Depths Of Contamination
A downloadable game for Windows
Thank you for visiting this page, this is my very first game! :)
About:
Depths of Contamination is a first-person diving simulator that revolves around claustrophobia and atmospheric exploration. You must navigate through a dark and unclear underwater environment, with time working against you as your oxygen supply dwindles continually. Let's just hope there isn't a monster or anything lurking on top of that.
Story:
In the aftermath of a devastating environmental catastrophe, suspicions arise regarding a flooded mill on the outskirts of a small town. Rumors suggest that hazardous chemicals were mishandled within the mill, potentially posing a significant threat to the surrounding ecosystem.
Unable to determine the truth due to conflicting water sample results, the authorities make a crucial decision—to dispatch a professional diver to investigate the submerged mill and uncover any signs of dangerous materials.
Controls:
Mouse to look around.
Space // WASD to swim (depending on version)
E to interact.
ESC to quit (ingame).
Note: As suggested in the comments, I have modified the movement. Instead of the SPACE bar mechanic which would simply create a forward-impulse, I implemented a more generic WASD mechanic. If you prefer this, make sure to pick Depths Of Contamination_v2.zip.
Playtime: ~ 10 minutes.
Status | Released |
Platforms | Windows |
Rating | Rated 3.0 out of 5 stars (7 total ratings) |
Author | Alx Frsh |
Genre | Adventure, Simulation |
Tags | Atmospheric, Dark, First-Person, Horror, underwater |
Download
Install instructions
Just download it and unzip the file.
Comments
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I knew that last jumpscare was coming and it still got me, well done!
Thank you!
I know, i know :) thanks!
Howdy. Thanks for giving it a shot! Bye.
I felt this was laid out well. I instinctively knew where to go so A+ on that aspect of the design! The movement speed killed the fun for me, I became bored quickly. This could use more creepy sounds off in the distance to enhance the fear and tension. The flashlight view distance I am assuming is so short to enhance the scariness, but I was just pulled out of any immersion I was feeling by it because light doesn't work that way. I also thought it was really funny the monster looked like a turd! Ha ha ha!
I refuse to testify about the monster design ;) Thanks for your feedback!
I like it, need to play more tho I was about to die XD starts at 14:45.
hehe thanks
Alright, just managed to finish the game. I did need some outside help, though.
I have a few suggestions to make, and that is because I think this has great potential and deserves to become bigger and more polished.
Overall, navigation with the WASD keys was smooth, if only too slow - especially when you've replayed many times. |Even though it is a short game, it feels somewhat punishing having to start over many times because missing an entryway might ultimately mean you'll run out of oxygen before you can reach the end. The fact that I could mostly tell where to go in order to proceed even with the little clues given is very positive as this is not an easy thing for the player to figure out alone. I did expect more interaction with the "e" key, and thought I'd end the game with no dialogue at all until the very end. 1/2
So, in short, my suggestions are:
1. More input. Much of the vital info about the game is not in the game itself, but in this page. Maybe a couple more dialogue lines would help let the player know they're on the right track. Maybe make it more explicit that we're looking for a sign from the Geiger counter, or trying to reach the very bottom in particular.
2. An impulse command might make navigation less frustrating, especially after having started over a few times.
3. A way to replenish some oxygen. That might also give us more to interact with using the E key, adding consistency to the gameplay. Currently, it seems to me that there is not enough room, or time, for exploring and making mistakes.
I have a few more ideas other than that, mostly to add to the atmosphere.
Overall, I like concept and execution of this game and would like to see more. Sound effects are very well executed and so is the ambience, both in model, texture and effects, especially light range. It definitely has potential.
Howdy, thank you very much for your input! I agree, one could make more out of this.
I'll probaby do some kind of remake of the game once I have aquiered better skills for myself. Theres a lot of stuff I'd like to have included in it but simply couldn't.
I have to post it in my other channel.
Interesting horror game.
Thanks for giving it a shot!
Very claustrophobic game.
Thanks for playing
A fantastic approach to horror games, the underwater theme usually doesn't get me, but you did it right! And the sudden realization that we're running low on oxygen and the only way is forward was very effective! Keep up the good work, mate!
Thank you!
Yup... still "hate" underwater based horror games!
*Note: Possible spoilers.*
*Note Note: Underwater horror gets to me the most*
With that said, DoC did great at making feel anxious and uncomfortable.
It went from claustrophobia feeling tunnels to open rooms, dark with anything your mind could be left to fill in what will murder you floating in the void... Bucket
So, about anything floating out of the view of my light was usually enough to give me a startle until you come into contact with what lurks down there.
Had fun playing though!
And haha, finding that damn wheel switch I needed to progress, found it by chance.
Otherwise, great job at making me uncomfortable with your first game Alx Frsh
Thanks for the kind feedback :) Cheers!
No problem! Had a... great time! haha! Seriously though, was fun and got to me pretty good! Look forward to your next project!
I love games that have me anxiously repeat to myself that everything's fine when things are most certainly not fine.
Hey man, thanks for giving the game a shot! Enjoyed watching your playthrough.
cool game enjoyed it got lost a few times had to restart but got there in end.
Creating an environment where orientating oneself becomes a challenge was a goal of mine. Seems like I overdid it a bit (:
Thank you for the feedback!
oh no you did it perfectly imo.
thanks are you going to be adding too this?
would have been cool to have gone deeper or get more air from the bottles lying on floor
I created this mainly to put into practice things I learned from tutorials. I will leave it as it is for now in order to learn more and create better games in the future. Not going to abandon it completely, as I really like the concept. I might pick it up later in the form of a sequel or something.
Okay that's awesome how do you make games like this? is it unity how do you get the blocks and items in game its really cool
Thank you. The structure, like walls, pipes, colums and also the monster were created in Blender. Some of the smaller stuff like the barrels or palets come from a free asset pack for unity.
I was enjoying the game but unfortunately got a bit lost and didn't manage to complete it but over all it was neat, good work :)
Hey Stella, glad you enjoyed it.
Cheers!
nice
Thanks!
Pretty unnerving game, it sounded like I was underwater! It's a scary feeling, and the ending definitely got me! Great job!
So cool seeing someone else playing the game :) Thank you!
No problem, thank you for making a terrifying experience! Hope to play more from you soon!
I concur about the movement. It's too awful and makes me not want to replay the game. Still, Without the Spacebar issue, the concept is awesome!
Thank you for the feedback!
Excellent storytelling and deeply unsettling environment, especially for people, who genuinely have a fear of confined spaces, yet 1 minor detail might have ruined a game for me.
Visuals and sound design are peak in this game. I was truly immersed with the plot and the atmosphere felt tense, breathtaking and claustrophobic most of the time. Although, I would definitely recommend to change the "space" key and furthermore completely redo the movement for the character, as it was very irritating and took away the glory of the experience. There were no other bugs or issues for me.
Best of luck with the future projects. Cheers!
Hey Niven, thank you for your detailed feedback! The idea behind the space key mechanic was to make it feel a bit more like "swimming" and to have something different than the usual WASD controls. But very obviously, "different doesn't always translate into better. So yes, I'm going to do a rework of the controls.
Sure, I can relate to that. It is just a small change up in my opinion. Otherwise the game is shockingly great. Good luck, once again!