Tactical Survival Game - Submerge

Wish I had time to join the play test. Keep up the good work you guys. =)

Looks great, your concepts look awsome, really great quality work there!

Very detailed explanation of your project! I like the concept arts, those monsters looks awesome. Can’t wait to see more

thank you guys, we always love to hear your feedback!

We have also been super happy to see Chance Ivey talk about Submerge on the latest live stream! Thats really awesome!

[table=“width: 1200”]

With the play test so close, we wanted to show you how to play Submerge.
What your main goal will be, win and lose conditions and so on.

Join our game director as he explores our beautiful dev server filled with gorgeous programmer art.

The video covers

  • units and supply
  • player base
  • different unit movement types
  • the mission of the player
  • the challenge of the game
  • ingame guidance
  • unit abilities
  • restocking resources
  • neutral swarms

the gamekeys have left the building. If you are not sure wether you have received one, check your spam folders / promotion folders

I can’t tell you how excited I am to try this out when it comes out. I’m a huge RTS/tactical fan and have an obsession with aquatic scenery so I’m stoked to eventually get to play! Your assets look amazing and the entire concept is well done!


no seriously, thank you. It’s always great to hear, that people are exited about the game.

Hey guys! Really cool stuff here so far. Could you tell me a bit more about depth of field effect for your camera? How did you achieve this kind of nice and smooth blur effect? When I am trying to set it up I get kind of rough border between blurred background and sharp foreground. I would be so grateful if you help me to figure out how it works. Thank you in advance and keep up the good work!

thanks mihalp! I asked the tech department to put something together for you and will post it here as soon as i get some input from them. Might be interesting for other people, too :slight_smile:

Style your fleet in Submerge with unique units based on design guidelines and attitude of different manufacturers.

We have uploaded a video about how several post effects in Submerge are done. It covers not only the blur, but also

Also, we are playtesting again!

[FONT=Arial Black]Saturday, 09. May 2015 20:00 UTC


[FONT=Arial Black]Sunday, 10. May 2015 19:00 UTC

we’re constantly sending out keys so keep a close eye on your inbox :slight_smile:

Everyone who already received a key is welcome to participate again. Keys are valid for every upcoming playtest.

Check out the first parts of the Story behind Submerge! We’ll be adding more and more information over time so stay tuned!

[table=“width: 800”]


[FONT=Arial Black]White Comet surprises astronomers
21.06.2047 - Scientists from NASA and the European Southern Observatory (ESO) have discovered a comet on its way
to the inner part of our solar system. Although its scientific name is M/2047-S2 (Neumann), the media refer to it as “Yeti”.
First analytics indicate that this is an unusually large and bright comet which should be very easy to spot. Astronomy
experts are surprised and equally shocked that it wasn’t discovered earlier. This however, does not seem to be cause
for concern as preliminary calculations of its orbit indicate that the comet will miss the earth completely. It will then
approach the sun at a distance that will very likely cause the comet to burn out.

…

[table=“width: 800”]


[FONT=Arial Black]New expert system for transport technology announced
21.06.2047 - TNS recently announced that they would present new software for transportation chain management at MOVE,
the largest logistic fair in August. The new system is supposed to work efficiently with the automated delivery vehicles despite
the increasing failures of the communication network. It will also maintain it’s flexibility in responding to unforseen road hazards.

…


Also, don’t miss the next playtest. Servers will be up again this friday from 17:00 UTC to 18:00 UTC.

[table=“width: 800”]


We had several playtests during the past Weeks and received a lot of great feedback. So today we want to do a short
recap, share some of the feedback we received and tell you about the changes we made because of that.

[FONT=Franklin Gothic Medium]1.  The traveling times are way too long. It took too much time to encounter fights.

We moved the bases closer to each other to shorten the traveling times. Also we added the “afterburner” ability which
allows the whole swarm to increase in speed for a short time.
In addition we made it possible to recruit units wherever you are. Until now the travel back to your base felt like wasted
time, now you can use that time to build units while you are on your way back and just “collect” them at your base.

[table=“width: 800”]


[FONT=Franklin Gothic Medium]2.      Meta resources are not valuable enough

Yes, it was already possible to collect the resources needed in the metagame, but without meta game it felt a little
useless… so we started to integrate the tech-tree, a small part of the metagame to give you an idea of what to do
outside of the fight. It is now possible to unlock more units with the collected minerals. Of course this is just a first
glimpse of what’s to come. In the future you will be able to trade in your resources for units, upgrades and abilities.

[table=“width: 800”]


[FONT=Franklin Gothic Medium]3.      A lot of unit information is missing

Our bad :frowning: all tooltips are now integrated and up to date.

[FONT=Franklin Gothic Medium]4.      There are several AOE abilities but not a single aimed ability

That’s true, we now added an ability named “Burst” which fires a torpedo with massive impact towards your enemies.
More are about to come as we implement more units and abilities.

[FONT=Franklin Gothic Medium]5.      It would be so awesome to push enemies over the canyons so that they’re getting eaten by the deep sea worm.

Hell yeah! Push ability added.

[FONT=Franklin Gothic Medium]6.      The creeps are not really challenging

We added 3 different neutral creep AI behaviors. The “gather at the spawn point and throw a big party” and “flee from
player and randomly explode” behaviors where considered too fancy and therefor had been removed.

[table=“width: 800”]


[FONT=Franklin Gothic Medium]7.      It’s not really possible to see what’s happening on the map, where the resources are or where all the big fights are happening.

The implemented radar should fix that problem. It shows resources, neutral swarm spawns, dangerous deep sea canyons
and most important: enemy players.

[FONT=Franklin Gothic Medium]8.      It does not really feel like underwater

We received some very good feedback and tips for improving the feeling on that one. So far re-activated the wave effect
and improved the level graphics. Of course, the level design is under constant iterations so it will improve more and
more over time.

[FONT=Franklin Gothic Medium]9.      There is no way to see how many players and which players are on the map

We integrated a dummy player list. Press TAB to see the player names and their color ingame. You’ll also get a note every
time a player enters, leaves, wins or loses a session. In the debrief screen you can compare yourself to the other players
in collected resource points, units lost or units destroyed.

Thanks to everyone participating and keep on sending us your feedback. Our playtests are now more frequently, so feel
free to join us every friday at 5pm UTC, or have a look at our calendar for other scheduled tests and events.
Have a great day folks!

Good morning everyone!

In case you were wondering: Submerge is still alive, our team is working round the clock to prepare our gamescom attendance this year.
Since we will be holding daily tournaments (with prices! yay!) we’re currently testing our tournament mode on the alpha servers.

So if you are interested in a nice little survival deathmatch hop onto the servers this friday 5pm UTC :slight_smile:

We also fixed a lot of bugs, implemented more / better effects… I’ll just show you a picture:

Okay so I already teasered it a little but just to share the full announcement with you
(we don’t want you guys to miss anything :O) here is the news about “Submerge at Gamescom”:

What are your plans for August? Join us to celebrate the games!

[table=“width: 600”]

We are happy to announce that we’ll be attending Gamescom this year sponsored by Teamspeak.
Meet us at their booth in hall 10.1 for daily events and tournaments.
Just search look for your favorite submarines exploring the dark and mysterious underwater world.

[table=“width: 600”]


Join us at the Teamspeak booth where we will host tournaments every day. Every day players will
get the opportunity to win awesome prices by participating in tournaments and other events.
Visit any time to check out the latest version of Submerge or just to say hello.

[table=“width: 600”]



Submerge looks amazing! Any inkling of a release date yet?