Deidia is an Idle Game / Exploration / Incremental / Data-Corruption Glitch-Venture Hybrid game where you explore a lonely unstable world, use glitches, forgotten ruins. Its exploring an offline abandoned game / server with a ram corruptor played with platforming, very ambient, experimental.
What players are saying
▲ Recommended0 hrs
Much like the original DEIOS (which I could never finished because of those damned boss fights), Deiois II // Deidia can described as such: A mystery that I cannot solve.
Perhaps the meaning behind the game is to invoke that sense of mystery, that sense of that there is a secret hidden deep within this game that you are supposed to find. Maybe that secret exists only within yourself.
Maybe I'm just stupid.
I've finished the game, or at least as close as "finding the end screen," allows it and while I would recommend this game to anyone that enjoys experimental indie games, there are a couple of things that might turn people off. I think most can get past the cryptic elements of the story and just take the game as a whole work but there is one thing that cannot be overstated: the controls.
BARCHboi, I love your music. I love your aesthetic designs. I bought Deios and ended up buying the USB of this game AND a copy on Steam (because I honestly thought that I was missing files, you sneaky dev.) The general wonder of Deios, DeityNet, and DEIDIA keeps me coming back for more but my man, these controls actually *hurt* my wrist. They are floaty and imprecise, and the wall jumping can sometimes just come down to mashing. You've built it into the game well enough but when it gets to the point where I have to strain my wrists in order to get through some parts, it ain't working.
Regardless of that, BARCHboi has created something utterly unique. Depending on how much you spoil yourself you might not stay very long but just the work that went into the visuals is something else. The music isn't anything to scoff at either, this guy makes bangin' tunes. I hope to see more of his work coming on Steam.
Let me start by saying that Deios is not a bad game, but it does not make a great first impression because it's so unique and confusing. In a nutshell, this game is an artistic platformer that has "idle clicker element" to it. Also, you can open the command console by pressing F12 & G to change the world around you, and it allows you to do a few other neat things - like changing the cape color (although you can break the game doing so). It kind of reminds me of Mu Cartographer because it's unlike anything that I ever played. Its ambient soundtrack and oozing atmosphere create a very immersive world that is so hard to explain. If you enjoy weird exploration games, I would definitely recommend giving it a chance.
This part of the "review" is a basic tutorial if you are interested:
(WASD) - movement (ESC) - save & Load (F12) - console, might wanna disable screenshots (G) - has some cool settings that could break the game (I) - Idle clicker game (buy things)
When you start the game, follow the instruction on the screen by pressing the listed keyboard keys. Eventually, you will make it to the gameplay portion which is a platformer that uses WASD for movement. First of all, press F12 and type "fullscreen" & "baralpha 0", that should make the game easier on the eyes (press F12 again to close it). By pressing ESC you can save and load the game by following instructions on the screen. Shortly after you start, the gate will block your way. This game has "idle clicker element", so you have to make money to interact with objects. Press (I) and buy some mines to generate income. That should be it. As far as I can tell (G)-menu is mostly for aesthetics and you don't need it to play the game. But if you going to play with settings, make sure you save first because it will break the game sooner or later.
For more Hidden-Gems: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/
An unconventional exploratory platformer. I can't give a good estimation for how long it takes to fully explore due to being uncertain how many secret areas there are or how large they are, but I got to the credits room after a bit over two hours of play.
I felt a little disappointed by how limited the corruption ability turned out to be, since only two or three of the options are actually useful due to how collision works and how catastrophic the Distort Area function is. The useful functions are pretty useful though. The ability to save your state whenever you want almost completely counteracts any control issues the game has, and I got pretty used to the way the character moves. Just watch out for the ball puzzles- a couple of them are better left ignored or circumvented via glitching.
Overall I'm not sure it's worth 10 dollars but it's not a bad game either. It's certainly unique!
Hello everyone, I've been busy with finishing up Deios 1 the directors cut version and finished that. So I thought I'd take some time off to polish up Deios 2 using my new "Skills". I've come along way with what I've learned with Deios 1, and the Unfolding engine so using what I've learned to add some quality of life features comes much easier now. Personally in my own life, therapy has helped with becoming more intune with believing in myself and believing how much people have enjoyed this game. Internalising the support and what people saw in it is becoming more ingrained. Updates Added a reset key ("R") that allows you to reset the players position Added a video of production of me making the game in the games folder. Added a command that reloads the server to its original form Added multiple save states Added autosaves. Added in intro launcher for options added in the making of deidia booklet into the main menu uploaded the entire ost to spotify, apple music, and bandcamp fixed glitch with gates saying "you need more deitycoin" after unlocking them even though you had enough deity coin to open the gate added in resolution control with various sizing (custom resolutions can be set by altering the StartupInit.txt text file) changed aspect ratio from 16:7.5 to 16:9. incrementals now have stats that more clearly show how much of each machine you have bought added in game pad support cape is better and more in align with the influence of darthlupis the cleaner cape. Made ticking sound quieter corrupter is moved to the side instead of center changed cracktro installer to the original demo song that is better Editing tools perform a bit better when loading a level
Added features Added Fullscreen Support (Game now launches in fullscreen) Fixed script firing commands twice causing messages to only appear once, now is more stable Removed Deskpop / Braingale bumpers Platforming controls are more stable and not ice based. These updates are for the window build, I'm setting up a mac export setup in my home and I will update the mac build soon. * bugs - text on side of screens will stretch out of place when camera is zoomed in / zoomed out Why did it take so long? I had lost the source code of what the game was like at release. The reason I lost it was because that code got rewritten as I made the Unfolding Engine. Once I had found the release source code I lacked the project management tools to be able to manage a game like Deios 2 : II and work out methods of debugging it. Since adopting SCRUM / AGILE / KANBAN I project managements. These days, I have 3 different back up systems. I use Git, Cloud based backup as well as physical. In the past I only used phyisical and even then it was rarely, having a thousand dollar game source on a PSP sd card is a terrible backup system. I think part of this too is learning how to be a mature game developer. I started out Deios 2 as ambitious arrogant young adult. I didn't factor in ideas such as user experience or continual updates. Which is what is the main meat of what makes a game "good". I had ideas on what people would have enjoyed, however had no ideas how to implement what people were actually saying. There are many devs who blame their audience for not liking the game they make which is a total embarressment when the game itself is horrible. Working out ways to include peoples feedback into a project took me a long time and now Deios II is getting that treatment. Path Ahead I'm sorry it took this long to fix, I am in everyones debt for giving me the chance to try to make ambitious experimental games and I'm glad that enough users stayed to show that there is potential for games like the...
With the popularity of people wanting to learn more about the deeper working of the inner scripts for DEIDIA, I have released a console command guide down below in order to manipulate the game even further. Be warned that the console open key (F12) is bound by the Steam workshop screenshot too so they’ll be conflict. The console command can be found here; https://steamcommunity.com/sharedfiles/filedetails/?id=1713132472 As well as this to celebrate; the game is now 70% off so now is a good chance if you wanted a friend to play the game to gift it, and a new trailer has been placed up that helps explain the game much clearer. Later on, more content will come up that explains how to build your own levels in DEIDIA.
Posts come from Steam's official announcements feed.