
Hello people of the Unseen!
At long last IT'S HERE! CHAPTER III IS OUT RIGHT NOW!
This update is by far the biggest Depths Unseen has ever received, with loads of new content, tweaks, and upgrades.
So, without any further ado, let's dive into the murky waters of Depths Unseen Chapter III: Distant Secrets...
NEW AREAS:
Added Crystalline Outskirts
Added Spiteful Dreamscape
Added Forlorn Warehouse
Added Ventilation Chambers
Added Pipe Network
Added Processing Plant
Added Rig Mines
Added Drowned Ravine
Added Bleeding Wound
Added The Hydroworks
Added The Lake
NEW MECHANICS:
Added Hook Jumpers
Added Blizzards, Space Heaters, and Heat Gates
Added Cooling Core/Prototype Code Cube
Added Acid Tanks
Added Drainage Terminal
Voiced by the ever dashing, JadePG!
Added Crane
Added Rig Mines Maintenance Platform
Added Diving Bell
Added Overflow Procedure
NEW AND RETURNING FRIENDS AND FOES:
Added Valtrinx... again?
Added Zeltrinx
Added Xenolix... again
Added Protomass/Vengemass
Added Gobblers
Added Protopigs
Told you I'd add more
Added Scuttlers
Added Snapper
Added ISORIG
Added Scarlari
Added Jellydrones
Added Sun Mines
OTHER NEW FEATURES:
Added 90 new rooms
Added 22 new notes
Added 12 new info pop-ups
Added Steam Achievements
UPGRADES:
Every area now has new post processing effects
C2-R37 (Xenolix Dreamscape) now has little flying "spark" particles
Improved Chapter II beginning elevator sequence
Some elevators now have dust particles upon stopping
Certain rooms within Chapter I and II now have ambient soundscapes
Transportation Corridors (red area in Chapter I) now has more/better lighting
Winston's "Wake Up" animation is now less janky
The city now has a fire hydrant and one new poster
The Basics screen on the Main Menu now has an upgraded appearance
All pickups now have an associated "pickup screen" that tells you what you actually just found
Pickups now also have little green sparkles around them
Redesigned Staff Centre Wall Logo
Doors have gotten a new look
Beefed up The Boreworm (more sounds, new appearance every time you nuke it, improved particles, etc.)
Beaned Butterbean (improved particles)
Entering the Staff Centre train now makes a noise
Notes, the Code Puncher, and Code Cubes now all have transparent black backgrounds when you bring up their UIs
Notes, the Code Puncher, Code Cubes, info pop-ups, dialogue, the "pause" button, and the "pause" menu are now all animated
All light sources now have dust motes floating in them
The "pause" menu has gotten a new look
Certain info pop-ups now have green highlights to make important info stand out
Updated Main Menu
Settings Menu has been completely overhauled, now being accessible in-game, as well as having more control over the audio, and it's also gotten a slight visual upgrade as well
Added whiteboards around The Lab with fun doodles on them
The bottom half of Winston's collider is now spherical, allowing him to get up slight ledges easier
Winston now has two wall checks internally that should stop him from getting snagged on walls as much
The "Game Over!" screen now has a delay before you can skip it
Added cobwebs around The Lab
Ladder sprite now looks more 3D
Chain sprite now looks more 3D
Mine Generator and Mine Elevator sprites now have more detail
Vending Machines now also have more detail and a new logo for the Can It brand (foreshadowing...?)
The "pause" menu no longer stops you from moving
Chapter Select has been updated for Chapter III, and now also has new previews for Chapter I and Chapter II
Certain rooms have wind particles now
TWEAKS:
Tweaked lever "puzzle" rooms (C1-R13 and C2-R9)
Tweaked C2-R35 (Staff Centre café)
Tweaked light in C2-R16, C2-R17, and C2-R20 (Punch Office, room before the Valtrinx chase, and the penultimate room in Chapter I)
Tweaked Chapter I's steam jump-scare
Tweaked Valtrinx's "flop" animation so it's now smoother and more "realistic"
Tweaked "Lockdown Initiated" screen in Valtrinx's Chapter I chase sequence by moving it slightly to the right
Tweaked Angler Droids chase sequence
Tweaked Chapter II's ending
Tweaked dialogue so the "pause" button now disappears and reappears during dialogue
Tweaked fonts on certain parts of the UI to make them more consistent with other similar sprites
Tweaked "Silence"
Tweaked certain rooms in Excavated Passages and the Boreworm's Lair to help make some platforms stand out from the background
Tweaked Winston's walk animation
Tweaked Winston's "Found Wire" animation
Tweaked many miscellaneous sprites and rooms
FIXES:
Fixed a bug where C1-R9 B (hub room in Chapter I) didn't have the same pillars the original C1-R9 had
Fixed a bug where the music was affected by areas with reverb
Fixed a bug where players could open the "pause" menu to become unstuck when frozen in place during cutscenes, interactions, and dialogue
Fixed a bug where opening the "pause" menu would skip "Wake Up" sequences
