Implemented a new difficulty selection system, updated core battle system logic, and refined movement mechanics. Explicit interaction flows with new trigger modes were introduced, and font assets were optimized.
Into The Deep
So. This is really happening, huh? Into The Deep On Steam Deck
Just a short post to show one of my proudest moments in game dev. My new Steam Deck runs my own game. Feels good, man.
Development Log – March 2026: Player Hub System Implementation, Weapon System Overhaul, and Free Movement with Environment Interaction
A foundational camp and hub system has been introduced, alongside a comprehensive weapon system overhaul featuring multi-shot capabilities, heavy weapon mechanics, and refined action point integration. Player exploration is enhanced with a new free movement mode, enabling direct environmental interaction.
Development Log – February 2026: Mission and Quest System Enhancements, Level Selector UI, Weapon Proficiency System, and Procedural Level Generation
The Mission Start Flow and level selector UI have been fully implemented. The mission system now supports multiple mission types, including quests, and a comprehensive weapon proficiency system has been integrated.
Devlog: Adapting the SteamWorld Heist loot mechanics
In my quest to shamelessy “get inspired by” every mechanic from Steamworld Heist one was missing: The Loot System. Specifically: Delayed Gratification.
The “Mystery Bag” Philosophy
In Diablo, loot is instant. In Into The Deep, you don’t pick up guns; you pick up Loot Tokens. Dirty sacks and heavy crates. You know that you found something, but not what.

This creates immediate tension. When you see a glowing chest across the room while under fire, you have to ask: Is it worth risking my Sniper’s life for a mystery item? (Spoiler: Yes.)
The Logic: Hybrid RNG
To make this fair for hardcore players, I implemented a Hybrid Resolution System in the LootRewardResolver.
- Quality (Rarity) is influenced by luck and specific difficulty tiers.
- Quantity (Currency) scales directly with your risk.
Here is the actual C# logic running under the hood when a token is “unwrapped”:
// From LootRewardResolver.cs
public static ILootReward ResolveToken(LootToken token, LootProgressionTable table)
{
// 1. QUANTITY (Greed): Scales with Difficulty
// Playing on 'Elite' means 50% more currency in every bag.
float lootMultiplier = LevelStateManager.GetCurrentLootMultiplier();
// 2. QUALITY (Luck): Biased by Difficulty
// We use a "Fuzzy Logic" roll that shifts based on the difficulty enum.
MissionDifficulty difficulty = LevelStateManager.GetCurrentDifficulty();
int rolledTier = RollTierWithOffset(token.levelTier, difficulty);
// The Reveal logic
if (token.rarity == LootRarity.Epic)
{
// High Tier Loot!
var epicItem = GameAssetDatabase.Instance.GetRandomLootItem(rolledTier, LootRarity.Epic);
return new ItemReward(epicItem, LootRarity.Epic);
}
// Standard Loot (Currency)
int baseCurrency = table.RollCurrencyAmount(rolledTier);
int finalCurrency = Mathf.RoundToInt(baseCurrency * lootMultiplier);
return new CurrencyReward(finalCurrency);
}
The Reveal (The “Juice”)
Since the reward is delayed, the reveal needs to be an event. I sorted the loot queue to open Common items first, building anticipation for the Rares at the end.
Check out the current state of the “Shake & Burst” animation:
It’s a small detail, but getting this right turns the end of a stressful mission into a moment of pure relief. It’s a prototype and needs polishing, but it’s infinitely better than my previous approach, where the chests content showed in a popup and distracted you from the gameplay.
Development Log – January 2026: Biome System and Core Combat & Difficulty Systems
New core systems have been implemented, including a comprehensive biome system for procedural level generation, a multi-node boss system, and a foundational brawling combat system. Additionally, a robust difficulty scaling system dynamically adjusts player damage, enemy health, and mission penalties.
Development Log – December 2025: Core Loot System and Player Progression System Implementation
Implemented a new ‘Heist-Style’ loot system with procedural spawning and rare item tiers, alongside a new player progression system incorporating XP, leveling, and detailed mission debriefing. Player combat options were expanded with new equipment and tactical actions.
Development Log – November 2025: Procedural Level Generation System Overhaul and AI Behavior Refactor
Advancements were made in procedural level generation, including core logic refactoring, the introduction of a new generator component, and expanded content diversity. Core AI movement and behavior, alongside procedural enemy spawning systems, were also refactored and enhanced.
Development Log – October 2025: Turret Combat System Implementation and Player Combat Mechanics Enhancements
A new turret combat system has been implemented, incorporating core functionality, target acquisition, specific variants, and advanced targeting/management mechanics. This update also includes refinements to dash attacks, new critical hit cinematics, a defensive ability, and general system optimizations.
Development Log – September 2025: Core Game Loop Progression, Save System Implementation, and Combat System Overhaul
Significant advancements were made to the core game loop, including quick save functionality, a new melee combat system with enhanced weapon mechanics, and comprehensive currency and level statistics management. Underlying technical systems saw extensive refactoring across game state and level management, alongside the introduction of a debug save builder.