DEPTH SPELUNKING: A rogue-lite co-op survival horror game inspired by Minus Elevation
Delve into the depths of a decaying world deep within the void, where reality shatters, hostile monsters lurk, and death is never the end to one’s suffering. Trapped in an endless cycle, you must endure, adapt, and push forward—toward the bottom of the bottomless abyss, where answers may lie hidden… or where nothing at all awaits you
This game is hard. It offers little to no handholding and will throw you straight into danger. Experience and experimentation are your best tools, and will help you get deeper every subsequent run.
Update Log:
Version 0.7.0a - The Recode, 26th of July, 2026
MAJOR ADDITIONS
- POST MORTEM. Dead players may now rejoin the run as a ghost (scary!), with a few minor abilities to help/annoy your living companions.
- HARD MODE. A new separate mode for delvers who enjoy a challenge!
- NEW ELEVATOR. A brand new elevator, now with closeable doors for keeping the entities out!
- SAVE DATA OVERHAUL. The way Depth Spelunking stores data has been overhauled to load much faster and more reliably. All legacy data will be converted to the new format upon joining the game, so your progress should remain the same.
- ENTITY OVERHAUL. Entities have been redesigned to deal damage instead of instantly killing upon capture (mostly), though it may still be better to not get hit at all…
- TRAUMAS. Long-lasting and severe debuffs, getting hit by an entity may not kill but that doesn’t mean it won’t hurt.
- REVIVES. Players will now be granted the option to revive after death up to twice per run, costing 50 robux for the first and 80 for the second, or for free with a brand new meta-currency! There are other ways of reviving your dead teammates or getting extra lives as well…
- CUSTOM CHAT SYSTEM. A new chat system with a message history! Messages will be more faint the further away whoever said them is. This does not bypass chat restrictions imposed by roblox.
- HEARING ACCESSIBILITY. A toggleable feature to display a visual indicator whenever entity footsteps are heard, as well as when a chase begins.
- CROSS-SERVER LOBBIES. The custom lobby system has been reworked to be cross-server, meaning you can see and join lobbies started by players in other servers! You can also join lobbies via code now!
- NEW STARTER ITEMS. [spoiler]Sword of Damocles, Purity[/spoiler]
- NEW FLOORS. [spoiler]Dune Canyon, Funtime Facility, Autumn’s Abundance, Happy Home, Basement, Joy Joy Land, Cave Production, Empty Bibliotheca, Trophy Lounge[/spoiler]
- NEW CONSUMABLES. [spoiler]Coffee, Golden Apple, ███ █████ ████[/spoiler]
- NEW MID-RUN ITEMS. [spoiler]DNA Vial, ██████ ████████████[/spoiler]
MINOR ADDITIONS
- The mobile layout has been reorganized
- Hovering over a status effect icon will now display that effects description.
- The intermission sequence has been overhauled to shorten the time between floors.
- A popup has been added for music tracks displaying their song title and source.
- Alternate injured animations have been added for when you are below 30% health.
- The settings menu has been reorganized.
- Some accessibility and quality of life settings have been added to the settings menu.
- New VFX!
- Lots of old Terminal entries have been re-written and floors that did not previously have one have been given one
CHANGES & REBALANCES
- Base walking speed has been increased (16 → 17), base run speed has been increased (23->27)
- Crouching, sprinting, enabling your flashlight, and being at high fear will dynamically increase/decrease priority.
- Status effect stacks will now (mostly) expire one at a time instead of all at once. Older stacks will expire first before newer stacks begin their expiration timer. Some applications of status effects will still expire sequentially (e.g. Status’ gained from Poker Chip).
- Speed buffs gained from most consumables (Spelunkola, Popcorn, etc) are now unstackable and solely increase run speed.
- Screen distortion/blur from Nausea will smoothly tween between states instead of abruptly starting/stopping. Some sources of Nausea have also been toned down.
- Adjusted the priority detection range formula to scale more gradually as well as having a more pronounced effect at low/high priority.
- Items spawned during floor generation are now client specific, meaning each player gets their own copy of an item. This does not apply to dropped items and items obtained via vending machines.
- The amount of items that spawn per floor will now decrease based on the amount of currently alive players.
- Many item active effects will only trigger after completing their use animation.
- Additional pathing nodes have been added to various maps.
- Bosses can no longer occur prior to floor 20.
- Odds of a boss spawning per floor increase to 7% floor 60+, and 10% floor 100+.
- Armor scaling diminishes beyond +/- 75% total armor and hard caps at +/- 90%.
- Overhauled the bear trap escape minigame
- Overhauled the break room floor
ITEM CHANGES & REBALANCES
Running Shoes
- Movement speed buffs changed to only affect run speed.
Halo
- +10 Max HP
- +15 Max Battery & Stamina
- +1.3 walk speed
- +1.15 run speed
- -15% fear gain, +15% fear drain
- -1 Priority
Magic Scarf
- +/- 3% buff power per 1 luck (max +/-100%)
- Buffs give +1 luck per stack. Debuffs give -1 luck per stack. Traumas give -2 luck per unique trauma.
- Each unique buff gives +2% armor up to 20%
Heart Locket
- Priority changed (-10 → -5)
- Fear modifier changed (-50% → -25%)
- Gain an unstackable +2 speed for 20 seconds when spotted
- Gain 10% armor while being chased.
- Health cost increased (5 → 10)
Nephalems Blessing
- Walk speed gained from debuffs/traumas halved, run speed unaffected
- Each unique trauma gives 1.5x the stat increase as regular debuffs.
Radio Pack
- Messages will now always be visible regardless of distance. Latency may increase at far distances.
- All highlights visible to the user are also visible to all other players
- Once per floor, spend 15 battery to highlight all other players.
