We Need to Go Deeper is a 2-4-player cooperative submarine rogue-like set in a Verne-inspired undersea universe. In the game, you and your crew must embark on many voyages into a mysterious undersea trench known as The Living Infinite.
User reviews:
Recent:
Very Positive (95 reviews) - 81% of the 95 user reviews in the last 30 days are positive.
Overall:
Very Positive (344 reviews) - 84% of the 344 user reviews for this game are positive.
Release Date: Feb 8, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Being a multiplayer game made by fewer people than there are fingers on your hand, we will absolutely depend on the community to help shape Deeper into what it will eventually become. While we have all these great ideas and mechanics that we personally think are great, there's no real way to tell how they'll fare until we throw 'em into the wild. And Early Access provides a way to do that early and often, and help fund development while doing so.”

Approximately how long will this game be in Early Access?

“We Need to Go Deeper is planned to be in Early Access for as long as it takes to shape it into the game we envision it to be. In all likelihood, doing this could take a year or longer.”

How is the full version planned to differ from the Early Access version?

“With most of the core elements already finished, we're mostly looking to add new content for the full release. The full version is planned to have at least 10 unique biomes, each with their own boss encounters, enemies, and civilizations for the players to encounter. We're also aiming to have many additional Load-Out items for players to choose from, a variety of Submarine types, and a fleshed out end-game and story elements to tie it all together.

For more information about our plans, see our Planned Features list below:”

What is the current state of the Early Access version?

“The current version is fairly functional and feature-filled, with 2-4 player networked co-op ready to go via LAN or Online, and a nice handful of starting and mid-game tools and weapons to equip yourself with. It also features 6 fleshed out Biomes, along with procedurally generated levels, and cave systems to explore, all of which are packed full of enemies. Customization for characters is also fully functional, with a large variety of outfits to unlock.

For more information about the current version, see our Current Features list below:”

Will the game be priced differently during and after Early Access?

“As content/features are added to the game, we may update the price to reflect what we believe the game is worth. So as the game progresses, we may choose to gradually raise the price.”

How are you planning on involving the Community in your development process?

Player of the Month

In the interest of fostering a community of players who will care about making We Need to Go Deeper into the best game it can be, we plan to highlight one particularly helpful player every month, who will be gifted 4 free copies of the game to send to friends, and recognized in the new update. We hope this will help add some value to those who take the leap to help us in the Early Access development process.

Active Forums

While we won't always have time to respond to every suggestion or request, we will try and keep the Steam forums an active place for discussion, and promise to keep an active eye on what topics the community is most passionate about.

Bi-Monthly Developer Chats

Finally, we also will be hosting live developer chats via Twitch twice a month, where we will hang out, shoot the breeze, or answer questions about development. We aim to make these more sociable events to try and narrow the divide between us and our player-base.


For more in-depth information about our Community plans, see our Community Involvement section below:”
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Recent updates View all (27)

March 22

Crate Update #1 | The Pumped Crate (0.4.6)



This week we're introducing our very first "Crate Update" - a new subset of smaller scale content updates that we hope to roll out around the middle of every month when we can (no guarantees), to supplement the time between our larger and bulkier content updates that we schedule for the 8th of every month. They're "Crate" updates because unlike our larger content updates, these are more of a mess of random tiny features or items that we're bundling together in a cute little crate to ship your way!

Without further ado, let's get into this month's Crate Update -

This particular Crate Update is all about PUMPING. Here's what the PUMPED CRATE has in store for y'all:

PUMPED Interior Combat! - We've added a ton of new feedback from juicy blood-spurts to giving enemies a good visual shake-down/jitter when damaged; all to make interior combat that much more satisfying and pumped up!

PUMPED Interior Mini-Bosses! - To help spice pump up cave and interior enemy encounters further, any given interior foe now has a small chance of spawning as one of several Mini-Boss variants! You'll recognize these Mini-Bosses by their distinct colors and equally colorful names. Approach with caution however, as Mini-Bosses come with several varieties of stat boosts - from bulkier armor to faster feet to sharper pincers... these colorful critters are not to be trifled with.

The PUMP Item! - Perhaps the pumpiest of all the new features is our brand new Water Pump Item! This bulky fella will allow you to manually pump flood-water out of your ship and into the ether! Help your fellow crewmates stave off drowning by clearing their rooms of water in a pinch! A persistent pumper can even help slow the flow in a hectic situation, and buy their crew more time to save themselves from imminent destruction!

PUMPED UI! - In addition to fixing some scaling and usability issues with some of our UI, we've also added in a UI element for the Weapons Console to showcase how many torpedo tubes are ready for use or loaded, for maximum team synergy! (Oh god I feel so dirty for using "synergy" in a sentence. I need to go lie down.)

ADDITIONAL PUMP-WORTHY CHANGES:

Sound:

-Time devourer sounds
-Boar sounds
-Volcanic shark sounds
-Volcanic squid sounds
-Grenadier sounds
-Rivet gun sounds

Fixes:

-Fixed a bug which caused wall barnacles to grow to enormous sizes on computers running the game faster than the host
-Fixed a bit of UI weirdness with the main menu and play menu
-Fixed a problem where a skeleton could get made way offscreen, making it impossible to revive
-Fixed a problem where breaks and dents would continue to be made even after the sub gets blown up (should reduce slowdowns post-game)
-Fixed a bug which didn't allow you to see when a player wasn't holding anything in their hands over the network
-Solved a series of potential memory problems caused by objects still invoking after destruction (may solve network buffer overflows caused by trying to sync position on dead enemies who failed to fully delete)
-Optimized the way in which players are targeted by interior enemies (should reduce slowdowns during hectic interior times)
-Fixed a problem which caused certain items to show up in the wrong hand by default
-Correctly networked the swing state of other players' arms (hopefully this means you will see hit-stop from other players better)

Balance:

-Sword damage reduced slightly
-Rivet gun now fixes a hull breach in 1 shot, and a dent in 1 shot
-Rivet gun takes slightly longer to reload
-Interior and cave enemies now exhibit slightly more complex behavior to disperse better and are more challenging

Let us know what you guys think as always, and happy diving!

