Added new visual assets, mining implementation, and weapon-tied skills. Also implemented a save system, minimap, and action points. Improved asset handling and UI detection.
Into The Deep
Changelog – Save System, data structure and modifications
The save and load system has been rebuilt with a new data structure, providing more reliable game state persistence added weapon mods and more.
Into The Deep – Full Focus on Act 1!
Ahoy, fellow Dwarves!
For decades, our people have wandered in exile since the fall of our great mountain-home, Ølheim. But now, the time has come to reclaim it!
Amos – King of Ølheim
Thank you for your support and for being part of this community. It’s time to give you a more detailed look behind the curtain and share our plans for Into The Deep, with a full focus on Act 1 of the game. Our goal is to forge a rich, tactical experience, and your feedback is the fuel that keeps our smithing fires burning!
Heading into Production!
I’m happy to announce that after countless hours of hard work, the foundational gameplay systems (like combat, movement, and squad mechanics) are now “largely” in place (who am I kidding?). This means we are officially moving into the production phase!

Our main focus from now on will be on level design – crafting the exciting, challenging, and story-rich missions of Act 1. Alongside this, I’ll be developing the cool new features that round out the experience, like the evolving Camp and the introduction of NPC traders.
This plan is our blueprint for turning the core gameplay into a full-fledged adventure.
Gameplay Philosophy
My biggest inspiration is the fantastic gameplay of games like SteamWorld Heist. The development is committed to these core principles:
- Tactical, Skill-Based Combat: Every shot counts with a manual aiming system with a reliable trajectory. This will allow for skill shots and ricochets! Using the environment to your advantage will be crucial. But better stay in cover!
- Squad: You won’t just be controlling generic soldiers. Every character you recruit, starting with Amos and Glimra, will have unique starting abilities and skill trees. Your choice of squad members will have a real impact on your strategy in each mission.
- Customization: Finding loot is exciting! You’ll discover a wide variety of weapons and utility items (like grenades and buff potions). Equipping your squad for the upcoming mission is a huge part of the fun.
- Progression: Your efforts will be visible. I want to create a clear sense of progression, not just for your characters, but for your base of operations. The camp will evolve from a few tents into a lively hub, showing your journey.
The Journey Through Act 1: The Mine
Your quest begins with a single goal: to find a way back into the lost city and take the first steps towards fulfilling an old prophecy that promises to restore the dwarven spirit.

Act 1 is designed to be a complete, self-contained adventure that forms the foundation for the rest of the game. Our plan is to build 5 main, handcrafted levels that will guide you through the story of Act 1, from your first steps into the darkness to a dramatic final confrontation. For all you explorers out there, I’m also planning to sprinkle in optional side-missions and hidden secrets for you to discover. Each level will introduce new challenges and story elements.
The Camp: Your Growing Home
Your base of operations evolves with you!
- Phase 1: You’ll start in a rudimentary camp on the surface, with just a few tents and a campfire.
- Phase 2: By the end of Act 1, you’ll establish a proper operational base down in the mine’s tavern. This will be a lively hub where you can see the dwarves you’ve rescued.
- NPCs with a Purpose: Rescued characters will offer services!
- The Brewer: A legendary master craftsman, said to be the last dwarf who knows the recipe for the famed Ølheimer brew. He’s key to fulfilling the prophecy and can create powerful buff potions and healing items for your team.
- The Trader: A resourceful dwarf who will buy your excess loot and sell essential supplies.
- more to be announced
A Word from a Solo Developer
Into The Deep is a passion project developed by just one person – me! This is a massive undertaking, and bringing this world to life is both a challenge and a joy.
I also want to be transparent with you all. I had to scale back my output over the last few months as I was getting close to burnout trying to juggle my day job, family, and game development. It’s a tough balance! However, I’ve found a better rhythm now and am back to making slow but consistent progress. I’ll also do my best to post more frequent updates and automatically generated changelogs, which you can follow in our new Changelog Section.
My primary goal is to build a cool, polished, and complete short adventure for you to enjoy. This means I have to be smart about which features make it into the initial release. While I have a vision for the game, my focus is on delivering a higher-quality core experience first.
The biggest problems are graphical assets. If I would do anything on my own, it would add years to my development schedule, so I’m glad that I can buy much of the stuff I use. This may lead to a bit of inconsistent experience. But I hope my eye as a designer and product manager will enable me to set this off a bit.
Focusing on a “Guiding Thread”
There is a German expression that describes exactly what was missing in the development phase. A “red thread” – a thread that holds everything together and makes it coherent, that indicates the direction like the North Star. I think I’ve found it now by defining the basic story and plot. Now I can weigh every decision against it. Now that I have it, I feel motivated to finally tackle the levels and take care of the design.

