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Delved Too Deep devlog #1: it's out, and I'm not done

On 30 October, Delved Too Deep went live on Steam. It's a roguelike mining game about Machine Iteration #490125, one of many machines sent into the depths to complete the Factory Imperative. Every iteration is a little better than the last, and what they learn down there may change the fate of everyone who wanders the deep.

Why I made it

I wanted a story full of secrets that doesn't hold your hand. You explore and piece things together at your own pace, and you never have to sweat to keep up.

A quiet launch

The launch was quiet. A solo game with no marketing budget rarely makes noise in its first week, and I knew that going in. I didn't make it for the money anyway. What I care about is whether the people who play it have a good time, and how I can make it better for them.

Made by hand

All the art in Delved Too Deep is made by hand. The game contains no AI-generated content apart from code. I build these games alone next to a full-time job, so I do use AI for programming, and for building my own development and testing tools.

What's next

First, I'll launch a free demo of the game. Then I'll start preparing the first major content update, Delved Too Deep: The Discarded Parts, which brings new upgrades, mechanics and interactions to the game.

I'll keep posting updates here. If you've played it, I'd love to hear what you think, on the Steam page or by email.

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