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Descent is back! Pilot your ship & battle foes through twisting, turning tunnels with unrestricted 3D movement & FPS action in Zero-G!
Descent is back! Pilot your ship & battle foes through twisting, turning tunnels with unrestricted 3D movement & FPS action in Zero-G!
8,164 backers pledged $601,773 to help bring this project to life.

Studio update Feb 2, 2018

Posted by Descendent Studios (Creator)
Prepare… for… update!  

The game keeps getting better and better, plus it’s getting awfully crowded in the Bunker. Check it out- our old buddy BlueDog has come back in to help us finish up the engineering! We might have to start attaching desks to the ceiling...

One of BlueDog’s first tasks was giving a fresh impression of the current state of the game. While he loved the new mouse performance, he also promptly got lost in the first single-player mission! This kind of feedback is important to making a great game, and we’re adjusting the art style to make navigation a bit easier. Not too easy, of course, but we don’t want you to have to spend the entire game looking at your automap.

Speaking of fresh input, Wingman mentioned that we’ll be inviting a few select members of the community to do some testing in the not-to-distant future (not next Sunday, A.D.). We’ve got a bit more polish and some additional features to get in first, but we are pushing hard towards that!  

Our team continues to work long hours building missions, features, and maps for the storyline campaign. As we build missions, we’re also building a “map kit” of reusable pieces- everything from little decorative “greebles” up through entire rooms. Check out this colorized view of a mission map before beautification:

You can see how the map has many different sections, each of which will be handled by the art team as a separate “room” mesh (model). In the center of the circle on the left side, there is a bumpy green room. This is a room that was originally built and beautified for another mission that we’ve reused. We changed the orientation, “set dressing”, and flyable space inside the room, so looks totally different from inside the map.  

Why is this important? It’s building up a library of quick-build pieces that we plan to share with YOU in a post-release update to the game. Speaking of sharing things, take a gander at this cool new concept from Louhikarme:

 Of course, being Friday, we held a dev play and hung out with Wingman, who showed off some cool stuff. If you missed it, here’s a link where you can watch it:

 Come join us next Friday on our Twitch channel at noon EST (11am CST)!

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Also, be sure to follow us on BrightLocker, on Facebook, and Twitter to be sure you don’t miss any updates!

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Thank you for being awesome! We’ll see you all… Underground!  

-The Team


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    1. Descendent Studios Creator on

      @David Chartier - That would be great, and possibly something to look into as we go along. Love the switch, not familiar with the horse power it has graphically, as we are not exactly a low end graphical adventure - we are medium to high on the PC Graphics cards, and push the envelope on the Xbox 1 and PS4 - so not sure what we would have to do to port it - but will look into it...


    2. David Chartier on

      Great to hear! Any chance you’d consider bringing Descent to the Nintendo Switch? It’s turned into a great platform for indie games and this would be really fun.