Deep Sea Sweep
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | New biome & playtest fixes For this update, I worked on the feedback I got from playtests previously. I also wanted to add some content so I finished the visuals for the next biome, the Sea of Storms. -new biome : Sea of Storms, only has its intro sequence for now. -lowered the player's acceleration a small amount to handle tiny movements better. This is a test, subject to more changes. -lowered audio volume when launchi… | — | |
| In-game event | 2 new bosses & some new levels Many new things & tweaks in this update : -2 new bosses : I finished the boss for the Clam Plains, but I also made a boss for the Coral Maze entirely -4 new levels for the Coral Maze : anemone ambush, shifting sands, swirly back and forth, coffer guard -level design tweaks to prickly woods, arrow reef, sunscraper and riskier delivery -added some diagonal swim & dash animations for the main char… | — | |
| Steam news | Level playtest opens Hi everyone, due to the progress I've made on the game these past few months, I wish to gather feedback on the game's difficulty curve. I've added a lot of new levels thus the level progression needs some smoothing, to clear and ease brutal difficulty spikes or on the opposite levels that are way too easy. The playtest build has many levels to test currently and I especially need feedback on th… | — | |
| In-game event | New Coral Maze biome & Level shop A lot of stuff here in this update : -reimplemented the level shop. It is now in the demo after you beat the first boss, and you can unlock bonus levels by paying stars. -made the visuals for biome number 6, the Coral Maze. It was a bit tricky to work with because everything in this biome has warm colors and there's a lot of distracting details. -Also made 1 new level for that biome, Riskier De… | — | |
| In-game event | Shipwrecks levels This update's pretty simple (development slowed down due to new year), I made new levels for the Wrecks biome : -7 new levels : One-way maze, Poison prow, Sea slug sanctuary, Venomous vale, Pick your poison, Treasure hunters, Toxic trap. Guess the new mechanics. Also some changes to Overgrown alley. -Slight visual tweaks : adjusted submarine sprite being scaled up, darkened foreground sprites i… | 14880278 | |
| In-game event | New Shipwrecks biome For this regular update, I made the visuals for the next biome, the Wrecks, and also worked on some bossfights. By the way, I am looking for playtesters to balance the difficulty of levels, since I'm in the level production phase. If you're interested, leave me a comment on the game page or find me in the discord (link in the game page), I'll give you access to a build with more levels. -New bi… | — | |
| In-game event | Lots of new playable levels! This update comes a bit early for the Animals Fest. I mostly worked on adding content : the demo currently has 28 playable levels! -7 new levels for the Algae Forest and Sandy Seafloor : dune warren, silt snare, locked treasure, risky delivery, kelpfall, seaweed crossing, plant barrage -level design tweaks to 6 more levels : arrow reef, pag around, prickly woods, shark den, crumbling path, over… | — | |
| In-game event | New Algae Forest biome This month, I made all the visuals for the 4th biome, the Algae Forest. Only one level has been integrated with it so far and it's not in the demo for now, but you can get an idea of the biome from the new screenshot & trailer. Additionally : - reworked the visuals for Sandy Seafloor a bit and adapted that to its existing levels. -level design tweaks to risky loop, foam cave, spinning stars, an… | — | |
| In-game event | Levels for Sandy Seafloor and Clam Plains Mostly content this time, so : -added 3 new levels : Clam Cluster, Subway shooters, Spinning stars. 2 of those can be played in the demo. -tweaked Coral corridor, Turtle tram and Pag around. -fixed a bug where you could get stuck on the corner of a sand block. -fixed some bugs on dash switches and improved them. -fixed some Bubble clam bugs. Next time, probably more new levels. As I get a bigge… | — | |
| In-game event | New biome, Sandy Seafloor! I've been developping the look and environment of the Sandy Seafloor biome, I may tweak it a bit still. There's a bunch of new stuff : -a new biome environment, sandy dunes and caves under the sea held by spiral shell pillars. You start to play with the sand blocks and starfish switches in there. -added dash shrimp enemy -added bubble clam enemy (not in any level yet) -added starfish switches a… | — | |
| In-game event | Controller mapping & new mechanic! I'm done with controller implementation! -You can now remap actions to controller buttons how you want, with the exception of movement staying on analog stick (it would require way too much work for what it's worth). -Added a new sand block, a type of solid block through which your character can dash in straight line. Also, I made a new level (not playable yet) that uses the sand blocks, and fi… | — | |
