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high rated
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.

Key Features

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.

Saboteur Class
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.

More Mechs
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.

Other Changes

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

What's Next?

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.
Congrats! If your new game will have procedural generated maps and permadeth I'm in!
Small update 52.9.8.2 is now live:

- fixed soft lock when beating the final story objective boss (reported by user)
- some in mission cutscene polish
- improve stats display on equipment database
- encounter typo (reported by user)
- add a slight delay when enemies overwatch or use a skill on first action to let camera catch up (this might still need work)
- moved the tutorial panel to the left edge of the screen so it's less obtrusive
I'm enjoying the new version of the game, but just a small suggestion: since you're clearly trying to minimize the hassle of moving around on a map between battles (with the follow mode), maybe it wouldn't be a bad idea to reset abilities that are on a cooldown, whenever the alert level goes back to low. Because I'm finding myself doing Overwatch just to wait for my abilities to cool down before engaging the next enemies.
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TentacleMayor: I'm enjoying the new version of the game, but just a small suggestion: since you're clearly trying to minimize the hassle of moving around on a map between battles (with the follow mode), maybe it wouldn't be a bad idea to reset abilities that are on a cooldown, whenever the alert level goes back to low. Because I'm finding myself doing Overwatch just to wait for my abilities to cool down before engaging the next enemies.
Good suggestion! I'll take a look and see if that is something i can do easily and without breaking anything else.
I didn't bother, but it's not a bad idea.
Or maybe at least halve the cooldowns, rounded down, instead of removing them.
Post edited April 05, 2020 by ERISS
high rated
Another update 52.9.8.4 is in beta. I will make this live shortly once i have a chance to run through it a little bit.

- Characters can't overwatch on invisible enemies
- ammo icon not displaying correctly
- after missiong and alert/confirm modal boxes fighting for selection in controller mode
- team edit screen not working with controller
- too many character spawning in cutscenes
- sub auto equip letting you add an extra character
- added level to small character displays
- canceling the launch in the tutorial loadout (merc screen) makes the launch button unresponsive
- main menu enemy faction shortcuts in controller not working
- logo was compressed and getting artifacts
- Assault skill Close Encounter had several cases where it was not granting the free attack when it should have
- Reset skill cooldowns when alert level changes (thanks @TentacleMayor for the suggestion)
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TentacleMayor: maybe it wouldn't be a bad idea to reset abilities that are on a cooldown, whenever the alert level goes back to low.
i have this in the beta branch and will playtest with it. I noticed the only case where it didn't work so far is where the active character who makes the last kill used a skill on that turn, it didn't reset. I decided to go ahead and make it live and just add that to the list as a bug for now since it seemed to work in all other cases.

EDIT: now live
Post edited April 05, 2020 by mikest34
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mikest34: - Reset skill cooldowns when alert level changes
Now the level 5 Speed bonus seems nerfed... You have to balance it, and it was already among the least chosen?
Maybe add some defense too, so speedy that he evades.
Halving the cooldowns instead, would keep the useness of the lvl5 Speed capacity.
Post edited April 06, 2020 by ERISS
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ERISS: Now the level 5 Speed bonus seems nerfed...
ah crap, forgot about that one... so on my list i was already planning to adjust this skill but it didn't make it in the build. I was planning to make it no longer end the turn when you fire. Wasn't totally sure about it though because thought it might be too OP.

I might pull the cooldown change for now in that case. luckily what i did is only a very simple change.
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mikest34: I was planning to make it no longer end the turn when you fire. it might be too OP.
Or whenever you fire you can immediatly fire a second shot, normal/unskilled? (if any ammo left, for sure)
Post edited April 06, 2020 by ERISS
high rated
update 52.9.9 is now in beta with the following items

- Speed 5 point skill is updated to make firing no longer end the turn
- Skill cool downs now reset when the alert level changes back to LOW
- When you have multiples of an item and one is equipped the others could not always be equipped
- issue with tutorial doors sometimes not unlocking so requirements to pick up all loot dropped by enemies relaxed
- Objectives no longer display a difficulty level and final objective missions scale with team level. max difficulty is limited by the enemy area.
- Added "Restart Mission" button to the mission menu screen
- Enemies not joining battle when player walks into their LOS but ends the move outside LOS
Post edited April 06, 2020 by mikest34
_ Increasing the money taken in mission can be long if we have many. I take half I have, and it can become many clicks on right arrow. The drawback of being rich.
_ I try to egalize the classes I have, but when we start a mission we no longer can see our roster and so choose a class which could be missing.
_ By the way, how many men can we have in our roster? (each mission I take my lowest level men)
Post edited April 16, 2020 by ERISS
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ERISS: _ Increasing the money taken in mission can be long if we have many. I take half I have, and it can become many clicks on right arrow. The drawback of being rich.
I'll think about how I could solve this problem. When using a controller you can just hold the button down but it seems that doesn't work with the mouse.

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ERISS: _ I try to egalize the classes I have, but when we start a mission we no longer can see our roster and so choose a class which could be missing.
Probably won't be able to solve this problem unfortunately. Would require new screens. I'll keep it in mind for the next game though.

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ERISS: _ By the way, how many men can we have in our roster? (each mission I take my lowest level men)
No limit.
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ERISS: _ I try to egalize the classes I have, but when we start a mission we no longer can see our roster and so choose a class which could be missing.
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mikest34: Probably won't be able to solve this problem unfortunately. Would require new screens. I'll keep it in mind for the next game though.
Maybe you could show the number we have already near each proposed class when we level up a char' from 0 to 1.
Post edited April 17, 2020 by ERISS
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ERISS: Maybe you could show the number we have already near each proposed class when we level up a char' from 0 to 1.
That sounds reasonable. I'll add it to the list as well.