Lumberjack’s Cap
- Speed increased (+2 → +3)
- +3 Priority
- Priority from completing tasks reduced (+5 → +3)
- Runic Circle now activates when completing a task and on death.
- Speed buff changed to run speed, decreased (+2 → +1.75).
- Runic Circle completely negates stamina drain.
- Death will highlight the entity that killed the user.
Poker Chip
- Can now influence armour as one of its stats, giving up to +/- 50% armour at max streak.
Providence
- Slowness decreased (+25% → 15%)
- Health cost increased (30 → 35)
Blood of the Martyr
- Speed/luck buff increased to +1 for every 20 fear, up to +5 at max fear.
- Base armor gain reduced (+25% → +10%)
- Maximum armor reduced (+75% → +70%)
- Decreased passive fear gain
- Health cost decreased (20 → 15)
Celebratory Cap
- Will no longer alert entities when throwing a party
Dealmakers/NEO Dealmakers
- If both are equipped, only NEO Dealmakers affect item destruction chances and trigger when an item is destroyed.
Mystery Gift
- Consumables granted reduced (3->2)
- Every third floor one consumable will be upgraded to a higher quality.
- Quality of the item gained by unboxing increases based on consumables granted (Quality 4 guaranteed after 60 consumables)
- Opening the gift can grant itself, additionally awarding 3 quality 3-4 consumables.
Spectral Blindfold
- Health cost decreased (15 → 5)
- Health drain from spying decreased (2 → 1)
- Active ability will automatically end when below 30 HP.
- Gain +100% stamina regen while active.
- Blindness duration will increase based on fear
Vampiric Ring
- Health cost changed to 35% of max health
- Decreases total max health by -20%
- Cooldown lowered (75 → 60)
- Can no longer heal from self damage or healing originating from other vampiric rings.
- Speed debuff decreased (50% → 35%)
- Healing from a single usage cannot stack from multiple entities.
Broken Wings
- Cost changed to 10 health
Dealbreakers
- Battery cost increased (20 → 25)
Parasitic Mushrooms
- Max stamina decreased (50 → 40)
- Spore burst decreased to every 4 consumables
- Stamina regen from spore clouds decreased (100% → 75%)
- Spore clouds now give 6% armour.
7-Leaf Clover
- Temporarily removed from the shop until reworked in a future update
Medkit
- Can only be used once per floor.
Rose of Envy
- A whole new gimmick!
Tracker
- A full rework!
And possibly some other changes we forgot!
ENTITY CHANGES & REBALANCES (excluding stat changes there’s too many to list)
BSoD
- Popups will now display a quick time event instead of needing to click on them when playing on console.
Apollyon
- Gains .5 speed and vision, +1 attack damage, and other buffs per consumable eaten.
- After consuming 5 items, vomit all eaten consumables and lose half of their buffs (the other half becomes permanent).
- Vomited consumables will inflict poison when picked up.
- Each consumable eaten will now also spawn a locust which will hover around apollyon and attack players.
Shrieker
- Will now only instantly shriek if a player runs near it or gets too close.
- Slowly backs away from players within sight before running away
- Being nearby a shrieker while its screaming will inflict damage, a trauma, and a 50% movement speed debuff.
- Shriek will only stun at close range.
Hatman
- Appears 50% faster at maximum fear
- Screen will become darker to indicate when hatman is speeding up.
Salesman
- ADDED THE [[new]]!
- #1 [[villager]] WITH [[jawdropping!]] DEALS FOR [[3% sale]].
- NOW [[follows you]] WITH THE DEALER.
- I [[can dance]] I [[can sing]]! I[[‘s equipped with a built in]] [[HYPERLINK BLOCKED]] [[right at]] I [[fingertips]].
Projected
- Husk speed increased, soul speed decreased.
- The husk will attempt to follow the soul.
- The soul will emit a pulse every 5 seconds, inflicting breathless.
- Stun from scream removed, entity buff decreased.
Teratoma
- A single teratoma can only place an amount of traps depending on the map size.
- Traps cannot be placed within 120 studs of another trap placed by the same teratoma
- Traps now have only 2 stages: Dormant and Active.
- Active traps will emit a pulse every 5 seconds debuffing players within 60 studs.
- Debuff becomes stronger when nearby the trap, no longer stacks.
- Destroying a trap can drop 0-2 meat.
Lurker
- Increased lingering duration of gas clouds
- May sometimes enter a false idle, getting near a lurker during this has a chance to enrage it based on priority.
- When stunned, it emits a large gas cloud that lingers for 45 seconds and deals 10 damage to nearby players.
The Twins
- Yin now fires a large crescent shaped projectile that stuns on contact. Can be dodged by crouching.
- Yang now throws 3 knives in a spread pattern, every third throw will instead throw 8 knives.
- Twins will no longer swap if either is mid-chase or currently killing a player.
- Twins will now attempt to move towards the previous target of the other twin when swapping.
Jack-O-Bomber
- Bombs will leave a lingering fire area that deals damage when standing inside it.
- Fire damage from the Jack-O-Bomber will pierce 50% of armour.
- Base attack will fully pierce armour.
Witness
- Witness amount capped to 20 witnesses on any given floor.
- Only the original witness can replicate itself.
Mimic
- Mimic behavior has changed.
Grappler
- Grappling behavior has been changed to no longer rely on ragdolls.
Bullseye
- Can now move while aiming
- Will now chase when in close proximity
- Added voicelines.
Gazer
- Will now move towards where it last spotted someone, if they go still prior to it chasing.
Sloth
- Can only be summoned after floor 5.
Channel
- A near full overhaul!
Envy
- A full overhaul!
Echovore
- Also a full overhaul!
Console
- Temporarily removed to be reworked in a future update
And possibly even more changes we also forgot!
