Roadmap: The Future of Decked Out 2D
The "Beta" is just the beginning. I have a massive vision for where this game is going. Here is what is being worked on:
- π οΈ Map Maker Tool: Create and play custom user-made maps.
- π Global Leaderboard: Compete with other players for the best run times.
- π Card Deck System: Build a custom deck of cards to modify your runs.
- π± Essential Polish: Better mobile controls and game balancing.
- πΎ Expanded Content: More enemy types, new levels, and better graphics.
Stay tuned. The dungeon is evolving.
π Beta Launch & 2500 Subscribers!
Today marks a huge milestone. To celebrate reaching 2,500 subscribers on YouTube, I am officially launching the Open Beta of Decked Out 2D!
What's New in v0.1.0:
- Full Map Loop: Explore the dungeon, find artifacts, and escape.
- 21 Unique Artifacts: From the Crown of Souls to the Whispering Key, there are tons of secrets to find.
- Intelligent Enemies: The Ravager listens for your footsteps (Clank!) and will chase you down.
- Mobile Support: Full touch controls for playing on the go.
Thank you to everyone who has supported the channel. This project is for you!
Code Commits Begin
Development has officially started on a browser-based tribute to Hermitcraft's Decked Out 2.
The goal is simple but ambitious: create a stealth dungeon crawler that captures the tension of the original Minecraft minigame, but accessible to anyone with a web browser. No download required.
Stay tuned for updates as I build the engine from scratch using vanilla JavaScript and Vite.
Origin Story: Why Decked Out?
I've always been fascinated by game development. Even though I've spent years building automation tools, business systems, and mobile apps, I had never taken the plunge into building a proper game of my own.
The spark for this project came in a way most good ideas do completely by accident. I was deep in code for another tool, with YouTube playing in the background to keep my focus. I often treat Hermitcraft videos like podcasts, and on this particular day, EthosLab was doing a dungeon run in Decked Out 2.
Listening to the soundscape, the heart pounding music, the Ravager clanks, the sheer panic of getting lost something clicked. I suddenly felt a strong urge to recreate that specific tension in a 2D format. I wanted to see if I could capture that "stealth horror" vibe in a browser game.
But I knew recreating Tango Tekβs masterpiece was a monumental task for a solo developer. So, I made a plan: build it in stages. Start with a simple prototype, nail the "Clank" mechanic, and grow from there.
Thatβs how this project was born. Not from a grand design document, but from a spark of inspiration while listening to a legend at work.