Crew a Submarine with friends in We Need To Go Deeper - a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe.
Recent Reviews:
Very Positive (45) - 86% of the 45 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (640) - 81% of the 640 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 (43)

September 7

The Timely Update (0.6.2) - Time Traveler, Trading Cards and More!



Get warped in September's official content update! This month we have a feast for your eyes and ears, and a very special visitor will be making his presence known in the world of We Need To Go Deeper - The unknowable Time Traveler!

Content



Time Traveler Events! - The enigmatic, inscrutable Time Traveler has started warping inside the vessels of ongoing expeditions, and may cause all kinds of michief and mayhem, including:

Time Travel "Souvenirs!" - The Traveler often brings with him "souvenirs" from his travels to leave behind in your vessel, of both the dangerous and helpful variety. Will The Traveler leave behind one of 14 New Unique Enemies from all reaches of time and space? Or will he leave your crew a helpful upgrade, item, or elixir? Only TIME will tell!



Alternate Timelines! Sometimes, The Traveler may deem it necessary to warp your crew to a different timeline altogether! Timelines can be unstable, so be on your toes when you find yourself in unexpected places!

Mysterious Messages! Finally, keep an ear out for what The Traveler has to say when he passes by, because sometimes he'll have special messages to share that may hint at The Living Infinite's deepest secrets...

The Time Traveler may yet have more tricks up his sleeve in the future, so keep your eyes peeled!



Steam Trading Cards, Badges, Emoticons and Backgrounds! - By popular demand, The Steam Trading Card system has now come to We Need To Go Deeper! Featuring original, hand-drawn 19th century style card art to represent all of the classic WNTGD player roles, 9 different possible WNTGD-themed emoticons to unlock, 3 uniqe Steam backgrounds based off WNTGD's darkest biomes, and of course, shiny port-hole badges to show off your Deeper dedication!



Official Soundtrack Now Available for FREE! - Even though the game is still in development, many of you have been asking us time and time again when we'd be able to make available all of the tracks we have thus far. Starting today, we've released and will continue to release all of the game's tracks for FREE on Soundcloud! Kick back and relax to the sweet sounds of "The Marvelous Music of We Need To Go Deeper."

Additionally, be sure to check out our Bonus Album, "Buried Treasure" - full of all of our unused/demo tracks!


Bug Fixes
-Found and fixed a problem in identifying weapons in hand over the network which was causing packet buildup and desync
-Fixed a potential off-by-one network identity numbering bug caused by a prefab with two network identities
-Optimized interior enemy collision/trigger checking
-Fixed two more sources of move speed bugs
-Fixed a scaling problem on puke piles (seriously, how do these guys keep coming up with problems?)
-Dynamite can no longer repair breaks - yes, even if you aim it really well.
-Fixed a problem getting fish school sprites after changing water layer
-Fixed the bug causing permanent disarming if a player is thrown in the brig while carrying a torpedo or battery
-Fixed a problem where networked position syncing failed to account for gravity scale
-Made one more failsafe for a rare bug where an exterior enemy spawns directly after entering a cave, which cannot be killed

Balance
-Fuel drop chance in caves increased 10%
-Battery drop chance in caves increased 13%
-Increased time between spawns on all hatcher type enemies

Other
-The Espadon now costs 5000 less gold in the catalog
-Chat messages now stay onscreen twice as long

Community



::: Player of the Month :::

August's Player of the Month is... Pigeon Man!

Pigeon Man has been a huge help in the community, particularly on the forums. They've taken the time not only to give feedback and suggestions but can also often be found troubleshooting and helping others through bugs and problems. He's constantly offering to test with us and has sent many log files that have helped us identify some tough bugs! Pigeon Man approaches everyone with kindness and a great sense of humor; it's always clear that they're dedicated simply to helping us out, for which we are very grateful.

As usual, our Player of the Month Pigeon Man will be sent 4 copies of WNTGD as a reward for their efforts.

