
Their primary skill is Sneak Attack which does extra damage if alert level is low. They are fun to play with if stealth is interesting to you.
They appear in the final area with different weapons and stats. There is a pretty good difficulty jump in the final area as well.
Shortened The Game
You could easily finish the 5 main story objectives in around 10 hrs. This used to be more like 20. The "top level" map where you navigated between the mission maps has been removed in favor of a more linear system. There are also many optional objectives to complete so the total play time is probably now around 30 hours.
The encounters on the map now show more details about what type of encounter it may be so you can better plan your route through the area. We also added many new encounter scripts.
When in Follow Mode, the followers will by default teleport to their location rather than having to walk
Completely rebuilt the tutorial to better reflect the actual game. It's no longer on rails but you have to finish each room to unlock the next one.
Very large overhaul to balancing and difficulty
Stop movement and refund actions if an enemy spotted even if on first ("green") action (previously only on second "orange" action)
Damaging a character in Overwatch will cancel the Overwatch
Added an "Enemy Detail" panel to the HUD when you are targeting an enemy or select one of your characters that shows their class, health and equipment - including remaining ammo and grenade uses.
Added a "Best Equipment" button to the inventory boxes to automatically equip the character with the best available weapons, armor and items. Nice to have if your team gets wiped or you want to quickly equip a rookie.
Sub damage and repair how has a sound effect and animation
The team has already begun work on another game and certainly many of the systems used in DOE will be re-used there and likely upgraded. A console version of the game is also in the final stages of approvals there so I expect we will be announcing a release date soon.
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