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 (50) - 82% of the 50 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,048) - 82% of the 1,048 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 (81)

July 16

Content Drop: Splitters & Update Preview!

Hey everyone! This week we're dropping a much-needed counter balance to our recent update's alteration of the infamous Time Devourer - namely, we made it mortal! Don't get too comfortable though, because now The Time Devourer has a new trick up its sleeve with Splitters!

These nasty new foes are the smaller split remnants of their recently killed predecessor, but with all the same teeth-grinding capabilities! They can be whittled down to nothing with enough firepower, but the more you kill, the more smaller targets you'll have to track! Happy looping!


I know we didn't share much about the update last month as it was mostly fixes and very non-visual stuff, but this next month's update we do indeed have some preliminary sketches to tease! Behold:

As usual, we'll let your imagination fill in the blanks for now. ;)
2 comments Read more

July 10

The Sturdy Update (0.8.1) | Player Ranks and Big Fixes!

Anchors away for July's official content update! This month is all about hardiness, sturdiness, and long-term stability. A new ranking system, menu, and a long list of 50+ overdue fixes awaits below! Drop your anchor and check it out!


New Player Rank System! - Introducing Player Ranks to We Need To Go Deeper! As part of our efforts towards making meta-progression feel more satisfying, you now earn XP on your future runs that build towards earning new Ranks for your character!

Ranks show off your Deeper prowess and are shown next to your character's name in online games. As of now, there are a total of 11 Ranks to earn, with 5 sub-ranks to earn in between each, totaling at 55 potential rankings!

Ranks don't simply come with a new fancy badge, however, as we've revamped the method for unlocking items and cosmetics to now be tied to our new XP system as well, so you'll be regularly unlocking cool stuff each time you level!

Note: If you've already unlocked everything you still get to keep the things you've unlocked.

Also, DON'T PANIC. We know what you're thinking when you look at this new Gift Box on our XP screen, and to clarify - these are NOT the loot boxes your grandpa warned you about.

While the rest of the game industry may have ruined the joy of opening a digital gift, we opted for this context because it's fundamentally FUN to unlock things in gift box form, but we promise this will never be tied with any kind of micro-transaction, purchasable currency, nada. The in-game XP or Gold will not be monetized in any way, shape or form, rest assured. Everything is to be earned in-game, exclusively.

New Main Menu! - The main menu has finally recieved a much-needed facelift after getting increasingly cluttered for so long, and in doing so we got to include a lot of cool new stuff to help the community grow!

Latest News is now more prominently featured with a new rotating set of links that will direct folks to info about new Updates, Events, Merch, or Community hubs! There is also a new space for other useful links in the bottom right, and an ever-enticing reminder of your current XP progress and ranking in the upper right.

Your character also gets a moment to shine the moment you open the game now, just to remind you of your handsome self.

Sturdy Fixes Galore! - You asked, and you asked, and sometimes things slide by. This month, we decided enough is enough, and went hard at work fixing as many long-standing issues as we could. It may not be as sexy as more content, but sometimes what's underneath is just as important.


