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.
User reviews:
Very Positive (42 reviews) - 85% of the 42 user reviews in the last 30 days are positive.
Very Positive (417 reviews) - 83% of the 417 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 (36)

May 23

Hotfix #13 - Crate Update 2 Balance Party

Fun fact: This is actually not the 13th hotfix thanks to a lot of "stealth" fixes we occasionally push after big updates, but today's Crate Update has inspired so many balance/bug reports thanks to its mechanical overhaul nature that we knew we had to make this one public to let you guys know we have been working on getting some of these balance changes in as fast as possible! Without further ado - here's the changelog:

- Altered Minigun's base fire-rate and range to make it more effective in combat, especially against multiple foes.
- Gold drops have slightly higher default values and are set to drop bigger piles more frequently.
- Torpedo Ammunition and Barrels both have been given a much higher chance of spawning.
- Tortoises' colliders fixed to be easier to damage with Minigun bullets.
- Arctic Ice should now be damageable by Minigun bullets.
- Smoldering Shell boss tweaked to be less aggressive.
- Exterior enemies' health code adjusted to allow them to receive damage more frequently. This may have contributed to the minigun's initial ineffectiveness.
- "Charger" enemy types (Swordfish, Narwhals, etc.) health values lowered to make them easier to handle with the new mechanics.
- Fixed bug causing Mini-bosses to not spawn at the correct size.
- Fixed bug causing one of the relics to be improperly tied to the wrong relic identity in the Relic Museum.

Hopefully this should address a good chunk of the feedback we've gotten today, but more balance/fixing work is underway! It's a job that never ends, really. Alas, thanks so much to those who left their feedback promptly today to help us get this stuff in order as quick as possible! Keep it coming guys! :D

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May 23

Crate Update #2 | The Booster Crate (0.5.4)

It's time for another catch-all Crate Update shipment - and this time it's practically overflowing with a variety of new big balance changes, tweaks, drinks, and a whole lot of BOOSTERS. Let's unpack this crate to see what's in store, eh?


The Power Lever! - Power management just got a BOOST with this all new, state-of-the-art Power Lever, just waiting to be flipped at a moment's notice by your trusted engineers.

Found at the central Power Console, this lever will allow you to BOOST the ship's power into overdrive, sending out a destructive EMP field outside of the ship, damaging anything in its wake. Warning: EMP is unstable and will cause your ship's systems to be shut down after use. You will have to flip the lever back to its normal state to restore power. Use with caution.

Cannon Overhaul! - The Cannon as you know it has received quite the design facelift this update, all designed to help balance the exciting yet unfortunately tedious task of torpedo loading with the itchy trigger fingers of your average Weapons Specialist. Let's break the changes down piece by piece, shall we?

1. Weapons Power now has only two states. Power Level 1 activates the ship's new built-in BULLET FIRING state; a turret-like state where the Weapons Specialist can rat-a-tat-tat enemies with an endless supply of low-damage bullets without needing to worry about reloading.

2. Power Level 2 then activates all three Torpedo Tubes as you know them, allowing them to be loaded manually for those times you require maximum firepower. Knowing when to switch between these two states will be pertinent to your team's diving success.

3. Torpedoes are no longer infinite. A counter on top of your local Torpedo Dispenser shows you how many torpedoes you have left. But not to worry, for you can now find new bundles of torpedo ammunition in caves inside of...

Barrels! - A new kind of cave drop has been added in the form of these mysteriously labeled barrels! Inside, you can find Torpedo Ammunition, or more rarely, you may find a variety of strange drinks called...

Elixirs! - These 5 varieties of bottled up liquid miracles each have a unique BOOSTING effect on adventurers who dare drink them. From repair boosts, breath boosts, damage boosts and health boosts, there are a variety of ways you can improve your state-of-being! Warning: Side Effects May Include Unpredictable Downgrades.

New Secret Unlockable Cosmetics! - 5 new special cosmetics have been added as secret unlockables via the Code Entry box in the Extras section on the Main Menu. All of these are inspired by various content creators - and you can have them too if you can guess their codes! Here's our hints:

This man is haunted by chants of ire and salt, his violet 'stache is yours if you know who's at fault!

This fellow's name quite literally means "man" - though going by his hair you'd think he's a crayon!

His own head is curly and his fans' are bobbles, this mystery often gets into squabbles!

Often the target of pokes and jeers, this royal bearded 'tuber has Styrofoam fears.

A collector of pogs and rubbery toys, thank god for him and his status as #1 boy.

- Relics are now slightly more rare
- All of those lovely features above!
- 3 new types of Gold Piles have been added to the game (small, medium, huge) that are worth different values and spawn at different rates.
- Small gold piles are now droppable by several in-game enemies.
- All exterior enemies' health values changed/balanced to accomodate new Bullet state for weapons console.
- Treasure chests no longer spawn health or poison elixirs.

Bug Fixes
- Added a second failsafe check to remove the invisible walls that have been keeping players who load the game slowly trapped in the corners of submarines
- Fixed a problem where some volcanic vents wouldn't make their smoke or bubble particles correctly
- Fixed the bug where the submarine can blow up on one player's screen but not another, causing game-breaking desync.
- Skeletons of disconnected players should now delete, and will no longer count toward the total dead player count for game over conditions
- Torpedoes of disconnected players now delete
- Found and fixed an index out of bounds exception when spawning the game loop-related monster which caused enemy spawning code to exit early and not return. This should finally solve the problem where enemies stop spawning after the game loops.
- Ghost explosions in caves should not be able to run their damage code twice on the same player anymore
- Fixed a bug where level resets after boss fights could cause players to lose periscope functionality
- Patched a very rare problem where a swimming exterior enemy may be spawned while inside a cave
- Added more exception handling and reference checking for enemy projectile-related code which appeared to be causing large packet buffer buildups (special thanks to Kimi Kitte for the logs showing this!)
- Fixed a series of bugs related to proper scaling and synchronized setup of cave enemies
- Placed invoke cancelations on a multitude of objects which may not have been properly cleaned up by the garbage collector due to invokes still running
- Fixed a bug where a player could request to load a torpedo multiple times with only a single torpedo
- Treasure chests should no longer continue to highlight after being opened.
- Gold pickup sound should no longer be delayed.

Cosmetic Changes
- Submarine propellers animate now!
- Several biomes have had a color overlay overhaul to improve their overall look!
- The lights on the inside of the sub now flicker and swing around when the submarine is hit! They also turn red when the submarine is almost fully breached, turn extra bright during an EMP, and turn off altogether when the Power Lever is in the bottom position.
- New Gold pickup particle effect added.
- Gold piles now glow.
- Newspaper headline image changed to be submarine neutral.
- Health and Poison Elixirs' look has been overhauled to match the new visual style for elixirs.

- Mid-game ESCAPE menu reworked and given added Options functionality! Now you can finally change volume options mid-game!

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About This Game


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

Mac OS X
    • 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
    • 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
Very Positive (42 reviews)
Very Positive (417 reviews)
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