2026-06-17 18:27 UTC · Community Announcements · Sleipnir
Well, we made it folks. 1.1.0 Darkest Depths is live on the main branch.Before I jump into what is in the new version, I'd like to take time to thank the beta testers for their help slogging through ~17 beta versions. Getting this version out would have been so much more difficult without you. Thank you.(Settlement by Kingfisher)Ok, let's take a look!The Fifth Playable Race: The TomekI can hear some of you cry, "FINALLY!" Yes, we finally added these bat-turtle, bug-eyed weirdos.The Tomek are a subterranean race and prefer to live in caves deep in the earth. Since the Fracture--perhaps longer--
2026-06-16 13:11 UTC · Community Announcements · Sleipnir
Beta 17 is up! As of now, it is the production candidate for the build going live tomorrow. It is mostly comprised of tuning changes based on feedback from the weekend. I focused on things that would be easy wins to avoid breaking anything. The rest of the feedback notes will be addressed after 1.1.0 goes to production. The only risky thing (I hope) is the fix for night mobs not spawning. It's possible these are too difficult and I am curious if anyone thinks so. I can easily disable them for a last minute build today. So, please do let me know! Here are the patch notes: \ Tuned wells from 10h
2026-06-12 23:47 UTC · Community Announcements · Sleipnir
Beta 16 is LIVE! This one is a small tuning and bugs patch but I did manage to add new portraits for our bat-turtle folk, the Tomek. Here are the notes: \ Changed summon SFX for Void Imp and Void Woken.\ Increased chances of Cave Mips spawning ore.\ Chicken eggs can now be hatched by using the incubate egg job in the animal enclosure. Similar to how Cave Mip eggs work; minus the furnace.\ Making ingots is now set to manual instead of auto as default for room jobs.\ Reduced volume for some stone interaction sfx.\ Tuned xp curve down for levels 2-50.\ Bug: Not all biomes were generating dungeons
2026-06-12 01:42 UTC · Community Announcements · Sleipnir
Evening, folks! Beta 15 is up! Lots of little fixes and tunings based on player feedback in this one. I appreciate everyone giving their thoughts on the experience. It helps me a bunch! You should now see priority, rotate, and lock toolbar buttons again. Let me know if you see any issues with those. Oh, I also re-enabled the pause and focus camera on notifications. You can edit those in the notif settings (N). Please let me know if some are on that you don't like or if you'd like any on by default. Here are the notes: \ Bug: Early game NPC’s were showing up clothed in only aprons and chef’s ha
2026-06-10 22:45 UTC · Community Announcements · Sleipnir
Howdy friends, Beta 14 (shh yes I skipped 13) is live! This one is a fairly bug fixing focused patch. However, I did put in some time to add back in the tracking of stats on the top HUD. You can track rooms (from the room designation list), items, factions, and races. I also did a bunch of tuning for entity item and level generation. You should see merchants with a bunch of varied items in addition to Ren. Ok, here are the notes: \ Bug: Sometimes auto-jobs would not update while workers were actively doing the job.\ Bug: New spawns were sometimes spawning all as the same profession.\ Bug: Even
2026-06-05 22:18 UTC · Community Announcements · Sleipnir
Hey everyone! Beta 12 is now live. Added a few things to fill out the Tomek a bit more. They should not have an okay gameplay loop. I've created their own hunger/starving system hollowgut/crackbone fever to differentiate them from the other races. This will also help fix the issue they had where they'd eat normal food. As well, the Cave Mip life cycle should be complete. You can now hatch them with a furnace. As well, they will produce various stone, dirt, and ore over time. The Tomek can also eat their eggs for a small amount of sustenance. Oh, and they now have a 'child' appearance which is
2026-05-29 21:33 UTC · Community Announcements · Sleipnir
Hey folks! Real quick patch today. Some folks had reported a couple more issues with a few things that I wanted to address before going into the weekend. Here are the notes for those: \ Eat/Drink jobs set to priority 4 for the default first stockpile room.\ Tuned the first settler wave to appear after 8 days instead of 4.\ Bug: Mushroom wine wasn’t spawning on job complete.\ Bug: Auto job not updating correctly after prop placement or room expansion.\ Bug: Some jobs not being started even though they are higher priority. Thanks and I hope you have a great weekend!
