

In short, now the difficulty of a given level has a much more noticeable effect on the gameplay.

Previously the monsters spawns (and the spawn positions) were essentially random, and if you were lucky, it was possible to pass a high-difficulty level without even running into a single monster. Sonar flora New event system With the overhauled event system I mentioned in the previous post, we have much better control over the difficulty of a given round. Note that many of the sprites in these pics are not final. For example, the Hydrothermal Wastes are filled with sonar-disrupting sessile organisms, strong water currents and lava vents, the Great Void is a wide-open space where the player must avoid floating ice chunks and large predators, and the Europan Ridge is dense with smaller creatures, vegetation (including ones that latch onto the sub) and tunnels too narrow for the submarine to fit inside. Biomes There’s 6 distinct biomes, with different sorts of layouts, vegetation, creatures and environmental hazards. The end goal is to make it to the center of the map, and survive a literal and metaphorical dive into the heart of REDACTED. Difficulty increases for each successive ring the player passes into, making sub and crew upgrades a necessity the deeper the player ventures.
