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Update notes via Steam Community


This update marks the first major pass for the game's art since release. When I was prototyping I built all of the levels appearance first but that meant that one room took me upwards of a week. I decided to use a more agile approach in the release version and then go back and touch up once I had enough content. I'm really happy with how it's coming together but it's not there yet. I made some new models just for the outer portions of the rooms.
I spent a lot of time trying to figure out how to add more detail without messing up the flow of the movement. This is the first of many detail passes for every room. I made a point to touch every room at least a little bit while some rooms got major overhauls. I spent a lot of time putting together new textures so that I can diversify the rooms. The new textures are a strong start and just changing the floor and walls makes a huge difference but those textures still need more tweaking and polish/possible color tweaks.

Added a new boss, the Aether Golem to the random boss rotation.

Added blue orbs as enemy drops that give weapon energy.

Some upgrades are now color coded. I'll go back and clean this up later. Essentially Health related pickups have a red center glow while energy up or downgrades have a blue center glow. Damage based upgrades, difficulty scaling and power upgrades such as explosive momentum are still yellow for now.

Nest HP scaling has been adjusted to scale slightly less.

Increased the time before some harder enemies are brought into a run.

More backend code work. Improved level loading times.

Fixed a graphical bug that caused strange glitchy shadows.

Improved Seeker Missile tracking, reliability and visuals.

Improved lighting in the main menu. I will redo it all later.

Fixed Gravemind Exploding Mothers and Babies. Both now explode near players and when they die.

Added Style #7: Natural Dark to the Visual Style selection in the HUB room. It removes all cel shading and modified post processing. I really like the simple look personally and lighting effects really pop with it.

Complete Atomizer rework:
Atomizer no longer takes energy to fire.
The base Atomizer bullet is now an energy generator on penetration but does not gain energy on explosion hits.
Increased the penetration damage for Atomizer rounds.
Added Alt Fire functionality to the Atomizer. The secondary fire launches high damage Atomizer rounds that bounce around for five seconds after impact with static objects like the ground or walls. It also causes an explosion on every bounce.

Re-applied height fog with much less intensity.

Added duplicate gun protection. If you have a Magma Rifle and your loot roll is another Magma Rifle it will be converted into another loot roll.

Fixed enemies shooting through walls or ceilings while stuck out of bounds. There could still be instances of this happening but I've only seen it once since the latest fix.

Made some new rooms based on maps from the game's prototype stages. These maps use the original spawning system which is not forgiving and cannot be stopped until it decides to. Just to keep things fresh.

Windows Darkest Depths Content Depot 1041131
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