2026-05-28 22:19 UTC · Community Announcements · Sleipnir
Hey everyone, Beta 10 is up! Tons of little bugs fixed in this one. I improved the room job responsiveness to when requirements change but I'm still noticing the rare time it doesn't update for locations. Overall it should be a lot better, but I will continue to hunt down little bugs getting in the way of this. I also refactored the pathfinding a bit, so let me know if you see anything off there. The pathfinding process should produce better shortest/fastest paths in addition to handling long distance pathing with faster performance. \ Bug: The Void Sick notification would spam repeatedly when
2026-05-21 22:30 UTC · Community Announcements · Sleipnir
Hey guys 1.1.0 Beta 9 is live! Also, I snuck beta 8 in last night which was a small hotfix patch.Some good fixes in this one. Thank you to those sending me logs and save files to help find the issues. Much appreciated! \ Ctrl+input now applies all to permissions lists.\ Bug: Manual job queues were being cleared.\ Bug: Some expandable entries would expand multiple entries on click.\ Bug: Ore was generating at 0z which should only be bedrock blocks.\ Added wood block and wood wall to the “Basics” research unlocks.\ Stone Furnace now also unlocked with smithy.\ Bug: Some jobs would block clearing
2026-05-20 22:43 UTC · Community Announcements · Sleipnir
Big focus on room jobs for this one. I'm still tracking down a couple bugs related to some jobs not queuing properly. One that I encountered this with a lot was for capturing entities at the hunting grounds. Should have a fix for the next patch. \ I now show the room overlay with a transparency when placing jobs. As well, items are made a little bit transparent. You'll notice that some of the item jobs (i.e., collect items) kinda hide the items. I missed that on my implementation and will fix for next patch.\ Windows are no longer clamped to the edge, and, instead, can be moved off-screen up u
2026-05-16 02:39 UTC · Community Announcements · Sleipnir
Hey friends, Beta 6 is up! \ Tuned void-type blueprint skill requirement from 25 to 15.\ Added sfx for Machix.\ Added sfx for Void Woken.\ Lowered volume levels for some sfx.\ Bug: More upside down sprites for season transitions.\ Machix now start with a cold resist buff.\ Double-clicking rooms from the designation menu or the room location will now open the production window for the room. Thanks Mr Falaf for the suggestion there.\ Reduced toughness of the stone vein.\ Bug: Several ingot blueprints had required items disabled in the room job settings.\ Added condition to room job requirement l
2026-05-13 20:58 UTC · Community Announcements · Sleipnir
Big Ancient and Ardyn focus for this one. Added some new rooms for both races to help with some annoying entity management stuff. Still lots to tune and add for them (as well as pretty much every race). But, hopefully, these are easier to get up and running. Also did some work on the Tavern. You should now be able to use the Tavern as a means of improving happiness. You can also enable eat and drink jobs there. Notes:\ Bug: Tomes had no slot to equip to. Now equip to utility slot.\ Bug: Taverns had no default occupant permissions set. Now default is for “Patrons” citizens.\ Relaxing with drink
2026-05-12 22:24 UTC · Community Announcements · Sleipnir
Hey gang!Beta 4 is up! (Beta 3 was a sneaky hotfix for a load bug) I think these changes will have a big impact on the fun. \ Players can now add custom occupant groups to any room in addition to the default ones.\ Stockpiles now come with eat and drink jobs that can be enabled.\ The first stockpile that players start a new game with will have eat and drink on by default as well as two custom occupant groups that auto add player settlers and animals. The default laborer group is still there, but disabled.\ Fixed a bug where not all occupant groups would be filled with settlers. Thanks everyone
2026-05-11 22:20 UTC · Community Announcements · Sleipnir
Hey folks!So far the beta testing is going really well. I've been getting amazing feedback. As expected, when first going live with a beta, there are plenty of bugs and issues to address. Without player feedback this would be quite the challenge. So thanks to everyone that has been playing and letting me know what you think. Helps a ton! Here are the fixes and changes for today's patch:\ Added family name to home-type rooms.\ Added ability to enable/disable room occupant groups.\ Added Hauler occupant group (disabled by default) to all rooms.\ Tuned skill requirement for jobs. Many were WAY to
2026-05-08 20:16 UTC · Community Announcements · Sleipnir
Hey friends! Moments ago, I finished uploading the new version, 1.1.0 Darkest Depths, to the steam beta branch.For those of you that want to help find bugs, provide feedback for tuning, or just poke around, please check it out. Fair warning, as this is a beta, there are going to be lots of bugs and little things that we will be addressing over the coming weeks that the version is being beta tested. So, please keep that in mind before trying it out. As well, there are lots of things I will be adding during the beta that I didn't get the chance to add before it came out. Here are some of those:-
Full appinfo as delivered by Steam PICS, changenumber 37436921. Also at /api/app/688060/raw.
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