Update Archive:
Version 0.6.8 - The Daily Mode Mini-Update, January 23rd 2026
MAJOR ADDITIONS
-
DAILY MODE. A new gamemode where every day is a new run. Start a run with preset items, modifiers, and more. Try to get the highest scores and defeat the boss at Floor 20 to win!
-
2 new maps [spoiler]Bluerooms, Canals[/spoiler]
Minor Additions
-
Over 20 new music tracks
-
Custom lobby runs now support seeds (seeded runs cannot contribute to progression nor gain money or info)
Changes and Fixes
-
Added brian.
-
Several items have had their qualities changed to better reflect current measures + item power
-
Replaced/Reuploaded a bunch of sounds that were not playing in-game
-
Added an additional step in the loading process to disable the CanTouch property of accessories.
-
Fixed the ‘Preferred Customer’ modifier not allowing players to upgrade the shop via the donation machine.
Version 0.6.6.6 - The Spooky Update, October 31st, 2025
MAJOR ADDITIONS
-
1 new entity [spoiler]Jack-o-Bomber[/spoiler]
-
2 new items [spoiler]Vampiric Ring, Bag of Candy[/spoiler]
-
6 new maps [spoiler]Hallow’s Eve, Corporation, Crossroads, Pool, Funtime Facility, Castle Depths[/spoiler]
-
1 new trap [spoiler]Candy Bowl[/spoiler]
-
5 new Halloween consumables [spoiler]Candy Corn, Granola Bar, Chocolate Buttons, Sour Candy, A Quarter[/spoiler]
-
2 entity reworks [spoiler]Lurker, Warden[/spoiler]
-
8 item buffs [spoiler]Echolocator, Dealmakers, NEO Dealmakers, Mystery Gift, Rose of Envy, Deck of Cards, Spectral Blindfold, Notebook[/spoiler]
-
2 item reworks [spoiler]Running Shoes, Medkit[/spoiler]
-
4 upgrade Buffs/Rebalances [spoiler]Snake Eyes, Task Siphon, Reboarding, Entity Probing[/spoiler]
-
3 upgrades have had new tiers added [spoiler]Power Saving, Emergency Lights, Mimic Radar[/spoiler]
-
2 entity remodels [spoiler]Grappler, The Twins[/spoiler]
-
Customizable lobbies! And with them a whole load of modifiers to curate your experience or invite a greater challenge.
-
Serverwide events may now occur, granting bonuses and changes to classic mode runs that begin during them.
MINOR ADDITIONS
-
Pickup spawning has been adjusted to spawn in clusters and lower numbers, alongside scaling with player count.
-
Bullseye has received some adjustments to increase their difficulty.
-
An option to randomize your loadout in the lobby has been added
-
Visibility of equipped items may now be toggled individually
-
Interactables are now outlined when their prompt is visible
-
Various new sounds and gui improvements/redesigns.
-
Added support for seasonal influences
-
Added a new settings menu in-run that can be used to adjust mid-run settings, in addition to updating the settings menu in the lobby to reflect the game’s current quality, style, and the new in-run menu
-
The Spectate and Death menu tracks are randomised and have some new tracks. No more of the same mundane droning ambience! (At least, like, once every few runs)
-
Info pickups are now unique to each player, so no more fighting over clipboards.
CHANGES AND FIXES
-
Added herobrine
-
4 items will now consume health instead of battery [spoiler]Rose of Envy, Providence, Spectral Blindfold, Heart Locket[/spoiler]
-
Voice lines played in the Depth Shop should no longer overlap when buying items.
-
Pulling BSoD’s lever will now grant info to whichever player pulled it.
-
Medkit and Bandages can now be used while crouching.
-
Bandages will no longer be generated as part of the standard map items pool.
-
Upgrades that force a certain type of floor to generate will now take effect immediately.
-
Task Sonar tier 3 can no longer appear in solo runs
-
Completing tasks on Malfunction will increase the timer by 3 seconds regardless of upgrades.
-
Reboarding tier 3’s alarm has been removed.
-
The Night Vision Goggles now act as a toggleable effect instead of a one-time with a cooldown
-
The volume of explosions has been toned down
-
Shrieker’s stun now has a 3 second grace period where the stunned player cannot be detected by another shrieker.
-
Decreased the amount of time spent on the intermission screen and elevator descent past floor 1.
-
The Cold Breeze event now has a 10 second windup before the event actually happens
-
Increased the amount of possible items that can spawn in the Dealer’s shop from 7 to 9.
-
Armour (Damage Reduction) is now visible in the stats menu
-
Items that consume health are now also affected by Power Saving
-
Projected is no longer considered a dangerous entity. Additionally, he now takes up 2 points (previously 3) and the Soul is hidden
-
Several prices for items in the Dealer’s Shop have been adjusted
-
Adjusted some Vending Machine behavior to make items easier to retrieve.
-
Taking damage will now inflict fear equal to half the health lost (excluding self damage).
-
Grappler is now common and has no floor lock
-
Warden is now uncommon and can only spawn past floor 5
-
BSoD is now hidden
-
Wandering behavior has been slightly modified alongside more pathing nodes being available for some maps.
-
Fixed [spoiler]Grappler[/spoiler] being able to grapple players while stunned, causing a guaranteed death.
-
Increased the amount the player is shifted upwards by after escaping from [spoiler]Grappler[/spoiler] to prevent being trapped inside the floor in some circumstances.
-
Implemented some additional measures to prevent entities from getting permanently stuck on level geometry, as well as fixed some more locations that caused pathfinding issues.
-
Fixed the transition screen between the lobby and the depths not showing up.
-
Fixed [spoiler]Mimic[/spoiler] becoming frozen permanently if it fails to retrieve a humanoid description from the target player.
