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:
Mostly Positive (123 reviews) - 70% of the 123 user reviews in the last 30 days are positive.
Very Positive (573 reviews) - 80% of the 573 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 (40)

July 9

The Splurge & Surge Update (0.5.8) | New Sub, Voice Chat, and More!

Fuel up for July's content update! This month we're bringing the JUICE. Whether that be of the boosting, vocal, or electric variety. Complete with a new electrically charged 2-crew vessel, integrated voice chat, and more. Read on to find out what's in store!


New Vessel: The Perle! - This compact little fella puts everything you need in between one big ladder and a whole lotta power, making it perfectly suited for bite-sized crews. It may be small, but what it lacks in speed and armor it makes up for in electric boogaloo. The Perle comes equipped with upgraded shields and a harder-hitting EMP, making this a safe option for first-timers.

Native Voice Chat! - Shout at your crew like never before with our newly integrated native voice chat! At the press of a button (V by default) you too can bark orders or tell sea shanties and whales of tales to your fellow sea dogs. For those who prefer peace and quiet, you can also mute those sailor mouths with the use of the Player Info Window (Tab by default)

Fuel! - Introducing a new resource into the Deeper world - Fuel! The formerly electric vessels are now hybrids, with Fuel allowing you to cruise at your higher Engine speeds and powering your powerful EMP shots. Spend fuel wisely, though - if you run out you'll be operating on pure electric power, capping your max get-away speed, and EMP's will no longer be operable.

Have no fear however, for you will be able to refill your tank and even upgrade its capacity with Fuel Canisters and Upgrades you can find in caves!

A New Foe: The Purussaurus! - The Prehistoric biome just got a lot toothier with this new ancient Crocodile entering its turf. This snappy fella is hungry for adventurer meat, and he'll bust straight through metal to fetch his meal...

New Aquatic Life! - A wide variety of new fish species have appeared in The Living Infinite's various biomes. They don't bite, but they sure do make the place look nicer. Note: Please do not tap on glass.

New Special Cave Drop: The Battery! - This strange-looking electric capsule doesn't behave like most Vessel Upgrades you're used to - this fella needs to be picked up and plugged into a Power Console! Once plugged in, The Battery will constantly provide an external source of power to the console it's attached to, until it runs out of juice! Free up your energy costs and plug in a battery!
Note: bring a friend to watch your back when you are hauling a battery; these fellas are heavy and will take both your arms to lift!

Bug Fixes
-Fixed a bug where the host player could only use machine gun functionality by holding space bar rather than tapping it
-Spamming 'E' to load torpedoes or put them back in the dispenser should no longer overload them when the connection to the host has high latency
-The "relative to my score" switch on the leaderboard should no longer stay stuck
-Cave enemy ragdolls' scale is now set based on the exact size of the enemy before death
-Fixed a bug causing caves not to spawn in the first layer
-Fixed a bug in music syncing which was causing networking backups and disconnects
-Fixed a bug in miniboss setup code which was causing networking backups and disconnects
-Blobfish should be able to vomit again (and yes, this was also causing networking backups and disconnects)
-Wrote a workaround for a rare Unity bug which appears to have come up when using Chinese characters in text
-Overhauled the backend for the brig to help resolve the problems where players could see outside it, get stuck in it, or teleport around relative to it. Permanent disarming after being brigged while holding a torpedo is still a known issue.
-Fixed a bug causing permanent curtains in the online menu for players trying to join

-The EMP now does damage less frequently, and deals damage fewer total times before being destroyed
-The torpedo, like the battery, now takes both arms to load, disarming any player holding one until it is loaded or set back int he dispenser
-The EMP now uses a small amount of fuel and cannot be fired without enough fuel available
-Each biome is now guaranteed to have at least one cave and at most three caves.

-New tumbleweed sounds
-New sea monkey sounds
-New blobfish sounds
-New volcanic turtle sounds

Community Highlights

::: Player of the Month :::

July's Player of the Month is... Behemoth270!

Behemoth270 is one of our most active and constructive forum posters, constantly leaving well-thought-out and interesting feedback, while maintaining and understanding that as a small team, we won't always have time or won't always agree to implement many of the suggested posts as-written. But, with the help of Behemoth270's brainstorming threads (along with those who participated, honorable mentions to Banisher, ADcrafter, PigeonMan and JJXDoge) we were able to get closer to what we felt was the best form of implementation for one of our newest mechanics (Fuel).

Their feedback aside, Behemoth270 has also put a great deal of effort into welcoming and helping teach many of our new community members, even going so far as to write an extensive Tutorial and Strategy Guide for the Official Wiki! Behemoth270 has also shown an effort to be kind and diplomatic in his interactions with other community members, helping keep the WNTGD community a friendly place.

As usual, our Player of the Month Behemoth270 will be sent 4 copies of WNTGD as a reward for their efforts.

::: Community Content Highlight :::

This month we also want to take some time to highlight a few of the community's creations, namely ones that have made us laugh or ones that simply deserve to be seen more.
This first one is a speed-running video by Freemankiller, which is edited in a hilariously tongue-in-cheek fashion, documenting their crew's exploits to "piss off the devs" by speed-running the game with two people in The Requin. The video is surprisingly well-done, and is full of some pretty amusing moments between the comedy montage-style editing. Hats off to you guys and your crazy feats!

This second highlight is some long-form fan fiction by ADcrafter detailing the descent into madness of a certain doomed expedition crew on their journey into The Living Infinite. It's incredibly well-written and is worth a read if you've ever wanted a fairly in-depth look into what an average Deeper crew is going through as you plunge your little characters into the dark abyss.
Finally, this fantastic screenshot/caption combo by Gringo Grifter perfectly encapsulates that moment where you realize you haven't been keeping up on barnacle scrubbing in the Infected Depths.


Thanks as always for your ongoing feedback and support, everyone! Let us know what you think of the update as always - so we can continue to improve the game. Happy diving!

33 comments Read more

July 7

0.5.7 Beta is Live! Help Us Test the New Update!

Hey y'all! So as most of you may know, every 8th we have our big content update complete with new features, bug fixes, etc. Very often however, that update releases with a handful of new problems due to the fact that our own internal testing can only take us so far. So! In the interest of releasing tomorrow's Update in as spit-shine a form as possible, we have pushed the nearly-complete version of the 0.5.7 update into the Beta branch for any interested folks to take a shot at.

We're not gonna list the full features here for the sake of saving most of the proper announcement stuff for the actual update tomorrow, but here are a few things you can expect to find/we'd like to see tested:

- A New 2-player Vessel (Shield sprites have not been updated yet)
- Built-in Voice Chat button (V by default)
- Potential fixes for non-spawning cave bugs and a handful of brig bugs.
- Fuel System

There is of course more in store, but we'll save the laundry list of new features for tomorrow. For now, happy testing and we hope to hear feedback from y'all soon!

How to opt into the beta branch:
1. Go to your Steam library
2. Right-click our game
3. Click "Properties"
4. Click on the "Betas" tab
5. Change from "default" to "beta"

WARNING: Players who opt into the Beta will only be able to play with other Beta players.

EDIT: A hotfix was just pushed to address the JOIN loading screen bug affecting some beta users.

24 comments Read more
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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
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