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:
Mixed (28) - 67% of the 28 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,066) - 82% of the 1,066 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 8 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 (86)

August 13

Content Drop: Dental Pliers & Update Preview!

This week we're bringing you a new tool to add to your arsenal - The Dental Pliers! This handy fella can be used to repair both your fellow crewmates and your vessel in the right hands, but beware - dental work can be painful! It's not advised to use in a fight however, as its quite unwieldy for combat.

The Pliers will appear in the Catalog once you've hit the 4th Buccaneer subrank.

Plier Stats:

Repair: 7

Healing:1 with a 10% chance to deal friendly damage.

Damage: 7

Other Changes:

- Shotgun's pushback tweaked to be less extreme.

- Enemies all have variable pushback resistence, most notably The Time Devourer now has significant resistence.

- Fixed the error causing an early exit in NPC skins

- Fixed a null reference in PointArm that was occurring in response to syncing the arm angle on clients

- Fixed several other new null references causing Network buildup.

- Syringe now has a 10% chance to deal friendly damage.


We have another preview for next month's update for y'all as well this week! This one is a little more fleshed out than what you might be used to given how long we've had this update's feature on the backburner:

As usual, we'll allow you to interpret this how you please in the meantime. ;)

Let us know what y'all think as always! Happy dentistry!

Extra Patch Notes 8/14/18:

- Added bandaid to combat biome skipping bug until we can figure out the root problem.

- Better logging to help us find the root problem

- Tab menu is now viewable on the loadout menu so players can see what their teammates are carrying.

- Item swap tip ripped out to be placed in a better spot in future.
5 comments Read more

August 8

The Filthy Update (0.8.2) | Trash Hermits, New Upgrades & More!

It's time to feel dirty for August's official content update! This month we're bringing a filthy new cave type, new upgrades, full course dinners, and more!


New Expedition Type: Hermit Hovels! - These filth-coated gargantuan Sea Shells have started appearing all across The Living Infinite's depths, housing within them large but friendly creatures known as...

Trash Hermits! - These oversized decapods have but one passion in life, and that's collecting trash. They love trash so much in fact, that they opt to live in it! Approaching these docile behemoths, you may be able to convince them to part with some of their excess filth, and discover that sometimes, one crab's trash is another man's treasure (or upgrade)!

Trash Items! - Not all trash is created equal, and while sometimes you'll score upgrades or valuable goods from your local Trash Hermit, other times you'll be... less lucky. These new items are all of minimum use to your team but hey! Who knows, maybe you'll find a use for that... banana peel?

New Upgrades: Hazardous Fuel and The Duplicator! - Two new upgrades have been added to bolster your offensive capabilities in the form of Hazardous Fuel and The Duplicator Ammo Mod!

Hazardous Fuel turns your fuel into a deadly corrossive substance that will trail behind your ship whenever you utilize fuel!

The Duplicator Ammo Mod is an advanced piece of tech that will, like its namesake, duplicate your torpedoes upon firing them, doubling your firepower! Warning: Duplication process may cause torpedoes to spread in different directions.

Backpacks! - When starting out in WNTGD, many of you have wondered why you can only pick one item to start with, when in-game you can carry two. This has been an unintuitive and unexplained mechanic from the beginning, but a decision we made to make mid-game choices and player progression more unpredictable and interesting, but the game hasn't done a great job justifying an explanation for this until now. We're finally addressing it along with a balance shift for the early game, with The Backpack!

The Backpack is a new player upgrade that, when equipped, allows your character to carry one extra item! This means that at the start, you can only carry the one you brought until you find a backpack! We hope this will make the early-game more challenging and team-focused, while allowing for a better feeling of player progression once the team begins finding and equipping backpacks, opening up their strategic possibilities in the process.

We know this one might feel strange at first, but if you still aren't convinced after playing around with it, we are including a new Custom Game Option that equips you with them from the start. Though we hope y'all trust where we're going with this, especially when it comes to people playing the game for the first time!

Dinner Time! - After a hard day of adventuring, your crew will now get the opportunity to end their nights sitting down together to enjoy a nice candle-lit dinner.

At the end of of every biome, once traveling downwards your team will find themselves taking a moment to breathe and rest with these new Dinner Sequences that take place in the time between biomes. We hope these brief sequences will give you an opportunity to better bond with your crew as you heal and drink elixirs together, and impress upon you the days-long journey your characters take as they voyage deeper into the trench.


- Torpedo explosions deal 5 damage and a direct hit deals 5 more damage. This should be much more fair and realistic torpedo behavior. The torpedo explosion can only damage any given damageable once, but both the direct hit and the explosion override canHIt so that two torpedoes can do their full amount of damage without needing to worry about the enemy being invulnerable for a period.
- New custom behavior biases Upgrade Crate's drops based on water layer, and currently equipped upgrades. (It's now far less likely to get another weapon swap upgrade after you've equipped one)
- New Pickup behavior ensures Civs no longer have duplicate items on sale.
- Upgrades all have a "maximum" limit, and will inform the player upon picking up if they have reached their capacity (mainly to prevent players from wondering if certain ammo mods stack when picking them up).
- Reduced gold multiplier increase per water layer to 0.25, with a max gold multiplier of 2. (layer 1 = 1x, layer 2 = 1.25x, so forth).
- We now sync the host stopwatch roughly every second.


- Battery duping exploit has been fixed.
- Fixed mid-game joiners being unable to see carried batteries.
- Civ NPCs are now counted as crew members
- Removed old useless code which was scaling the EMP damage on bosses based on crew member count. It now just deals 50% of its normal damage against bosses, per hit (which was the original intent)
- Fixed mid-game joiners sometimes not seeing the right skins on NPC Recruits/Bots.
- Fixed steam lobby exploit to ensure that a player cannot join a game which has ended over and over for XP.
- Introduced new measures to combat cheaters.
- Fixed Safari Suit not unlocking properly once bought.
- Fixed a regression in Astar pathfinding in the exterior caused by flipping chunks.
- Fixed null references in chemistry clouds and nearly all item-based RPCs that were causing network backup.
- Fish meat should stop turning gray when dropped.



::: Player of the Month :::

The Player of the Month for June is..... Far For Fun!

Far For Fun has sent us an enormous amount of helpful logs and crash reports over the past month, and has been great about going back and forth with us when needing more information to help resolve various issues. With their help, we come ever closer to having a more stable game! Thanks for all your frequent help Far For Fun!

::: Community Highlights :::

These past few months some fun content from the community has been trickling in, mostly coming from the Official Discord - starting with a ton of memery. Here are some of our favorites!

The "Meme Man" Tinke(L)rer:

S.S. TheYellowBullet:

Between the memery, we have gotten some new art pieces as well like this one from Wrzlprnft:

Additionally, The Lore & Stories Sub Forum has gotten some love again with some new wonderfully written Deeper-inspired fan fiction by ADcrafter and Thuzar respectively:

Darkness Falls

Abyss Chronicles

And finally, in case you needed more memes, cap out your day with this developer-centric retelling of Steamed Hams by Cleanworld:


As always, let us know what y'all think of the new update! Go get filthy!
6 comments Read more
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“I really like this game, a lot.”

“A surprisingly fun game.”
Rooster Teeth

“F***ing crazy.”

Just Updated

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, or with Bots to fill in for empty slots!

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 8 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!

Underwater Civilizations

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

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.

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
SteamOS + Linux
    • 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
    • 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

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