-
Fixed [spoiler]Shop Vouchers[/spoiler] being able to be purchased multiple times when appearing in the shop.
-
Fixed certain changes not applying to the Depth Shop under certain circumstances.
-
Fixed items not being positioned correctly within the shop.
-
Fixed Colour Codes not showing up if they were picked up while their corresponding task was hidden by [spoilers]Curse of the Blind[/spoiler]
-
Fixed [spoiler]Projected[/spoiler] unintentionally reducing entity speeds over time.
-
Fixed nausea causing the camera to become frozen at certain angles.
-
Attempted a fix for some status effects persisting even after the actual effect has ended.
-
Attempted a fix for [spoiler]Gazer[/spoiler] initiating a chase against players who aren’t moving (it’s been like, 3 attempted fixes now??? thanks roblox)
-
Attempted to reduce the chances of ragdolls resulting in players getting stuck in walls and floors.
-
Fixed map size not affecting entity spawning as intended.
-
Reduced incoming network traffic for clients in the lobby.
-
Fixed some status icons that were missing.
Version 0.6.5 - Actual Pit Stop, August 22nd, 2025
MAJOR ADDITIONS
-
5 new entities [spoiler]Bullseye, Grappler, BSoD, Channel, Eris[/spoiler]
-
2 entity reworks [spoiler]Teratoma (partially), Mannequins[/spoiler]
-
9 new floors [spoiler]Pool 3, Docks 2, Brick Basement, Industrial 1-3, Primordia Slumber, Here, Serenity[/spoiler]
-
6 new tasks [spoiler]Minesweeper, Calibrator, Scrambler, Explosive Generator, Replicator, Coordinator[/spoiler]
-
6 new items [spoiler]Magic Scarf, Lantern of Souls, Comedy, Tragedy, D20, Medkit[/spoiler]
-
3 Item reworks [spoiler]Depth Gauge, 7-leaf clover, Blood of the Martyr[/spoiler]
-
3 new upgrades [spoiler]Lure Module, Break Room, Entity Probing[/spoiler]
-
3 new consumable items [spoiler]Shop Voucher, Bandages, Vitality Shake[/spoiler]
-
2 new remodels [spoiler]Projected (Soul & Husk)[/spoiler]
-
TRAPS. Obstacles that can hinder you in more ways than one are scattered across certain floors. Explosive, sticky, loud… whole 9 yards
-
The terminal GUI’s layout has been entirely reworked (again) + All entity entries (and some map entries) have been rewritten in the terminal to better convey lore, as well as item entries in the terminal. Also for lore!
-
Curses and Blessings! Some floors may now have random modifiers that help or hinder the expedition.
-
A complete overhaul to fear, adding many effects and conditions that make it more dynamic and challenging.
-
A new health system, alongside new abilities for entities that increase their lethality.
-
Reworked entity spawning to a new point-based system, entity counts will increase much more dynamically and be less predictable further into runs.
-
A complete overhaul to the inventory UI, with new graphics and features.
-
Full controller/console support.
-
Explosions.
MINOR ADDITIONS
-
70+ new anticipation quotes
-
15+ new in-run tracks
-
Implemented a new custom pathfinding system to address potential memory leakage caused by the previous system.
-
Upgrades are now weighted and can be influenced by server luck.
-
A minimal grace period was added when some entities begin chasing the player, where instead of dying when caught, they’ll take a large sum of damage. This was done to prevent some cases of corner checking and unfair deaths (you should still be paying attention, though).
-
You can now drop items by pressing backspace on PC or with an extra button on Mobile
-
Shop upgrades can now only be obtained by purchasing shop vouchers.
-
Added a sound queue for when [spoiler]Hat Man[/spoiler] spawns, alongside other adjustments to its behaviour.
-
Added a new interaction for [spoiler]if one of the Twins dies but not the other.[/spoiler]
-
Break Rooms, Pit Stops, and Boss floors spawned by [spoiler]Big Bad[/spoiler] will no longer increase the floor count.
-
The Bonus Entity event has been reworked, being able to occur mid-floor and limited to spawning entities from a new secret pool or other conditional entities. Don’t be shy! They certainly are not. :3
-
[spoiler]Blood of the Martyr’s[/spoiler] VFX have been properly finalized.
-
The Game becomes hell from F100 onwards
-
The Terminal’s music will now be a random track out of 5 tracks, changing every play session
-
Many notifications have been switched to a new means of display.
-
The [spoiler]Deck of Cards[/spoiler] Hearts effect now heals +25 health in addition to the stamina and battery.
-
Entities will now chase players to the last point they were detected when a chase ends. Additionally, they have a chance to go in the same direction the player did after they check the spot where the player was last seen.
-
[spoiler]Big Bad[/spoiler] may now reward consumables on completion.
-
Several animations have been redone/implemented
CHANGES AND FIXES
-
Removed herobrine
-
Adjusted several entity/floor weights and floor requirements, hopefully easing progression and making spikes in difficulty less annoying.
-
Mouse input should now be properly unlocked when doing a task and when opening the inventory.
-
Balance changes to several items and entities
-
Removed unnecessary instances from the loading list in the lobby.
-
[spoiler]Apollyon[/spoiler] can now chase during its ability animation.
-
Optimised some aspects of entity physics to significantly improve performance.
-
Fixed an oversight in item spawn logic that resulted in items spawning in incorrect places.
-
Attempted a fix for the poker chip becoming unusable if swapped out right as the active effect triggers.
-
Fixed a game-breaking issue where one of the warden’s death tips misspelt ‘might’ as ‘mfight’
-
Fixed a few bugs regarding [spoiler]Hat Man[/spoiler]
-
Fixed the description of the Big Bad upgrade, stating it would pit you against a random boss, even though you could choose
-
Fixed issues with [spoiler]Echovore[/spoiler] becoming stuck in many circumstances
-
Fixed numerous collision bugs that resulted in entities losing regard for walls.