I think that will be a point that will be at the top of the post mortem of this project, and it really would have saved me a lot of frustration. My nature tends to say “make it quick and try it out”, and my lack of experience with systems has forced me to work around problems as long as I can instead of solving them right away. But hey! This is my first real solo game development project. That’s part of it.
Join Our Community & Future Playtests!
As we dive deeper into production, I hope to hold irregular playtests to gather your invaluable feedback. The best way to stay updated on this and to become part of our growing dwarven clan is by joining our official Discord server.
Join us here: https://discord.gg/prF4CrRSrg
Weekly Changelog – Visuals, Mechanics, and more
Added sprite packs, particle effects, improved looting, bootstrapping, and visual range. Fixed bugs and Level 2 functionality.
Into The Deep Demo Surfaces – Grab Yer Axes and Plunge In!
Hey everyone! I’m excited to announce that the first demo of Into The Deep is now live and available to download on itch.io, as well as playable directly in your browser.
About the Game
Into The Deep is a turn-based tactical adventure game that plunges you into the dark depths of a lost dwarven city. You’ll lead a brave group of dwarves through dangerous catacombs, fighting to reclaim their home from an ancient evil.
This is my first game, and it began as a learning project in early 2024. Now, I’m finally able share a playable version with all of you! The game still has a long way to go, but I want to gather feedback from players as fast as possible, because I’m completely unable to say if I go the right direction without help. In Germany we have a saying “I can’t see the forest through all the trees”. And that sums it up quite well.






What’s in the Demo?
This demo focuses on giving you a feel for the core gameplay mechanics. It’s centered around tactical turn-based combat, where your squad of dwarves must outsmart enemies in strategic battles. While there’s a lot more planned (like story and progression systems), this demo gives you a glimpse of the core of Into The Deep.
You’ll have access to:
- Two playable levels that showcase the tactical combat system.
- A few initial abilities for the characters Amos and Rocky.
- The chance to experiment with different weapons, skills and strategies
- Three enemy types
What’s missing?
Quite a bit! There’s no story or progression yet, and a few key features—like camp upgrades, more levels, and new characters—are still in development. But your feedback at this stage is incredibly valuable!
What’s Next?
Here’s a preview of what’s coming up:
- Camp Expansion: Upgrade your camp to unlock better gear and recruit new characters.
- New Characters: Amos and Rocky will receive more unique skills, and a third dwarf will soon join the team.
- More Levels: New, more challenging levels are in the works.
- Items, Skills, and Loot: More equipment, abilities, and loot are on the way, including some exciting new headgear and abilities.
Regular Updates
I’m working on the game daily, and I plan to release updates on a regular basis. You can expect to see new features, improvements, and bug fixes rolled out frequently. Keep an eye on this page for the latest news and changelogs!
Join the development journey!
I’m still learning as a developer, and I’d love to hear what you think. Your feedback will directly influence how the game evolves! There’s a feedback form in the demo (though currently not working due to a Trello issue), and you can always join my Discord to chat, share ideas, or report bugs.
Thank you all for your support! I’m looking forward to hearing your thoughts and seeing where this journey takes us.
But most importantly: Have Fun!
– Tobi
Into The Deep: A Tactical Sidescroller Adventure – Announcement
Hey everyone! I’m excited to share that the Into The Deep demo will soon be available on itch.io. You’ll also be able to wishlist it on Steam!
About the Game
Into The Deep is a tactical sidescroller inspired by games like Steamworld Heist and XCOM. This is the first game that I plan to finalize and release, and I’ve poured a lot of time and passion into it. I started it as a learning project, and now I’m eager to see how players will respond. I learned a ton! I would have done many things different if I would start again. But it works! I’m really looking forward to it and to start my gamedev journey with it.






What to Expect from the Demo
In this early demo, the focus is on the core gameplay mechanics and the overall feel of the game. Although the story and progression aren’t included yet, I’m eager to hear your thoughts on the gameplay. You’ll experience turn-based tactical battles, leading a group of dwarves in strategic fights against their fallen brothers and other dangers lurking in the dark.
Join the Development Journey
As a new developer, I greatly value your feedback. I’ve included a feedback form directly in the game, and I would love to hear your thoughts on how to improve the experience. Whether it’s about the gameplay, controls, or overall vibe, every bit of feedback will help shape the future of Into The Deep. Also: I need to know if there is any demand for a game like that.
To stay connected, join my new Discord to chat, share bugs and features ideas, and keep up with the latest development updates. I’m committed to being as transparent as possible, and I’ll regularly share progress on Discord and my Development Trello.
Join the Discord Community | Follow Development on Trello
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