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TIEFGANG devlog: building a deep-sea roguelite FPS in a brass diving suit

A topic by OsuGerman created 12 days ago Views: 170
Viewing posts 1 to 1

Hi! I'm a solo dev working on TIEFGANG, a fast first-person roguelite shooter set in

1887. You dive in a brass diving suit through the drowned ruins of a lost civilization,

room by room, 14 depths down. I'll use this thread to post progress as I go, so feel

free to follow along and tell me what you think.

Game page: https://osugerman.itch.io/tiefgang


WHERE IT STARTED

The core idea was simple: a roguelite that keeps you moving. Dashes, double jumps and

enemies that clearly show what they're about to do, so you can read a fight instead of

just tanking it. Around that sits the build system: charms, elemental blessings and

reactions that are allowed to get completely out of hand.

WHAT I WORKED ON RECENTLY

Lighting. The first areas used real-time lights only and looked flat. I moved to baked

lighting with light shafts, fog and decals. The temple, the coral cathedral and parts

of the sunken archives are done now. Somewhere above the ceiling openings you might

even see something large swimming past.


Effects. Lightning used to be a thick glowing line. Now it's thin, jagged and branches

out, jumping from enemy to enemy. Frost grows crystals, blood leaves stains and the Void

blessing opens an actual black hole.


Weapons. Testers told me only two of the nine weapons felt worth using. So each of the

other seven got its own mechanic: a harpoon that reels enemies in on barbs, sticky depth

charges you chain-detonate, a bell you ring in rhythm. Damage got balanced so every

weapon has a reason to exist.

UI. Testers also said the menus looked generic. Reward cards are now riveted metal

plates where the metal tells you the rarity: copper, brass, gold. The Tab screen became

a diver's logbook and the HUD a small brass instrument panel.


WHAT'S NEXT

A new area is in the works, with its own enemy faction and a boss fight on a ship that

starts to list. Before that I want to polish enemy attacks and sharpen the visuals

further.

It's a free test build, so honest feedback helps a lot. What looks good, what looks

off, what would make you want to play it? I'll keep posting updates here.