-
Fixed entities getting stuck in various places on [spoiler]Theatre[/spoiler], rip Stage Mannequin.
-
Fixed [spoiler]Task Sonar[/spoiler] tier 3 not functioning as intended
-
Many more smaller and less impactful bugs
Version 0.6.2 - The Requiem Update, May 9th, 2025
MAJOR ADDITIONS
-
9 new entities [spoiler]Lungwort, The Twins, Jim, Apollyon, Teratoma, Skinless Mimic, Timekeeper (for real this time), The Dealer, The Trout King[/spoiler]
-
6 entity redesigns [spoiler]Drone, Mannequins, Console, Gazer, Salesman, Envy.[/spoiler]
-
2 ½ entity reworks [spoiler]Gazer, Joker, Sloth[/spoiler]
-
8 new floors [spoiler]The Courtyard of Windows, Hotlands, Untextured 2, Glacier, Tycoon (Community submission by hotcloud), Derelict Showers (community submission by MrMothOg), Green Playroom, Casino Corridors[/spoiler]
-
12 item reworks [spoiler]D6, Horns of Sloth, Beginner’s Luck, Hiker’s Backpack, Heart Locket, Crown of Flowers, Blood of the Martyr, Phantom’s Cloak, Shock Absorber, Stained Apron, Notebook, Parasitic Mushrooms[/spoiler]
-
13 new items [spoiler]Folder, Flash Drive, Lumberjack’s Cap, Nephalem’s Blessing?, The Halo, Spirit Shackles, Mystery Gift, Dealbreakers, Providence, Spectral Blindfold, Poker Chip, Engine, Loyalty Card[/spoiler]
-
7 new terminal upgrades [spoiler]Emergency Lights, Task Sonar, Recyclomancy, Mechanics, [[OVERSTOCK]], [[SLOT MACHINE]], [[SEASONAL DISCOUNTS]][/spoiler]
-
5 new badges [spoiler]Legally Distinct Italian Plumber, Snake Eyes, I can’t stop Winning!, Aw Dangit, Double Shell[/spoiler]
-
Vending Machines are now fully functional, allowing delvers to spend 1 material in exchange for unique consumables, some new and some old.
-
4 new consumable items [spoiler]Rice Cakes, Gachapon, Gumballs, Jawbreaker[/spoiler]
-
2 new passive Depth Shop items [spoiler]Effigy, 7-Leaf Clover[/spoiler]
-
Power Outage and Fog were reworked. Fog now muffles sound, and intermittently rolls out and back in, making it fairer. Power outages allow you to complete tasks at the cost of 15 battery (if applicable). Both passively increase fear
-
Status Effect icons for displaying what Buffs/Debuffs you currently have.
-
A complete, proper tutorial, alongside a map custom-built for it
-
Entirely remade the Inventory/Shop UIs in the lobby
-
Entirely remade the Upgrade vote screen in a run
-
The dialogue system within the lobby was entirely remade.
-
3 new Classic Mode elevators have been added to the lobby, allowing for runs with a maximum of 15, 20, and 50 players. (Progression is mostly or completely disabled in 20+ player lobbies).
-
Added support for future gamemodes
-
New cutscenes for bosses and sins were added.
MINOR ADDITIONS
-
Largely reworked the events system. While nothing major, it makes them feel more interactive and cool
-
Largely reworked the main game loop, which should significantly improve the game’s performance and consistency and prevent disastrous bugs like soft locking.
-
Created a fresh new footsteps system which really brings out immersion. Entities are affected by this module as well.
-
Settings for disabling your item cosmetics for just yourself or for the entire lobby.
-
Pipes are now completely randomised
-
Mimics can now repeat things that have previously been said throughout the run in the chat
-
Anticipation tracks: unique tracks that only play on the first floor of a new run
-
Pressing Left-Alt will now lock the camera, similar to Shiftlock
-
Redid Sloth and Envy’s introduction/cutscene dialogue
-
Added death sounds that play when you… Well, die.
-
Added new dealer animations, voice lines, and interactions within the shop.
-
Added a screen to view the highest ongoing runs within the Classic Mode Elevator area.
-
Balls
-
Over 60 new anticipation thoughts
-
Over 40 new death messages
CHANGES AND FIXES
-
Envy’s traps are now a bit more challenging
-
Hearing-based entities will follow the noise of Tasks/Shriekers until reaching the source
-
[spoiler]Sloth[/spoiler]’s floor has been adjusted, adding more waypoints for pathfinding alongside adjusting some mechanics.
-
Sound queues have been added to some tasks, and Pipes thresholds have been made more visible.
-
Entities will now prioritise travelling to waypoints they have not already travelled to.
-
Certain items will now only appear in the Vending Machine item pool.
-
Donations to level up the shop have been adjusted to 25, 50, 75, and 100 for Levels 1, 2, 3, and 4, respectively. This change was made because it was too easy to level up the shop, requiring little effort for a great reward
-
Mimics are now more deceptive.
-
Resetting has been re-enabled in the lobby and dying will no longer result in being kicked. (May result in the creature)
-
Sight based entities (excluding Gazer and Shrieker) will now consider a certain field of view when checking for targets.