- Internal Restarting is FIXED! No more program restarts between playthroughs!
-Fixed "the infinite void" bug. You can no longer find yourself in a black abyss of truly desolate nothingness - even if you want to.
-Fixed costumes getting shifted around every time we add a new cosmetic. Ryan is a hero.
-Fixed players getting their heads stuck on low spaces even when crouching
-Players now only lose one max health on death rather than two!
-Civilization shops now offer handheld weapons in addition to their usual repertoire!
-You can no longer pick up a non-stackable upgrade. You can buy it, sure, but uh, I mean you do you buddy.
-You can no longer revive someone after walking away from their dead body. Goodbye, beloved hack.
-The sniper mod finally deals the monstrous damage it's supposed to! Check that baby out!
-Fixed shotgun and sniper mod text not appearing after picking up the upgrades
-Fixed shop cases still showing their item for sale even after being bought or broken
-The time devourer can no longer show up to ruin your day before the game loops.
-Oh, and the time devourer is no longer armored.
-Oh, and the time devourer is very much so mortal now. Kill him. See what happens. See if another just shows up immediately. Be my guest.
-Fixed relics turning gray like ragdolls.
-Fixed players being able to see beyond the loaded level space in the tactical view.
-Fixed the bug where the lair guardian could permanently disarm players
-On that note, disarming has been completely rewritten to make permanent disarms virtually impossible.
-In the same manner, locking your player in place was rewritten too. You should find yourself to be less...sticky?
-You can no longer pick up two items simultaneously.
-Fixed multiple sources of gold and items failing to properly save, and even being outright rewritten with nothing.
-Fixed missing networking on ice chunks, abomination spawners, and barnacle mines which were potentially causing packet buildup
-Networking channel settings have been changed to allow fragmented data in the channel responsible for spawning objects. This is useful for players joining mid-game who need a whole lotta data at once.
-Manowar enemy now properly appears in front of a player's face when attached their head.
-Fixed oddly laid out catalog menu items by runtime rescaling
-Fixed a bug where a player grabbed out of the submarine by a lair guardian would trigger the submarine hatch sound and do a fade to black over and over and OVER.
-Remember those weird artifacts on the health UI? How about other UI? Nick is your man and he has delivered the fix.
-Bots now only flash yellow when they've actually healed. It's a miracle, people.
-Fixed ceiling-walking enemies not falling when they're supposed to
-Fixed ceiling walker y-scaling problems
-All enemies attached to your head now scale correctly. *Phew*. Didn't want my head having any weird upside-down stuff on it.
-Removed all item and cosmetic unlocks caused by raw depth, item use, or weird weird poorly explained external stuff. Gotta use that XP baby!
-Fixed players being able to move, swing their arms, and shoot while in the loadout menu
-Players no longer fire off a packet every frame when holding the interact button next to a door. Hallelujah.
-Fixed a bug where players who had super fast hard disks would find themselves stuck in the ceiling of the Espadon. Classy.
-Fixed a bug where players would be unable to use the periscope after being brigged while on a console or in bed.
-Exterior level chunks now have double the variety at no extra cost! How? Embarrassingly simple math magic.
-As mentioned in the last content drop, all bosses now have 50% less health, and their health no longer scales with the number of crew members.
-Periscope view size reduced 10%
-Fixed the Espadon background to no longer have a teeeeeeny sliver of exterior world that you could see.
-The darkness (or lighting surface) and exterior parallax water are now big enough to accommodate the largest boss camera size without showing beyond them
-Removed a needless additional check for internet connection and confirmed that you have internet if you are able to get your public IP. This fixes the problem where players can get this "not able to connect to" error even after disabling UPNP usage.
-Fixed a memory cleanup bug when removing bots before starting a game
-Fixed mummy ragdoll not showing up after being killed on client machines
-Players can no longer revive multiple skeletons at once
-Fixed several visual glitches in civilizations which allowed players to see beyond boundaries or see blank background
-Grabbing multiple upgrades no longer shows the wrong text
-Increased the shot distance on the sniper modded exterior gun
-Fixed players still getting hit by higher-aimed projectiles even when they're ducking
-Fixed several cases where players get stuck on sharp corners in caves.
-Particle system setup has been made much more efficient.
-Fixed a typo in the Bobby Suit description.
-Players using Discord or Steam to join a game with a different version will no longer succeed. This fixes incompatible versions with totally different networking from trying to mash together like malformed puzzle pieces until they both break.
-Fixed a particle factory error in the main power console switch
-No longer will you be shackled to the play menu if you have a public IPv4 but are still trying to get a public IPv6! This fixes a case of permanent "Waiting for public IP source"!
-Fixed a serious bug where players were never leaving their Steam lobbies in the first place. This was causing lobbies to appear full and de-list from the lobby browser even when space was available.
-Fixed a bug where players disagreed on which submarine they had actually traveled in when it came time to upload their scores to the leaderboard. Oh boy. How embarrassing.
-The cheat checker should no longer flag odd rapid changes in values that it tracks. Instead, it will now look for absurd values, which is a safer marker for cheating.
-Fixed being able to enter/leave the submarine while chatting after reaching a cave
-Fuel barrels now refill 50% of the sub's fuel meter!
-The X on the relics UI should be working again. How it fell into disrepair is a matter of scholarly debate to this day.
-Players should now have afflictions removed in the bed when at full health. We had forgotten to account for the effect of health potions when doing the math on that.



