![]() ![]() It meant really going back to the origin of the issue - essentially starting anew! A full reset, basically a new game - overhauling mechanics, fiddling with core values like HP and damage output, getting more creative with special abilities and characters, new art, new UI, new everything. ![]() The problem was that, while we were working on our update, we kept finding something to improve. and they all made sense! Somewhere along the way, we had missed the forest for the trees, and if we wanted to give you the version of the Deepest Chamber that we first envisioned, it'd mean going back to the core. We got lots of feedback from all kinds of players, be it here on Steam, on our Discord, via the Steam reviews. When we launched Deepest Chamber in Early Access, we had already been working on our game for 4 years - first mistake was that, as indie devs, we had been in our own little bubble, creating our game, and what we thought was a polished and balanced experience for players, turned out to be a lukewarm roguelite crawl. We know some of you have felt (understandably) let down by the lack of communication since our first Early Access launch, so we wanted to address the elephant in the room, and let you know what has led us to these months of regretful radio silence. Today we've announced the release of a hefty update scheduled for the 14th of November - think of it as a complete overhaul!
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