-
Lobby elevators have received some visual touch-ups and minor adjustments
-
Fixed some issues relating to some dialogue with certain NPCS in the lobby
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Fixed some issues relating to various tasks (Wires not visually connecting properly, Pipes being FPS dependent for real this time, Generator failing even when input is correct)
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Fixed Projected Soul not killing players on contact
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Fixed tons of issues relating to entity AI
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Fixed tons of issues relating to certain maps
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A ton of other less impactful bugs
Version 0.5.5 - The Post-mortem Update, 7th of March 2025
MAJOR ADDITIONS
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12 new floors [spoiler]Firefly Inferno, Balloon Room, Maintenance Chambers, Indoor Theme Park (community submission by hotcloud), Aquatic Museum (community submission by hotcloud), Wild House, The Heights, Hedgemaze, Luminescent Cavern (community submission by Australian_Mates), Pizzeria (community submission by Cxrivk), Theatre (returning, made by OblivionIsBruh and GamingBlueNoob), Enchanted Forest[/spoiler]
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7 map reworks [spoiler]Firefly Equinox, Apartments, Buried City, Sloth’s Domain, Depth Shop, Interior Courtyard, Self-Storage facility[/spoiler]
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5 new items [spoiler]Camera, Deck of Cards, Blood of the Martyr, Electrolyte Serum, Battery Pack[/spoiler]
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5 new achievements [spoiler]I’m Outta Here!, Well-Earned rest, Wild Card, Mr. Beast Real, Is this bugged?[/spoiler]
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1 item rework [spoiler]Rose of Envy[/spoiler]
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4 new entities [spoiler]The Joker, The Immortal Snail, The Hat Man, The Timekeeper[/spoiler]
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4 entity redesigns [spoiler]The Sin of Sloth, Salesman, Smile, Witness[/spoiler]
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2 entity reworks [spoiler]Projected, Echovore[/spoiler]
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3 new upgrades [spoiler]Big Bad, Reboarding, Terminal Expansion[/spoiler]
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1 new task [spoiler]Number Sequence[/spoiler]
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Full stats menu. You can now see your speed, stamina, battery, LUCK, priority, and more!
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Complete Depth Shop overhaul. You can now donate to the Depth Shop to upgrade it, restock items, leave early, encounter some familiar faces, and more! If you visit, make sure you donate or buy something! The Dealer does not like having his time wasted…
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FEAR STAT, can help you escape situations easier, but can also be a detriment if it goes too high…
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Completely overhauled the terminal. The bestiary and atlas have never looked better.
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Added Entity classifications [spoiler]Normal/Nil, Dangerous, Hidden, Deadly Sin, Boss, Unusual, Spirit[/spoiler]
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Added voice acting! Certain entities will now speak to you during a run. [spoiler]Sloth, Envy, Smile, The Witness, The Dealer[/spoiler]
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Completely overhauled the way the game chooses maps and entities.
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Completely overhauled the in-game LUCK stat. It should be much more responsive, consistent, and accurate now.
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Completely overhauled the entity backend. Enemies should behave better, be less janky, and be more responsive. Added additional functionality for other attributes like hearing, priority, and more.
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The Lobby has gotten some big renovations! Including better lighting, more depth, rebuilt areas, and 2 entirely new areas, one with a special feature for every hour change, and another that showcases our wonderful community’s talent!
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The elevator has received some big changes! Less janky, more immersive, and looks a lot nicer!
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Wanderer and Eyemaster have been removed. 2 Depth Spelunking original entities will replace them in a future Pit stop update.
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Boreas has been removed. She will not be returning.
MINOR ADDITIONS
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The colour code task has received a mini rework. It now has coloured shapes instead of numbers to help with accessibility. The keypad also reflects this change
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The Keeper’s model has been updated! He looks more dapper now.
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50+ new tips the lobby boards can display
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~25+ new Messages of the day (I lost count)
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~50+ new Mimic chat messages (I also lost count)
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50+ new anticipation quotes
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The power and floor canisters in the Elevator were replaced with more compact, sleeker screens
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The wires task has received a much-needed visual overhaul. Looks a lot nicer!
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New console inside the elevator that allows you to start the game, end intermissions early, and skip floors…?
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Several models in the lobby and in-game in different locations have been updated
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A new alarm will display on the screen whenever an unusual or dangerous entity appears on the floor.
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The Voting screen has been reworked to feel, look, and respond much nicer.
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Over 30+ new soundtracks. All in the Source tracks playlist
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Added functionality for more settings
-
Luigi
CHANGES AND FIXES
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The quotes/interactions and dialogue systems have been entirely reworked. They should be more stable and optimised now.
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The font for most pixel fonts in-game has been changed to Press Start 2P, which is much easier to read and more expressive than Silkscreen
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Migrated to TextChatService
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The max player count for the lobby has been increased from 25 to 50
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The lobby’s shop now has a 50% chance to be one of two shop themes. Seasonal variants are unaffected
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The item “Crown of Thorns” has been renamed to “Blood of the Martyr”
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All opposite sides of the D6 now add up to 7 like a real-life D6
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Mimics no longer appear in Singleplayer/Solo lobbies. Experimental change
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Mobile UI has received some positioning changes and other QOL additions for a smoother experience
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The Witness is slightly brighter
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Consumables will no longer be unequipped if you have multiple stacks
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Adjusted entity scaling throughout the game (again)
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The 100% info cap on entities and floors has been removed. Keep collecting!
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Frontrooms is no longer canon to Depth Spelunking’s lore
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Removed the 20x item cap
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Broken Wings now gives +20 stamina instead of doing nothing if the event is rolled
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Added more checkpoint breakrooms, the last one now appears at Floor 150
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The floor “Mansion” has its own theme now
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Updated sounds for purchasing items in the Shop
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The entire funvalue system was rewritten to be more stable and optimised
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Removed Herobrine…?
-
is missing.
