Diving into Darkness: Unmasking the Corrupted Depths


Major gameplay update 

I’ve been working on the game and its gameplay weekly but I haven’t been releasing.  Now there is a major update release with a lot of changes and improvements.

The bulk of the updates are around the gameplay, adding depth to the game with lots of bug fixes.  There are new skills, new items, new enemies, new spells, and new ways to move. I’ll try to go through the list of changes but I wasn’t the best at tracking them all.

Items: 

  • Items have specific category enchantments, ex hand axe of damage, or accuracy, but also skill buffs like Fortify Might or Valor or Courage.
  • Wands that can cast spells like Wand of Magic Missile, or Wand of Restore Mana
  • The inventory ui has collapsible categories
  • Items are broken out into more specific categories like Food, Potions, Wands, etc

Skills:

  • Enemies now have a unique sight/vision distance and the higher your sneak skill the closer you can get before they notice you.  If you have your light source off you can sneak closer.

Spells:

  • New spells like Sneak, Fortify, Valour, Courage, and Restore Energy
  • You can use the previous and next target buttons and the primary action button to target and cast spells like magic missile that require a target(previously this was mouse only)
  • Enemies can now cast spell as well, beware of the Ghosts blood chilling wails 

Gameplay Changes and Tweaks:

  • Multiple items spread out when loot drops on the same tile
  • A new item picker ui when grabbing items from the same tile
  • Prioritize attacking enemies when on the same tile as an item
  • Prioritize grabbing items when on the same tile
  • Stand on and use the stairs to travel down to the next level
  • You can quarter turn with the keyboard and walk diagonally for an extra turn cost
  • You can sprint and move forward for less turns at the expense of energy, you can sprint to get out of a creatures vision range and disengage from fights you can’t win
  • You can still try to sleep while your energy is full, or are starving
  • You can still heal very slightly if you begin starving while sleeping
  • Creatures have a size scale which limits how many can fit in a tile, you can now use the classic “doorways as bottlenecks” technique against larger opponents, but small critters can still clump up in the doorway
  • Save and Load your current run!  The game automatically saves every level transition and you can manually save at any point.
  • Partial gamepad support. Movement and attacking work, this is still a wip

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