
So, you'd expect that there is 1 tile covered by walls where your characters can walk.

Walls, doors, crates are all drawn from the top and also slightly from the front. graphics of the environment are misleading due to strange perspective. Actually, even XCom: UFO Defense from 1991 had smaller and more readable font. The game looks like some DOS game from the 80s which was struggling with 320x240 monitors back in its time. They should have made GUI elements at least 4 times smaller, or given the choice of the GUI scale. It's absolutely ridiculous and makes it hard to read even the simplest things. Bad: - the GUI has large buttons with huge pixelated font which I probably have never seen in any game.

Though I guess younger players will like it. From an indie game I'd expect something more hardcore and closer to JA or the original XComs (Xenonauts). 1 hour into the game I still didn't know why it's all on submarines and what I'm fighting for here - graphics are pixelated which is okay for an indie game, though you may be already getting tired of this art style - some music tracks are good and would be worth listening to separately but some are rather annoying - the core combat is based on the midcore 2-action-point system from the recent XComs. Good: - there is a lot of meat here, with multiple weapons, several character classes, character leveling So-so: - the story is not so interesting and poorly presented. there is a lot of meat here, with An indie TBS RPG with combat close to the 2010s XComs and the strategic layer close to FTL. Here you will find a good article about the early access of Depth of Extinction.An indie TBS RPG with combat close to the 2010s XComs and the strategic layer close to FTL. A dead soldier cannot come back to life and we can not restore the game from a previous point. In the game there is the perma-death with iron mode. We better be prepared because the final boss is really challenging. They become stronger and will find better equipment along the way to the final boss. We will fight 25 unique enemies from 5 factions The combat phase is turn-based, with X-Com style coverage system.Įach soldier has its own characteristics that increase with increasing experience and will affect accuracy and ability to move. When we choose a node there will always be an enemy encounter who will start the combat phase. Exploring a procedurally generated world map in FTL style.ĭefending our submarine from pirate attacks and try to never run out of fuel is vital.Įach campaign has a length ranging from 5 to 10 hours. We have to choose from different destinations (nodes), each one with his reward: weapons, armors, fuel, soldiers. We will explore a procedurally generated world map in FTL style with our submarine.

We will have to train and lead a group of mercenaries and guide them to the final mission. We will find ourselves guiding the defenders of the last government on a desperate mission to save the earth. In the Depth of Extinction the oceans have covered the whole world.

A promising pixel art turn-based game inspired by games like FTL, Xcom and Fallout Exploring a flooded world A new pixeled turn-based game that features in-depth strategic gameplay and high replay value. The independent HOF STUDIO based in Atlanta is working at Depth of Extinction. Heavily inspired by games like Fallout, X-com and FTL. Exploring a flooded post-apocalyptic world in this new promising turn-based tactical RPG.