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Attempted to fix an issue with Depth Gauge giving an inconsistent amount of speed around Floors 40-50
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Attempted to fix an issue where using your flashlight would make it blink quickly
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Fixed a ton of bugs related to entities getting stuck on various maps
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Attempted to fix an issue where entities could kill each other. More specifically, Gazer kills Drone and Lurker
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Fixed an issue where several remote events would fire every second, which would tank the game’s performance
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Fixed an issue with the D6 giving you +4 metal instead of +3 when the odds hit. No other item did this, just Metal for some reason.
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Fixed an issue where the Depth Shop and some bosses did not have atlas or bestiary entries in the terminal
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Fixed an issue where items that gave you a stamina regen buff gave you a speed buff instead
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Fixed an issue where settings would not save on rejoin
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Fixed an issue where the valves task was affected by framerate due to improper usage of Deltatime
-
Tons of other smaller, less impactful bugs were fixed
Version 0.4.6 - The Antemortem Update, 29th of November, 2024
The Antemortem Update
MAJOR ADDITIONS
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2 New Entities [spoiler]James, The Witness[/spoiler]
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1 New Item. [spoiler]Rose of Envy[/spoiler]
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2 new floors. [spoiler]Maple Grove, Facility 909[/spoiler]
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The following floors have all received reworks: [spoiler]Balloon House, Deep Lab, Depths Shop, Library, Frontrooms, Backrooms, Lockout, Buried City[/spoiler]
-
Complete overhaul of the inventory system
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2 New Badges. [spoiler]Red Light, Soundproof[/spoiler]
MINOR ADDITIONS
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New snazzy, animated intermission screen. Made by yours truly. It displays players alive, entity count, and a warning when new entities and floors are added to the pool
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New loading/teleporting screen when loading into the game and teleporting to the Depths
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The elevator has a subtle ambient sound while moving in between floors.
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10 New music tracks added to The Depths
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Brand new upgrade icons drawn by ShinySann23
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Code papers can now be picked up and viewed next to the minimap
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Lobby music can now be disabled
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Spelunkola Cans now spawn in random colours. Purely cosmetic.
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Projected-1/The Soul now emits a low humming sound.
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The Sin of Sloth has a new killing animation
CHANGES/FIXES
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Adjusted Task Spawns on certain floors that would previously cause soft locks
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Data is always saved and money is earned from runs regardless of how it ends now.
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Info gain has been universally buffed
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4 items were added to the Depths Shop pool [spoiler]Chocomilk, Strawberry Milk, Ice Cream, Bloxy Cola[/spoiler]
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Adjusted the weights/chances of certain floors and entities
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Rare floors and entities now give 25% info, regardless of other conditions.
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Entity spawns were adjusted. The entire game should be much more bearable and consistent now.
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Before floor 30, one extra non-mandatory task will spawn. (i.e: In solo, 5 tasks will spawn on a floor, but only 4 will have to be completed to progress to the next floor.)
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Inaccessible item spawns from all floors have been completely removed.
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Unusual entities/floors have been given yellow names in the terminal
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Player deaths are now counted when the elevator is about to leave. You will not have to wait forever if someone not in the elevator dies before it leaves.
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Slightly lowered the volume of all in-game music
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Fixed an issue where Night Vision goggles just did not work sometimes
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Attempted to fix an issue where players with high ping would cause a run not to start (???)
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Fixed an issue where tasks would spawn inside walls on certain floors
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Fixed an issue where Projected-0//The Husk would follow you even after turning off your light
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Fixed an issue where entities would sometimes fall off the bridges on the map: Mines
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Many, many more that are not listed here.
Version 0.3.2 - OPEN βETA, 30th of October, 2024
Open Beta β
MAJOR ADDITIONS
- MAJOR AI REWORK, fixes a lot of issues and changes a lot of behaviours
- 2 NEW BOSSES [spoiler]Echovore, Sin of Envy[/spoiler]
- THE ATLAS (AKA: Map Bestiary)
- 4 NEW ENTITIES [spoiler]The Salesman, BEAR5, Eyemaster, Console[/spoiler]
- BREAK ROOMS. This strange floor rarely appears on runs and can give you and your teammates a chance to rest before continuing, or end your run early!
- New entity models and animations for Warden, Shrieker, Lurker, Gazer, Drone, Boreas, Eyemaster, Wanderer, and Projected
- 17 New floors, [spoiler]Cozy Cabin, Pico’s Palace, Tomb, Autumn’s Grace, Glacier, Sloth’s Domain, Cozy Cabin, Spore Woods, Apartments, Familiar Rooms, Waiting Room, The Archives, Corporate Hell, Envy’s Domain, Mines, Break room, Baseplate[/spoiler]
- 10 New items [spoiler]Energy Drink, Strawberry Milk, Ice Cream, Bloxy Cola, Crown of Thorns, Stained Apron, Notebook, Parasitic Mushrooms, Beginner’s Luck, Broken Wings[/spoiler]
- LUCK STAT, affects rare floor chances, item spawns, entity spawns, and more.
- ANTICIPATION, a random quote will appear at the start of any new run. 1/333 chance for a special rare quote
- TUTORIAL NPC, he will give you some tips and tricks and tell you more about the game!
- ”BIG BAD” UPGRADE, forces the next floor to be a boss floor
- NEW EVENT Reshuffle - Shuffles the positions of all entities on the floor
- 7 NEW BADGES: “I left my stuff”, “Diligence”, “Better Together”, “Humility”, “Lord of Snow”, “Kindness”, “Check him PC”
- EMOTES! Lobby only for now.