::: Community Content :::

This month Steam user ADcrafter started spinning a new tale of a Living Infinite expedition in the newfound Lore & Stories subforum! You can read the first two parts of his new sea tale here:

http://steamcommunity.com/app/307110/discussions/4/1473096694438404786/

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Thank you to everyone for supporting us as always, and let us know what you think of the update! Happy TRAVELS, y'all!
25 comments Read more

August 29

Crate Update #4 - The Ramming Crate (0.6.0)



This month's Crate Update is all about quality over quantity. There's not much packed in this crate, but what is here sure does fill a whole lotta space! A new Submarine, Network fixes and more await those who dare unpack The Ramming Crate!

Features


New purchasable submarine with a RAAAAAAAMMMMMMM! IT GO BAAAAAAMMMMM!

That's right, a new Submarine has entered the mix, but this time, you better save up your bottom dollar for it! Introducing The Espadon a brand-new vessel equipped with a large sharp nose, made for piercing foes, and charging through obstacles like nobody's business! It's the fastest sub in the game so far, though speed comes at a price, for there are no shields equipped on this bad boy, so you better make good use of your offensive capabilities.

Fixes
-FINALLY fixed permanent movement impairing effects.
-Entirely new low-bandwidth smooth position syncing for players, interior enemies, and some exterior hazards
-Excess spawn points in caves now spawn more decorations - caves should look ever so slightly more lively
-Fixed a problem with connection logging that was giving us weird impossible data when we looked at connection success rates
-Fixed bubbles and other particle emitters which were throwing errors after scenes had changed
-Fixed yet another problem that was causing the Blobfish not to leave puke all over the sub. Now he will. You're welcome.
-Fixed a problem where the barnacle swiper could damage the sub multiple times in a row

Balance
-The amount of gold per pile has been reduced to accommodate the higher treasure drop rate from the last update
-Fuel drop rate similarly decreased in caves to accommodate the higher treasure drop rate


Community

Some really awesome Community Content was brought to light to us this week thanks to Youtuber Draegast's coverage of some Deeper-flavored fan-made creations in Besiege!

Both of these Besiege creations by Censored Studios are beautifully designed recreations of certain aspects of WNTGD! One is a fully-fleshed out Crevette Vessel, complete with all its interior bits and bobs, and the other is a fully-featured mini-game complete with submarine piloting, exploring, shooting swimming enemies and fighting a boss at the end of a trench! If you're a Besiege owner you can download the mods below, and gameplay can be seen in the Draegast video linked below that!

http://steamcommunity.com/sharedfiles/filedetails/?id=1081946252

http://steamcommunity.com/sharedfiles/filedetails/?id=1110464522

https://www.youtube.com/watch?v=JTierlohU9U&feature=youtu.be&t=5m41sid=1110464522&searchtext=deeper

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Let us know what you think of the update as always! Happy diving!

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Stealth fixes (post-update patched items):
-Fixed a move speed bug which was causing players to speed off in negative directions
-Torpedoes no longer explode on contact with the Espadon ram
-Ram damage is much more proportional to the speed of the crash
-Ram now damages ice chunks properly, and deals more damage to ice chunks on average than enemies
-Updated Unity to 5.6.3, which alleges more networking stability fixes, especially with the specialized connection types and channels we use for Deeper (see all fixes marked "Multiplayer" in https://unity3d.com/unity/whats-new/unity-5.6.3)
-Torpedo damage has been redistributed. A direct hit yields 6 damage, whereas area of effect damage yields 5 damage (adjusted from the previous 10 for direct hit and 1 for area of effect)
-Increased Perle submarine speed 10% for all power levels
-Reduced max cave enemy count by 17%
-Reduced "hatcher" enemy type frequency by ~15%, depending on biome
-Fixed a couple of obvious graphical mishaps in the Espadon interior
13 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
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