0.2 Update out now!!
Crawl to the Depths (New update!) » Devlog
0.2 Update out NOW!
Thank you everyone who's supported my development journey so far!
This update has become a lot bigger than I had expected, definitely a vast improvement than the last version but there are still lots to do. I hope you enjoy it, this might be the last update I will be able to do in awhile as I will be busy in the coming month or two. I expect to resume development faster than ever after that point though! Hope you enjoy.
Gameplay changes:
- new weapon animations and polish
- better dig effects
- overhauled surface graphics
- new fancy pansy shaders
- added a new crosshair
- updated letter/objective visuals
- updated plant visuals
- new main menu
- skeletons are slightly clearer to see
Balance changes:
- nerfed initial health gain from purple ability by 50%
- reduced health reduction from successive purple ability uses by 25%
- green ability dash velocity buffed
- enemy spawn rate reduced slightly
- pickaxe range is now limited
- enemies first start spawning a bit higher up in the cave than before
Fixes:
- stopped death screen score still updating after perishing
- fixed a bug where enemies would sometimes spawn inside walls
- fixed a bug where digging under an enemies spawn point would delete them from existence
Other changes:
- tinkered with default settings slightly, which should hopefully improve view range without affecting performance.
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Crawl to the Depths (New update!)
A Voxel-based caving FPS where you explore a massive chasm. Whats at the bottom?
Status | In development |
Author | Spice Druid |
Genre | Shooter, Adventure, Simulation |
Tags | Action-Adventure, Destruction, FPS, Procedural Generation, rougelike, rougelite, Sandbox, Voxel |
Languages | English |
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