Fixed a bug where some boxes in C2-R33 (last "duct" room above Trash Compactor in Chapter II) wouldn't appear under certain circumstances
Fixed a bug where you could spam the buttons on the Chapter Select while the Main Menu was fading out
Fixed a bug where the Code Cube in the Angler Droid chase had collision
Fixed a visual bug where the Chapter I title sprite had a line cut out of it
Fixed a visual bug on most experiments with bloom where they had strange extraneous pixels on their edges
Fixed a visual bug where the background in C2-R23 (Butterbean's room) had a gap in it
Fixed a visual bug where Winston's eyes shone brighter in lights
Fixed a visual bug where the UI flickered for a second at the start of Chapter II
Fixed an issue where the sea was missing in C1-R2 and C1-R3 (first rooms in Chapter I)
Fixed an issue where doors in C1-R7 (steam jump-scare room in Chapter I) weren't the correct size
Fixed an issue where there were extra spaces on The Boreworm Experiment File
Fixed an issue where the screen fade effect had gaps around the edges of it
Fixed an issue where "Begin" looped abruptly
Fixed an issue where the blackout sounds in the Maintenance Tunnels looped abruptly
Fixed an issue where "Eighteen Eyed Dread" would cut off abruptly at the end of Valtrinx's Chapter I chase sequence
Fixed an issue where backgrounds with parallax scrolling would sometimes jitter randomly (can still happen rarely)
Fixed an issue where the "Basement Tech" lights in the Maintenance Tunnels shone brighter in lights
Fixed an issue where a rock would clip in front of the background in C2-R1
Fixed an issue where C2-R8 loaded abruptly
Fixed an issue where a background in C2-R47 looked off
Fixed an issue where you could see a background in C2-R47 where you weren't meant to
Fixed an issue where you could see a gap in the black floor rubble in C2-R48
Fixed an issue where a jump in C2-R54 was abhorrent to make
Fixed a major bug where killboxes could load the "Game Over!" screen multiple times, which would soft-lock the game
Fixed a soft lock where players could open the note next to the elevator out of the Boreworm's Lair in C2-R60 while their movement was frozen, allowing them to jump off the elevator with no way to get back up
Sorry Winston, but it looks like you have a new home down there now
Fixed misaligned background sprites in C2-R39 (second room in Turquoise Labyrinth)
Fixed multiple parts of Valtrinx's Chapter I chase sequence where Winston could get stuck
Fixed an issue where the Staff Centre Door moved while opening
Fixed Sortamatic sounds not being affected by the master volume slider
Fixed some wires that didn't look right in C2-R52 (room after the room after the Angler Droids)
Fixed multiple note inconsistencies and issues
Fixed various overlap issues
TECHNICAL:
Updated version number
Version number now has a little v next to it in-game
Reduced the size of certain sprites
Removed unused sprites
KNOWN ISSUES:
"Pause" menu needs an overhaul
Some rooms may have visual bugs or just look too empty
Some animations look choppy
Audio settings might not affect certain sounds in certain rooms
Sounds cut in/out abruptly when entering/exiting certain rooms
Winston rarely still gets stuck on ledges
Hook Jumpers have a "speed limit"
Jellydrones hate reading and can moonwalk
WHAT'S NEXT?

Phew, big words, head hurts.
All this really makes you wonder though, what's next?
Well, it's kinda obvious no?
Chapter IV! The fourth (but not final) chapter!
But wait, hold your horses for now, we can't just blitz right into Chapter IV just yet, Chapter I, II, and III all need patches!
Even then, once the patching period is all said and done I'll be taking a big healthy break next month.
The reason? Well, this dev period has been... exhaustive... over the course of Chapter III I've seen, done, and experienced a lot on the side.
I've been working on other projects, unrelated(?) to this one, and I've also played loads of other great games, such as Casualties: Unknown, Valheim, Voices of the Void, and a lot of others, all of which have given me way too many ideas.
Some of these ideas I've even acted upon, much to the dismay of the side of my brain that thinks scope creep is a """bad thing""".

I've also put myself through a lot of stress, putting things off until way too late only to realise I need those things RIGHT NOW, and overall just throwing my mental state under the bus... like any sane game developer!
I would like to close out by saying thank you to everyone who has supported Depths Unseen over this dev period, it's been real rough, but to have folks who care about this project as much as I do means more than I can put into words, some of you are the reason I'm still working on this project.
So, from the absolute unseen depths of my heart...
Thank you all so much.

Have fun with Depths Unseen!