::: Player of the Month :::

The Player of the Month for July is..... Thor Odenson!

Not only has Thor Odenson been an active player since release, he's also been a moderator on our Discord for quite some time! Thor Odenson is quick to help others on our channel, as well as join them in online games. If you've ever taken a dive with him, you'd know that he is a skilled player and has a lot of useful insight and tactics to share. Thank you, Thor Odenson! I don't know how we'd do it without you!


As always, let us know what y'all think of the new update! Happy ranking!


Patch 1 fixes:
-Fixed the loading/saving problems brought on by trying to fit rank data into an old holder class. This should fix another large swath of cases where gold and depth are completely lost! Unfortunately, any save files which were damaged before this fix will not be repaired by it. This only prevents future damage from occurring to gold, depth, and rank save data.
-Fixed rank-based catalog items not showing up properly.
-Players can no longer go over the rank of captain.
-The internal restart system is drastically more tolerant to errors, including any possible from saving/loading really old versions of game files.
-Shop cases can no longer be infinitely mined for gold.
-Fixed a bug that caused the screen to go dark forever if a lair guardian destroyed the submarine.
-Switched to a much safer style of serializing game save data which does not cause the file to remain open even if an error is thrown.
-Each new game resets the seed for the random number generator to fix cases where the same first biome was seen generating over and over until application quit.


Patch 2 fixes:
-Your resolution now defaults to the max one available on your monitor.
-Fixed the game resolution getting reset when entering the play menu.
-Fixed a problem where a bug in the first time loading resolution settings could cause them to never save.
-Removed event-specific items from the catalog.
-Removed eldritch staff from the catalog.
-Fixed incorrect rank requirements on the water pump.
-Added a hotkey (default caps-lock) to turn off hard mouse cursor boundaries.
-Mouse cursor boundaries are only enforced in windowed mode.


Patch 3 fixes:
-Found and fixed a missing networked object which wasn't spawning on the server end and causing networking backup (this time it was the skeleton for recruited civilization crew members).
-Fixed an error preventing deletion of particle emitters when the scene changed.
-Fixed a null reference exception when using the water pump over the network.
-Fixed the bug where the tactical view could be turned on and off when chatting while using the periscope.
-Fixed a casting error when trying to access old player stats files.
-Fixed a regression allowing a fifth invisible player into a lobby.


Patch 4 fixes:
-Fixed the sunhat appearing in the catalog even after purchase
-Made even more failsafes for getting the submarine positioned correctly after a biome change (see fix for "endless void" bug)
-Fixed a missing networked object - today it was the ghost explosion for ghost hammerheads!


Patch 5 fixes:
-Fixed still getting gold and XP even in a custom game
-Fixed a logic error in XP progress calculations. After you finish a game for your first time in patch 5, the level up bar animation may be slightly incorrect, but this is likely getting extra experience added back to you caused by times you previously saw yourself level up but went back to the menu and found yourself at the same rank. Each game after the first should have the level up bar at the end of the game correctly reflecting the XP added.
-Fixed an exploit where players could join and leave a game over and over and get expeirence each time they leave. XP is now only given and saved at the end of a run. If you disconect during a run, your gold and depth are still saved so long as it is not a custom game. Reconnecting before the game ends will ensure you still get the full amount of XP for the entire run. It is simply awarded only once.
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“I really like this game, a lot.”

“A surprisingly fun game.”
Rooster Teeth

“F***ing crazy.”

Just Updated

Summer Event is Live!

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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