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The launch of There's Nothing Down There has been truly special. The game has reached far more people than I had ever imagined it would and I can't thank you all enough. As of the time of writing this post, there are nearly 9,250 of you! I'm unbelievably happy that the response has been so positive and that the game has lived up to your expectations.
Truly, thank you.
So what's next for There's Nothing Down There? I've got a few things coming down the pipes and I'd like to briefly go over them here.
A few people have reached out to me to help translate There's Nothing Down There into other languages. I've been discussing with them and will be getting started soon. I'm aiming to have the first batch of new languages (Spanish, Russian, French, Japanese, and Chinese) in the game by around mid-to-late July. Additional languages will follow as they're ready.
Probably the single most requested feature is to add VR support. The game already lends itself well to VR as it's a seated experience and the UI is almost entirely diegetic and I think porting to VR would be a great fit. I intend to do just that! I can't give a timeline estimate on this as I've never developed for VR before and no doubt there will be unexpected hurdles but I will post updates to this when it's ready to show. In the meantime, a Youtube channel that goes by KingVR_PC tested the game with the UUVR plugin and the results look pretty good.
A lot of people have suggested expanding the game, diving deeper into the story, and seeing more of the structures buried beneath the ocean surface. I'd be happy to oblige! With how good the reception has been, I'm eager to show you more of this world and expand on the gameplay possibilities and the lore (a few tidbits of which can be found throughout the game. A couple people have managed to decipher one of them, but what about the rest?) This will be a long process and nothing's official yet, but know that my head's already buzzing with ideas and things to try.
Also, I'd like to announce a new update: Version 1.03! This update brings with it a couple bug fixes, a quality of life improvement, and original music for a new Streamer Mode made by the artist Renzo Calma!
The patch notes are as follows:
Fixed a jittering issue with motion blur
The proximity sensors now respond to the golem's legs
The options can now be accessed from the main menu
A new Streamer Mode can be enabled from the audio settings in the main menu. This will replace the current music with copyright free alternatives so no Youtube uploads or livestreams should get flagged for copyright.
Please continue to let me know if you find any bugs or other issues.
Thanks again!
-Tim
Hello again!
I've had a very busy weekend working on some more fixes and adjustments for issues I've encountered in livestreams/videos or that have been posted by people here in the discussion boards. Thank you for all the feedback! It helps make There's Nothing Down There the best that it can be. This update addresses a couple minor issues along with an improved fix for something from the last update. There are some significant spoilers here so read with caution if you haven't played through the game yet; just know that these changes aim to make the experience even smoother and more predictable.
The full patch notes are as follows:
Fixed an audio stuttering issue with the music in both the yellow energy room and the boss encounter
Fixed an issue where the sound from the escape sequence would return at full volume for a split second before loading the ending text crawl.
Fixed an issue where destroyable objects would spawn two copies of their debris chunks.
Changed the logic for flare detection. The previous patch was a quick fix that slightly helped but didn't really fix the problem. The new solution is much more robust. The golem will now more actively seek out flares (if any are present)
Changed the aiming logic for the laser beam to be more forgiving in situations where the player isn't facing/can't see the beam as it's charging up.
During the boss fight, if the hint indicator comes up, the exit wall no longer needs to be pinged with sonar before it can be destroyed
Thank you so much for the support and feedback everyone! The game has reached a far wider audience than ever thought possible and I hope it's living up to your expectations. Please continue to leave feedback and report any issues you encounter.
-Tim
Hello!
I'm absolutely thrilled with the response to There's Nothing Down There so far. A lot of you are really enjoying it and you've left some really good feedback.
Based on some of the reviews and the gameplay I've seen in various videos/live streams, I've tuned a few things to help with some common pain points/frustrations I've noticed. These are mainly focused on the enemy encounter and should make it less repetitive and a bit more forgiving. Be wary that there are some minor spoilers here.
The full patch notes are as follows:
Fixed a typo in one of the subtitles
Adjusted the position of some dialogue triggers to make them feel more natural
Increased the minimum and maximum range for the look sensitivity slider
Updated the position of one of the falling rock triggers to make it less likely that it falls right on top of you
Decreased the duration of the sonar reboot sequence
Increased the maximum angle range for the golem's flare detection. It still needs to be looking in the general direction of flares to see them, but the vision cone for seeing them is wider. It should aggro on them more easily
If you reveal the exit during the enemy encounter, it will stay "revealed" even after you die
If you die after destroying the exit barrier, the barrier will stay destroyed even after you die. You will also respawn much closer to it.
If your light was on when you were killed by the golem, it will automatically turn off when you respawn. This will prevent situations where it could spot you immediately after respawning
If you notice any issues or bugs with these changes (or anything else), do not hesitate to post about it in the pinned discussion thread.
Thank you so much for all your support! I'm glad people have been enjoying it.
-Tim
About
This page aggregates Steam news feeds, patch notes, and developer announcements for There's Nothing Down There, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main There's Nothing Down There statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.