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Age of the Deep

Age of the Deep Steam news

Hawkward Studios | To be announced | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPG

  • Steam app typegame
  • Steam App ID2997030
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperHawkward Studios

Age of the Deep news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID2997030
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperHawkward Studios
  • PublisherHawkward Studios
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG

Company pages: Developer: Hawkward StudiosPublisher: Hawkward Studios

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Age of the Deep Steam news

Age of the Deep news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Persistence - 7 September 2026

    For your viewing pleasure if this becomes a tldr situation.For the longest time the bad practices regarding my coding were plaguing the performance of the game. It was a struggle to unlearn and relearn some things but it paid off as the sizemaps for the various essential assets are coming in around 400-600mb which is so much better than the previous 3.3gb that they were at!What this means is that as of right now the game runs at 30FPS with no additional optimization considerations. I'm confident I can improve that further as development continues and I inevitably lean into looking into optimization methods.The hardest part is done. With that reduction in memory usage came the need to redesign several aspects of the game. Notably the quest system was in need of a major overhaul. It was the source of much of the memory issues and had to be completely rebuilt. Behold the current placeholde…

  • A lot of progress, let's get you caught up! - 3 May 2026

    We've been busy since our last update! Some of you have seen our progress elsewhere, and some of you have not. So let's get everyone on the same page.Over the last few months we've been working on memory issues. That's taking more time to solve than planned.But we also made progress with other things. Such as a world map system, with fast travel. This works with gamepad, as we feel everything that we get working has to work with the gamepad as well. This took a few weeks of work to get it working. Additionally we got some amazing environment art that was then passed over to our 3d artist. So we have somewhat of an idea on how early areas in our game will look like. We've begun blocking out a little to explore possibilities with ocean traversal in mind.We also thought we needed a new NPC character for the players to interact with, so we hit the mood boards and had internal discussions fo…

  • New year, same grind. - 14 January 2026

    First of all I hope you all had a wonderful holiday season. Mine was pretty dang good. I got some comic books, game design books, and had a good time with the fam. Check out the awesome art the artist made above!Now to get you all caught up on development with Age of the deep.In June I worked on the first ever trailer I've ever done. This involved writing some lyrics and coordinating with the composer, Grant Holzhauer, and the voice actor, Dani Finn. Over the course of about two weeks I crunched learning to work with sequencer. For a first go I was happy with how it came out.You can see it here. This is more of an early vibe trailer. I even specify it's all placeholder stuff at the start. I can't stress that enough that most of the assets are placeholders. This is a good first attempt and I'm excited to see what I do in my second trailer. There's also a really helpful video that explain…

  • We were really busy in April! - 11 May 2025

    Hey everyone! Fun update about what we got up to last month. I got a bit bored of the wishlist farming on social media, and instead ramped up a community event for some gala artwork for other indie devs. We're still working on that. On to the good stuff, as always tldr; https://youtu.be/7ppsgn1eaiY?si=dJr09Ijxn0tEJSh0 Game side, the artist made some beautiful expression shots that we will explore further for the dialogue system. I made improvements to the way the dialogue works, and the artist backed that up with new art for the background and nameplate. Take a look at where we are at with that currently. The mage combat is feeling really good. I made a lot of progress on the abilities, including the ultimate, and went for a 1v11 test drive and came out on top. I approached a voice actor for some fun skits to explore the characters. This kind of led to me building an audible taunt syste…

  • What happened in February and March?! - 8 April 2025

    For your viewing pleasure, should you choose to click on it, the progress for the last two months in video format. Dun dun dun! https://youtu.be/f5X0lJV3H18?si=PSaPGoD3z4mnfYxG TLDW; I put together a solid foundation for the 3 class abilities for both the mage and the warrior. I need vfx and maybe some new animations, but all the hard work for the way everything works is done. I went ahead and added the ability descriptions to the skill tree panel so you can see the weapon damage output of each skill and read the tooltip for what to expect from them. Doing so involved adding so many new variables to the hover system that I was able to revisit the skill tree and create passive conditional skills, as well as being able to modify the abilities any way I can think of. It's turned into a pretty robust system. Once that was out of the way we turned to the inventory page update! This involved…

  • The progress we made in January - 17 February 2025

    Some work was done in January! Quite a few errors were made and fixed, but the bulk of the work involved making a new animation graph for the warrior character! You can see the devlog here, and listen to me ramble. Or skip the video for the tldw; I already have a rather complex (tbh I lack anything to compare to since this is my first rodeo) animation graph for the mage. I didn't feel the need to duplicate it or create a new one from scratch for the warrior. So I ended up reworking what I had to enable the single animation blueprint to switch between character classes automagically. This is important because, as you can see below in the original concept art, the warrior uses a pointy stick known as a trident instead of magic to defeat his enemies. How about that concept art though? I had at first thought of him as being more human. However I turned away from that and had the artist crea…

  • Happy new year! What have we been up to? - 3 January 2025

    Happy new year everybody. This is our first post here for everyone on the Steam community for our game, Age of the Deep, and I didn't want to leave you all in the dark! Most of my updates are shown and discussed on social media and in 2024 somewhere around 170 days worth of work was done after launching the Steam page. Since not all of you are following me on social media there is no way for you to know that we have kept working! Going forward I will try to update everyone here about once a month if I am able to do that. I already discuss the monthly progress and thought process behind the game over on the youtube channel. You can see December's progress in this video. https://youtu.be/plIr6ScHbqE?si=MqwEoFy8zvNjyjUT If you are curious about older progress there is a playlist there as well. Essentially 2024 saw the game prototype start to flesh out to become nearly vertical slice ready.…

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