Developer Update #6: Deibu Dies and Goes to Actual Hell (and Doesn't Come Back)

Posted on August 08, 2025 by DrPyspy

Wow, it's Deibu Haburei from Tomb Fetus! I wonder what kind of shenanigans she'll be up to today! Oh, the title? That's unrelated. Welcome to another DEVLOG, where we'll be looking at some map-related things that haven't been covered yet, as well as a new map that'll be featured in the demo! It's a helluva good blog post! It's hella good! Hell yeah! It's hot as hell! Hell y

Music for the Masses

I'm excited to reveal that all of the playable maps in the demo will have a unique song! There's quite the variety of music styles in the demo, so hopefully you'll find one that you groove with and obsessively loop for a hour! I'll be sharing more snippets on the Bluesky account in the near future.

A new Tomb Fetus music preview! Black Lung is the track for Femurton Refinery, one of the smaller maps featured in the demo. It's a gloomy yet groovy tune! This track is pretty blatant with its inspiration, but I like to think of it as a celebration.#TombFetus #gamedev #modding #music #doom

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— Tomb Fetus (@tombfetus.bsky.social) August 7, 2025 at 9:49 AM

You're on Your Way To...

Speaking of playable demo maps, the final lineup is locked in! Each of these maps are ready to be witnessed by the greater public. Let's stop by the amazing and mystical LOBBY to have a look!

Please wait, quality takes time...

The lobby is your layover between bombastic battles and silly-ass scuffles. Here, you can check yourself out in the mirror, take a look at some update info, and a secret third thing... that you can't do right now. Jarlene isn't ready yet, and neither are you.

Holy toledo, it's Louie!

Right up above is a live feed of Louie's interstitial speaking sesh! The Tomblets can't quite make out what he's talking about, but the ticker below him will at least keep them all in the know about current events. Don't get too invested though, because it's time to VOTE! NOW!

Choose your destiny...

Everybody gets a chance to vote for the next location! The demo will provide 12 different maps to choose from, alongside two different modes: Deathmatch, and Team Die! I wanted to ensure a great variety of maps for the demo; different sizes, different styles, and of course, different themes! Whether your play session calls for a large sprawling map like Wiseau Street, a smaller action-focused map like Femurton Refinery, or something in-between like Star Lite City, you'll be set! Each of these will get a chance to be seen in upcoming devlogs, but the one we'll be focusing on today is this particularly hellish one...

A Path Through Doom

Welcome to Hell!

Hell isn't good; it's got skulls, souls, and all kinds of nasty demons that love the taste of flesh... and pizza. Luckily, the Titan's Realm has been relatively quiet since the Doom Sayer first strolled through it, which makes it the perfect place for televised competition! Make your way through the rocky, slimy caverns to build up your arsenal and raise some heck!

Fire and brimstone, and... goop! Lots of goop.

Those seeking some extra firepower can have a go at the Quad Damage! Take caution; the Quad is overseen by an ominous and intimidating pillar of pure pain and pulverization! If you decide to jump for the Quad at the wrong time, you'll find yourself flattened like some sort of hellish pancake. The Quad is not the only artifact of power for you to seek, however...

The real monster was you all along...

Weep as your eyes bear witness to the Demon Rune! It's scary by looks alone; it's like Hell's evil got smelted into a token and put up for sale in the back room of an apparel store. This artifact of demonic power spawns a little bit later than the Quad, and if you're quick enough to grab it, you tag out with a gigantic and ferocious demon noble! Like... some sort of hellish baron? A baron who resides over Hell. I wonder if there's a catchier name...

She'll be fine.


That's all for this devlog! Behind the scenes, I've been wrestling with a transparency bug that's been plaguing AMD cards such as mine. I'm not too experienced with engine-side programming or graphics programming, so I've been attempting to tackle it by modifying the engine's shaders. The current workaround is using dithering for certain transparent objects, but it tends to look a little fucky in regards to stuff like decals. Time will tell if I can tackle it in a way that satisfies me, but in the worst case scenario, you'll be sent to the dithering dimension. Woo! SEE YOU NEXT TIME...