| Major update | Controller support I finally worked on controller support. I also kept working on menus as part of the update. -you can play and navigate menus with a controller now. However, I haven't implemented customizable buttons for controllers yet (hence why you can't enter the control settings with a controller). It is a non negligible amount of work to add in, so I think I will not include analog sticks in this. -added… | — | |
| In-game event | Menu improvement & fixes I'm currently working on improving my game settings. -you can now set your controls from the pause menu. The controls menu now also has a confirm window when you leave it, to make changes to controls clearer -added a key to restart levels quickly (R by default, but you can change it) -the amount of pearls you have can now be seen on the worldmap. They still don't have a use in the current demo,… | 14880278 | |
| Esports | Watch some gameplay, I'll be there to chat Here is some gameplay from the current state of the game. I'll be in the chat whenever I can to answer questions. | — | |
| In-game event | More small demo changes I made some small changes to smooth out the demo experience while also doing background stuff. The demo includes a new playable level, the Foam cave! -tweaked the smooth camera to move differently when the character jumps -adjustments to cosy courier level to make it teach better, and to several levels to tweak annoying hitboxes -fixed some bugs in djinn's cave I took some time making some trai… | — | |
| Game update | Demo fixes Small fixes : -fixed some translation-related bugs, including one that caused the amount of stars collected to be wrong -workaround a rare bug in the level map where the camera would not return to the character after unlocking a close level, causing the character to be unable to move | — | |
| Major update | Steam demo live! You can now download the (free) demo of the game on steam and try it out! I included a link to a feedback form, so if you like the game and want to help making it better this is a good way to give me your feedback. I wasn't able to make the discord link work directly for some reason, so you will need to find the community link on the store page to join it, if you want to talk about the game or… | — | |
| In-game event | Menu and UI update part 2 I kept working on the menus this month. I added a "settings" part in the pause menu with new options. · Added settings for music volume and sound volume in there · Added settings for fullscreen and windowed in there Other options in that settings screen (control mapping & language) aren't implemented yet, although you can still configure your controls from the main menu. · Control mapping menu… | — | |
| In-game event | Menu and UI update (part 1) I finally started working on the last big visual thing I'd postponed for so long : making the menus a bit handier and prettier. -Changed the text font -New menu UI design, including new button and icon designs -You can now navigate menus with arrow keys and confirm with pickup key (space by default). This isn't implemented on all menus yet -When completing a level, you now go back to the worldm… | — | |
| In-game event | Level shop & new npc Picking back up after the holidays, I worked on some new systems within the game, and some internal rearranging, so there's not much to show. -Levels now remember if you've collected stars in them, and display already collected stars, which are now saved. -Added a new shop that you can access from the worldmap, with its shop npc. Talk to this npc to buy access to bonus levels (for now there's o… | — | |
| In-game event | Treasure chest fixes, new foe, and more! I'm done with revamping the chest's physics and collision systems. This change took a lot of time and work and fumbling alone in the dark, but now the mechanics seem a bit more robust and predictable. Fixes : -changed the way the chest behaves with turtles, to make it more consistent and deal with a lot of bugs -reduced the stuttering when a turtle lifts the chest from under -the chest is no lo… | — | |
| In-game event | New levels & performance improvement For this update the main change I made was on the chest's collision detection and fall mechanics. It now behaves much better when the framerate drops or the game lags. This has caused a bunch of small bugs that I'm currently fixing and will keep doing so for the next update. In addition, we got : -2 new levels for the first biome, and tweaks to existing levels -1 new collectable, similar to gol… | 14880278 | |
| In-game event | Steam page, new biome, and more The main update here is that this steam page is finally live, but there's other stuff! -Visuals for a new biome, the clam plains. Only 2 levels (Chill blue shells/Follow that chest!) have been impacted yet, more will follow. -Character can now dash diagonally. This comes in parallel to bugfixes about the dash going through walls in specific circumstances. If you encounter any bugs where you gli… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.