Wow, thank you! Comments like this keep me going while I build the next update. More bosses with crazier attacks are on the way, so stay tuned!
OsuGerman
Creator of
Recent community posts

Hi everyone!
TIEFGANG is a fast roguelite FPS set in 1887. You dive down in a brass diving suit and fight your way through drowned temples, archives and ship wrecks. Every run gives you new weapons, charms and blessings that combine into pretty wild builds, for example void and lightning together open black holes. Solo or co-op for up to four players, free test build for Windows.
https://osugerman.itch.io/tiefgang
I'm especially looking for feedback on these points:
- The first 10 minutes. Is it clear what to do in the submarine hub and during the first dive? Where did you get lost or confused?
- Game feel of the weapons. Which weapon felt great and which one did you never want to use? Does shooting feel punchy enough?
- Enemies and bosses. Can you read the enemy attacks in time, or do hits feel unfair?
- Performance. If you can, tell me your GPU, CPU, resolution and the fps you got. I'm working on optimization right now, so this helps a lot.
Honest feedback is welcome, good or bad. A run takes about 25 to 40 minutes, but even a short session helps. I read every comment and answer questions here.
Thanks for your time!

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.
Hi everyone!
I'd like to share TIEFGANG, a fast first-person roguelite shooter I've been building
as a solo dev:
https://osugerman.itch.io/tiefgang

The Pacific, 1887. Beneath the seabed lie the ruins of a lost civilization, and the
richest deposit of glowing Abyssalite ever found. You dive in as a Deepwalker with a
brass diving suit, a steam revolver and a glowing core on your chest. You go room by
room, 14 depths down, through drowned temples, coral cathedrals and sunken archives.
Every room makes your build a little stronger and a lot stranger. And at some point,
something at the bottom wakes up.
What's in the game right now:
- 9 weapons, each with its own mechanic. A harpoon gun that reels enemies in on barbs,
a bell you ring in rhythm until it drops a Great Toll, sticky depth charges you
chain-detonate.
- 95 charms and elemental blessings with reactions like chain lightning and black holes
- 5 areas, 5 bosses and around 50 enemy types, all with clear warnings so you can
dodge and counter
- Online co-op for 1 to 4 players via room code (usually no port forwarding needed)
- 10 pressure levels, a daily run, endless mode and an online leaderboard

It's a free test build and still in active development, so expect some rough edges.
That's exactly why I'm posting here: I'd really appreciate honest feedback. What's fun,
what's boring, what feels unfair or confusing? Comments on the itch page are open, and
every bit of feedback goes straight into the next update.
Thanks for reading and happy diving!