36 comments Read more

March 19

Dev Stream #3 is LIVE!

https://www.twitch.tv/deliinteractive

Come join us and hang out! We're going to show off some new features we've been working on, take questions, all the good stuff!

0 comments Read more
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About This Game

WARNING: THIS GAME IS CO-OP ONLY. BRING FRIENDS.

We Need to Go Deeper is a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe. In the game, you and your crew must embark on many voyages into a mysterious undersea trench known as The Living Infinite.

To be successful in your mission, you and your crew will have to work together to pilot a submarine, as only with your submersible in-tact will you be able to live to see the bottom of The Living Infinite.

2-4-Player Co-op


Designed with human interaction in mind, We Need to Go Deeper was created to encourage friends to shout at each other. The current version features 2-4 player cooperative multiplayer- either through a Local Area Network or Online.

Procedural Generation


The Early Access version currently features a fully fledged procedural generation system that creates a new trench layout every time you take a dive, diversifying things further with 6 unique biomes and a work-in-progress "AI Dungeon Master" who alters difficulty on the fly.

Pilot and Maintain Your Submarine

Repair leaks, load torpedoes and route power to Shields, Lights, Weapons, and the Engine as you and your friends dash around the submarine on its voyage into the deep.

Deep Sea Expeditions


Leave the safety of your submarine to explore procedurally generated undersea caves, where you may come across treasure and danger in equal measure.

Customize Your Adventurer


Choose from a variety of era-specific outfits from the 19th century to spruce up your adventurer! Non-gender-specific mustaches included.

Unlock a Variety of Tools


From repair wrenches to guns, to fish-mincing meat cleavers, a variety of tools and weapons for helping your teammates is waiting to be discovered!


More Biomes and Enemies

A total of 10 unique biomes are planned for the full release. Each biome will come chock full of unique enemies such as alien jellyfish, volcanic tortoises, burrowing worms, and many others to better flesh out The Living Infinite's dangerous underwater world.

Big Bad Bosses

A variety of large-scale boss battles are planned for each biome, each individually suited to the region they live in. These will serve as the climactic transition between biome zones.

Bigger, Better Submarines

We're hoping to include a few Submarines to choose from in the final game, including a larger-scale sub better suited for 4-man voyages, complete with new consoles such as beds for healing, upgrade stations, leak-fixing drones, etc.

Underwater Civilizations

Discover mysterious undersea civilizations on your voyages who may either help or hinder you and your crew. One unique civilization is planned to inhabit each biome, along with a translator item to help players understand each civilization's colorful languages.

New Items Galore

We plan to continuously add interesting Tools and Weapons throughout development as we come up with new and unique items to take advantage of various play-styles and to better give players a depth of strategic options to choose from, in addition to supplying our players with plenty of items for annoying their friends with.

What's At the Bottom?

Find out what lies at the bottom of The Living Infinite, with an end-game we hope will be both exciting and memorable!


Player of the Month

We know that buying into Early Access can often be a thankless contribution, so every month we'll be highlighting one outstanding player as Player of the Month - where they will receive 4 free copies of We Need to Go Deeper to send to their friends, in addition to being recognized on the title screen for that month's update. This way, we hope that those in our community who really strive to help us transform We Need to Go Deeper into the great game we want it to be will get the proper recognition - and reward - that they deserve.

Active Forums

While we won't always have time to respond to every suggestion or request, we will try and keep the Steam forums an active place for discussion, and promise to keep an active eye on what topics the community is most passionate about.

LIVE Bi-Monthly Developer Chat

Twice a month, we'll also be hosting a live hang-out stream, where anyone can pop in and chat with us developers about, well, whatever you wanna talk about! In the interest of narrowing the divide between Gamers and Developers, we're gonna try and just have some good old fashioned social time with our fans. We'll try to host these on weekends so everyone can come by and play games, watch movies, and generally shoot the breeze with us, in addition to talking about We Need to Go Deeper's development if ya'll fancy it.




"It's rare to find something genuinely fresh in a roguelike... but We Need to Go Deeper is the rare example of a RL that grabbed my attention out of left-field." - PC Gamer

"Sounds fun!..The game sports a really unique look." - Kotaku

"Gosh, I think I love it already."
- PCGamesN

"We Need To Go Deeper’s style, personality, and goals are admirable."
- Rock Paper Shotgun

"It boasts a lovely, unique art style that looks something like big-headed Edward Gorey drawings, and the game’s concept is just plain cool."
- Indie Statik

"It's easy to tell they truly care about providing a new type of experience with We Need to go Deeper." - Go! Indie Beat

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista or Later
    • Processor: Intel® Core™ i5-2450M Processor (3M Cache, up to 3.10 GHz) or Better
    • Memory: 4 GB RAM
    • Graphics: Intel(R) HD Graphics 3000 or better
    • DirectX: Version 9.0c
    • Storage: 1400 MB available space
    Minimum:
    • OS: Mac OS 10.12 or Later
    • Processor: Intel® Core™ i5-2450M Processor (3M Cache, up to 3.10 GHz) or Better
    • Memory: 4 GB RAM
    • Graphics: Intel(R) HD Graphics 3000 or better
    • Storage: 1400 MB available space
Customer reviews Learn More
Recent:
Very Positive (95 reviews)
Overall:
Very Positive (344 reviews)
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