Full List of Emotes
- garry
- smug
- groovin
- specialist
- beatbox
- monster
- parrot
- orange
- parker
- cat
- ppmusic
- penguin
- lethal
- fly
- default
- distraction
- cringe
- classic
MINOR ADDITIONS
- Mimic has new sounds for aggroing, spotting, and killing, it also plays a sound when it transforms
- Dialogue in the lobby now has a “Skip” button
- Flesh Pit, Overgrown Garden, Deep Lab, Theatre, and Balloon House have all received reworks/overhauls
- A special track will play on the death screen
- A special track will play while spectating
- New intermission GUI, it’s kind of barebones right now, will be added onto in the future
- Projected (Husk) got a new killing animation
- Added new tips and Messages of the Day in the lobby, additionally, some new and old tips have coloured text to hint at things
- Added a sound for the elevator countdown when it is about to leave
- The tracker item now displays what mode it is in on the screen
- Item tooltips have finally been added, and pickup notifications have been completely removed
- Re-Added first person, this should make a certain boss way more bearable
- Added Volumetric Fog/Lighting to the game, this is toggleable in settings. It requires a beefy device to run properly
- You can now toggle/disable gamepasses in the game’s settings
- Phantom’s Cloak has new sounds for cloaking/uncloaking
- Generators now have sounds for failing or succeeding a skill check
- The generator task has new sounds, animations, and GUI
- Complete Remake/Overhaul of the game’s loading screen. It feels more polished and is nicer to look at!
CHANGES/FIXES
-
You can now complete tasks during a power outage event
-
Changed every single bestiary portrait and rewrote every single bestiary entry, also added a scrolling frame to the entries so they’re easier to read in case the text is long
-
Most item descriptions have been made more concise with bullet points instead of a big chunk of text
-
Dual code tasks now spawn past floor 20, previously could spawn starting on floor 15
-
Dead players can no longer use the chat
-
The Warden can now hear invisible players. This change was made because deaggroing a blind, sound-based enemy by going invisible didn’t make much sense.
-
Clipboard spawn rates were increased, additionally, up to 3 clipboards should spawn on a floor now.
-
Early game entity spawn rates were adjusted slightly, this should make early game much more bearable
-
The Bonus Entity event can no longer happen before Floor 16
-
Projected’s fusion sound has been changed, his old one got archived.
-
Completely remade most of SLOTH’s dialogue during his fight
-
Gave both Flashlights proper shadows, this helps make the game feel more immersive and alive!
-
Updated the Shop’s rain effect(s) and sound
-
Fixed an issue where most entities could walk through the heavy doors on the floors: Lockout, Pico’s Palace, and Deep Lab (I hope)
-
Fixed an issue where you could spectate dead players
-
Fixed an issue where items would take a while to appear in the inventory after purchasing them in the shop/black market
-
Attempted to fix an issue where the Tracker item would stop working when tracking certain entities
-
Attempted to fix an issue where players with poor connections or low-end devices would sometimes fall through the elevator, if a player falls through, they should be teleported back into the elevator
-
Fixed an issue where the D6 item weights were not working as intended
-
Attempted to fix an issue where Warden would get stuck on objects that attracted him i.e: generators
-
Attempted to fix an issue where Projected-1/The Soul wouldn’t disappear after completing a floor
-
Fixed an issue where settings wouldn’t apply during runs, additionally removed settings that don’t do anything right now
-
Attempted to fix an issue where entities could climb onto the bushes on the map: courtyard
-
Tons of bug fixes that were found during closed testing
Credits:
In-game Resource Credits:
- VGVC2’s Model Mega Pack by @VGVC2
- CMDR by @evaera
- Webhook Service by @LuaScape
- Tux Physics Tails by @R3dTuxedo
- Ro-Render V3 by @reteach
SUPPORT ALL OF THE LISTED RESOURCE CREATORS AND THEIR WORK
In-game content credits:
- @NyamusChan - Entity: Projected
- @vR0nybtw - Keypad models, some animations
- @G1o4m - Echolocator model
- ShinySann23 - Badge icons, upgrade icons
- motolola01 - Upgrade icons
- cassregister - Upgrade icons
- GlyTheFly - Upgrade icons
- ulacyl0n - Tracker and Shock Absorber models
- h4lographic - Voice actress for Eris
- Cherri_Field - Voice actress for the Sin of Envy
- CloverWare - Voice actor for the Sin of Sloth and The Dealer, Sound Design, Music
- Bulletsite - Voice actor for The Witness
- Grouchy1400 - Voice actor for
(Smile) - nikdotpng - Radio Pack model
- @RealNeoru - Animations for Smile, The Witness, The Timekeeper, Console, Rose of Envy, The Dealer, Bullseye, and Phantom’s Cloak
- @enbycoated - Additional modelling
- Hirame_02 - Additional concept art, icon art, and badge icons
- Everyone who’s submitted a map and had it accepted. Thank you all so much!
- Every track used in-game by various different composers
Miscellaneous Credits
- Game concept/design inspired by Minus Elevation and Minus Decendance, both games made by Vanilla Deluxe
- Much of the in-game content inspired by games like The Binding Of Isaac, Risk of Rain 2, Balatro, Lethal Company, and DELTARUNE
- Donations and funding assistance by various users, thank you all so much!
- All of our testers, thank you all so much!!
Made with love by Foxxive Studios
- @Foxxive - Creator, Lead Game Designer, Building, Art Direction, Lead UI designer, Voice acting, Additional Concept art
- @bTolcs - Co-Owner, Lead Builder, Lead Environmental Designer, Additional Game Design
- @Hamailini - Lead Artist, Lead Concept Artist, Lead Character Designer
- @Karmatiz_e - Emotional Support, Additional concept art, Additional Game Design
- @SaturniidFluff - Scripting, Additional Game Design, Additional Art assets/direction
- @Nickaladormz - Scripting, Additional Game Design
- @ch1108 - Animating, Modelling, Additional Character Design, Sound Design, Visual Effects
- @THORNE_DOODLE - Modelling, Additional Character design, Additional Animation
- @AutumnRare - Modelling, Additional Concept Art, Animation
