Version 0.15.0 PUBLIC BETA Released


AETHERDEEP has reached an important milestone: the game is now ready for its Public Beta.

What started as a compact browser-based idle RPG has grown into a much larger project with multiple progression systems, classes, bosses, loot tiers, challenge modes and long-term meta progression.

This build focuses less on adding yet another giant system and more on making the existing game stable, readable and enjoyable across desktop and mobile.

What is AETHERDEEP?

AETHERDEEP is an Idle Action RPG where your hero fights automatically while you shape the build.

You choose a class, equip stronger gear, upgrade abilities, collect artifacts, defeat bosses and eventually Ascend to gain permanent power.

The game can be played actively, but it is also designed to keep progressing while you are away.

Current Content

The Public Beta currently includes:

  • 8 playable classes
  • Multiple Origins
  • 100 progression stages
  • Endless Deep Aether after Stage 100
  • Elite enemies
  • Bosses with unique mechanics
  • Legendary, Set, Mythic and Ancient loot
  • Forge and affix rerolling
  • Auto Salvage
  • Class Mastery
  • Passive class talents
  • Artifacts
  • Ascension
  • Permanent Aether upgrades
  • World Tiers
  • Rift Trials
  • Achievements and milestones
  • Offline progression
  • Automatic boss retry
  • English and German language support
  • Touch, mouse and keyboard controls

Recent Improvements

The latest development work has focused heavily on polishing the mobile experience.

Several interface issues found during real testing were fixed, including:

  • long enemy names moving the entire battle layout
  • combat UI elements covering important text
  • hero HP and XP being cut off on smaller screens
  • mobile navigation overlapping the battle panel
  • safer handling of very narrow browser windows
  • more reliable startup behavior in embedded browsers

The battle layout now stays stable when enemies change, even when a name is much longer than the previous one.

Better Testing

AETHERDEEP now also has its own external automated testing tools.

A simulation bot can play the game automatically and make decisions about:

  • upgrades
  • equipment
  • classes
  • forging
  • salvage
  • talents
  • Ascension
  • Rift Trials
  • Aether progression

This allows long sessions to be simulated much faster than real time.

A separate long-term economy test can simulate weeks of progression to help detect problems such as broken numbers, inventory overflow or stalled progression.

These tools are not part of the actual game experience. They are used during development to help catch bugs before new builds are released.

Mobile Support

AETHERDEEP is being developed with browser play in mind.

The current build is tested across multiple aspect ratios, including very narrow mobile layouts and extremely wide desktop screens.

Touch controls, readable text and stable scrolling remain major priorities throughout development.

What Comes Next?

The Public Beta is not the end of development.

The next updates will focus on:

  • balance improvements
  • UI polish
  • more visual feedback
  • better onboarding
  • additional quality-of-life features
  • more endgame content
  • more item variety
  • further mobile optimization
  • continued YouTube Playables preparation

Player feedback will now become especially valuable.

Feedback Wanted

If you encounter:

  • a broken layout
  • a progression wall that feels unreasonable
  • an overpowered or weak class
  • a confusing menu
  • a save issue
  • a bug during offline progression

please leave a comment.

Screenshots are especially helpful for UI problems.

Thank you for checking out AETHERDEEP.

The dungeon is open.

Go deeper. Get stronger. Ascend. Repeat.

Files

Aetherdeep_v0.15.0_ALL_IN_ONE.zip Play in browser
4 days ago

Comments

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Hey, congrats on hitting Public Beta, that's a huge milestone, especially with how much is packed in, 8 classes, Ascension, Rift Trials, legendary loot tiers, that's a serious amount of content.

Saw you mentioned YouTube Playables prep too, curious how you're planning to approach that side. With a game this feature dense, feels like there's a ton of short-form video potential, class showcases, boss fights, loot pulls, especially heading into that Playables push. Are you handling that content side yourself, or is that still something you're figuring out?

Hey, thank you very much. I am still figuring things out, when it comes to YouTube Playables, but I really would like to publish it over there as well.

The build already has most of the „ground work“ implemented when it comes to YouTube, but I am not sure yet, how to publish it over there.

I will update the game again today, when I find some extra spare time. 👍

Totally get it, juggling the Playables setup and daily updates is a lot for one person. Sounds like you're making good progress though.

I should be upfront about why I'm asking about content. I'm a professional video editor, and I cut short clips for indie devs. With 8 classes, Ascension, and Rift Trials, your game has plenty to show off. Things like class showcases, boss fights, and legendary drops would work really well as short clips, and having a few ready before the Playables version goes live could give you a head start on players.

If that's something you'd ever want help with, I take jobs through Upwork, so there's a proper contract and payment protection on both sides. Happy to send you my profile or put together a quick sample clip from your trailer or gameplay so you can see my style, no strings attached.