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DeepWorld is a 2D Minecraft-alike Coming to Mac And IOS

If you were to put a bunch of gaming terms into a hat, then pulled them out one at a time and put them in order, you might have a rough description of the upcoming Deepworld. It's a 2D steampunk, post-apocalyptic sandbox MMO, with Minecraft-style creation, and block graphics that allow players access to a vast and vast world of games. Deepworld is almost a game that promises too much to live up to it's promises however, the developers Bytebin (consisting of three guys who have plenty of experience in server design, but not as many in game development and design) understand they're promising a lot.


But the version they kindly showed me at GDC last week definitely did not disappoint, as least as just two characters roaming around the world together. Deepworld's graphics may not appear stunning in shots (they're ... "stylistic", you might say) but when you travel through more of the world, there's a glimmer there that can't be denied. The only thing that happened was that a shelter was constructed, complete with lanterns spreading pools of light and a storm erupted in the background with lightning flashing across the sky and acid rain coming down hard, did the game's beauty really make itself evident.


There's a lot of charm in the various mechanics however. https://urbanislovar.com/ One dev describes the title as "a game that is based on a concept of scarcity" which refers to all the resources available in this barren, arid land. You can find lava when you dig down. This creates steam which can be then transferred to pipes and utilized to power technology. There is a crafting system, but unlike Minecraft (where items need to be found and built) The game basically provides a list of what you can build from the different resources you've collected.


The interface is also very attractive. You can make whatever you want with the cursor on Mac. While the iOS version is still in development ("There are a few kinks in touch," Bytebin said) it will be able to "draw" designs directly on the iPad's display.


The biggest problem with Deepworld isn't actually in the game itself, but It's likely to be keeping the servers running. The title is subdivided into 1200x800 blocks "zones," and the developers hope to limit those zones to a specific number of players (and maybe eventually even charge players to customize and save those zones). However, there will be some sort of metagame in "improving the ecosystem" of each zone It's not difficult to see how Bytebin could face difficulties if the game turns out to be uber popular, in terms of keeping its servers running.


Bytebin recognizes the need (and again, the team's experience is in managing large servers for software companies and they're a fighting chance at the very least) We'll find out for sure how they do when the game is released to an open beta later on this year. Alpha is scheduled to start "in the next few weeks," and there's a beta signup for the game on the market right today. Deepworld looks fascinating and is one we'll probably be happy to have available on Mac and iOS.

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