Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
DEEPWARD DemoNewsFrom Pixel-Inspired Prototype to Fast-Paced Horror FPS: DEEPWARD's Evolution
Community

From Pixel-Inspired Prototype to Fast-Paced Horror FPS: DEEPWARD's Evolution

DEEPWARD Demo · published 13 Aug 2026, 20:28 UTC

All newsPlayers around this dateRead on Steam

DEEPWARD did not begin with its current atmosphere, detailed environments, or fast-paced combat. It started as a small prototype built to answer one important question: was it fun to fight while pushing deeper and deeper into a cursed mansion?

Over the past year and a half, that simple experiment has grown into a horror FPS roguelite set in a cursed mansion hidden in the Carpathian Mountains during the 1920s. Here is how the game changed along the way.

We previously shared a short video showing how DEEPWARD has changed. In this devlog, we want to explain the development in more detail and show what changed and why.

It All Started with a Small Prototype

Our earliest prototype was deliberately simple. Both the visuals and combat were rough, and the game did not yet have the atmosphere it has today. At that stage, our goal was not to create final-quality graphics. We first needed to prove that the core experience worked.

This comparison video shows how much DEEPWARD has changed since those early experiments:

Building the Mansion's Atmosphere

The environments in the earliest version were extremely basic. Since then, we have repeatedly rebuilt the lighting, shadows, color palette, architecture, and decoration to create the feeling of a cursed 1920s mansion hidden in the Carpathians.

Rooms that were once luxurious have fallen into ruin. Beneath them lie cellars, torture chambers, caves, and ancient ritual sites. Our goal is not simply to make everything dark. We want every space to feel dangerous while still making you curious enough to discover what lies ahead.

Making Combat Faster and More Intense

Combat in the first prototype was much simpler than it is today. Over the course of development, we improved movement, weapon responsiveness, enemy reactions, and visual effects. The result is a faster and more intense combat system in which standing still can quickly become dangerous.

We are still improving the weapons, enemies, and overall game balance based on feedback from our Steam Playtest.

Switching Heroes, Not Just Weapons

Before entering the mansion, you choose three heroes from a roster of six.

During combat, you do not simply switch weapons. You instantly switch between the heroes themselves, each with a different weapon, abilities, and a separate health pool. If a hero falls, they are gone for the rest of that run.

This Hero Switching system went through many iterations from its earliest concept and has become one of the defining mechanics of DEEPWARD.

From the First Concept to the Present

DEEPWARD did not arrive at its current visual identity in a single step. Early in development, we explored a heavily pixel-art-inspired direction. We then gradually rebuilt the environments, combat, and UI as the game moved further into 3D.

One of the earliest visual directions we explored, with a strong emphasis on pixel-art-inspired visuals.

An early stage of the transition to 3D, when we were testing the mansion's structure and the feel of combat.

A later prototype in which we began implementing the Hero Switching system and its UI.

And this is what DEEPWARD looks like today:

Compared with the early versions, we have extensively rebuilt the lighting, environments, enemies, weapons, and UI.

Where DEEPWARD Is Today

DEEPWARD is still in development, but it has grown enormously since that first small prototype. You can see the current version of the game in our reveal trailer:

In future development posts, we want to share more than just the things that worked. We will also talk about features we rebuilt, ideas that did not survive development, and what we learned from the Playtest.

Next time, we will take a closer look at why DEEPWARD lets you switch entire heroes instead of simply switching weapons.

Which part of DEEPWARD's evolution surprised you the most? Let us know in the comments.

More from DEEPWARD Demo

Other announcements

All news
Steam news9 Aug 20261,000+ Players Registered - DEEPWARD Playtest Ends SoonMore than 1,000 players have now registered for the DEEPWARD Steam Playtest. Thank you to everyone who has joined so far! We’ve already received some very useful feedback from players, and it has helped us identify several things we want to improve. However, with more than 1,000 players registered , we would still love to hear from more of you before this testing phase ends. The current DEEPWAR…Community2 Aug 2026Creating the Heroes of DEEPWARDWe’re taking you behind the scenes of DEEPWARD. Watch one of our hero lineup concepts evolve from an early sketch into finished artwork in this short timelapse. Follow DEEPWARD for more concept art, gameplay and development updates. If you haven’t already, add the game to your Steam Wishlist.Steam news30 Jul 2026DEEPWARD Steam Playtest Registration Is Now OpenYou can now register for the DEEPWARD Steam Playtest. The playtest begins on: Friday, July 31, 2026 at 11:00 AM ET / 8:00 AM PT (5:00 PM CEST) Participation is limited in both capacity and duration . Access will be granted in waves, so we recommend registering as soon as possible. DEEPWARD is still in active development, and this playtest build is an early beta version of the game. In the curre…