Welcome to the show! (8/13/25)


Hello.

These daily posts will log the changes and additions I make to Ever Deeper throughout development.

They will act as a sort of "prenatal changelog" if you will; a chronicling of this game's rise to power.

Development started around one month ago. Originally, Ever Deeper was a top-down RPG. Combat was going to be turn-based, and the game as a whole would've been a generic dungeon crawler. I was also working in Scratch which is pretty annoying for anything UI-heavy (and even worse for what I'm doing now). This phase of development was glacially slow and would 100% have resulted in either a glitchy mess or no game at all.



The original UI and character sprites I made, before the game even had a name.

About three or four days in, I realized that I don't actually like turn-based games and started playing around with making it an FPS game, and a week into development it was settled: Ever Deeper would be something new. Something beautiful. A perfectly-balanced cross between dungeon crawler and pure, bloody action.

It's been a while since then, and now I'm prepared to share with the world where the hell I'm even going with this.

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CURRENT FEATURES:

  • Working character controller (movement/camera)
  • Finalized main HUD layout
  • Some interactable objects
    • Keys and locked gates
    • Doors
    • Health and armor pickups
    • Gold coins
  • Keys and locked gates
  • Player ATK levelling system
  • One (1) whole enemy
  • Playable Archer class

PLANNED FEATURES:

  • 6 Floors with 5-10 Levels each
  • In-level shops (spend gold on health/armor pickups and powerups)
  • Sanctuaries (enemy-free zones where you can spend your XP on levels)
  • Player DEF levelling system
  • Mage and Knight classes
  • Working difficulties
  • Level select screen
  • Save files
  • Powerups (overheal, double jump, damage/XP multipliers, &c...)
  • More enemies with Doom-style AI
  • Variable level objectives (aside from just "find the keys/switches and go to the exit")
    • Find so-and-so item
    • Kill all the enemies
    • Boss fights
    • Timed escape sequences
  • Gaben's Fun Factor™ (more interactables like switches and lifts)
  • Story sequences (intro cinematic/episodic victory screens)
  • Animated weapons
  • Secondary HUD screen
  • Plenty of secrets

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WHAT DOTH THY FUTURE HATH IN STORE?

There's a few ideas I have floating around that are pretty hefty and might not make it to the base game, or at least won't be included on launch. This includes external map support (either Quake format maps or something custom), more playable characters, online support for cooperative and deathmatch modes, and of course the inevitable sequel/expansion packs.

For what Ever Deeper is, these might never come to fruition (although I would love to see most of them happen). My top priority right now is making a good, hearty singleplayer experience that will leave everyone in the mood for more, and then I suppose we'll see how I feel. Development is going pretty steady and I've been pacing myself at one new feature/experiment per day.

I have no "expected release date" or "completion percentage" for Ever Deeper; right now, it comes out when it's done. I'm sure at some point further along I'll have a better idea, though I am only one guy at the moment (and for the forseeable future). A lot of what I'm doing here is new to me. I'm just excited to see what comes of it and I hope you are too. If you're reading this, please keep your arms and legs inside the ride at all times, and hang on tight.


-kd. from lobotocapitated Softworks

(P.S., If you thought this post was too long, don't worry- from here on out, I'm going to be posting primarily short changelogs.)

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