A roguelike deckbuilder in a drowned world. Take a deck into a stranger's hab-shell, cut down to its Pressure-Heart, and choose at every extraction point: surface with the haul, or push one leg deeper. Then go home and build the shell someone else will dive.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Fathom Reach is a single-player deckbuilder with a base-defense layer on top: you dive generated shells solo, and you also defend your own shell against real divers. The solo dives are ready to play now. The parts that need a crowd, the ranked ladder, the raid economy, and how fair base defense feels, only tune honestly against a real population. Early Access lets us tune them in the open, with the people the balance is for.”

Approximately how long will this game be in Early Access?

“Somewhere between six months and a year. We'll leave when the ladder, the economy, and the content depth hold up under real play. We would rather get that right than commit to a date.”

How is the full version planned to differ from the Early Access version?

“The four factions are all in and at full size now, 220 cards between them, so the work ahead is depth rather than more breadth. We plan to deepen what a dive puts in front of you: more events and more kinds of event, attrition you can shed, a wider Daily rotation, and raid rewards worth more than salvage. An art pass over the full card roster and the building forms runs alongside that.

Outside the dive we plan to finish controller support, add Steam Deck support, and fill out accessibility, including screen reader narration and comfort options. Plans shift with what we learn from players, which is the point of Early Access.”

What is the current state of the Early Access version?

“The full loop is playable today. Solo, you dive generated shells in short card-driven raids: Open Descent at the Pressure you choose, a shared Daily Signal, and Endless Descent once you've earned the way down. You build and defend your own shell, craft and upgrade your deck, and climb a ranked seasonal ladder against real divers.

All four factions are playable at full size: 220 cards counting the shared Flotsam pool, 24 bosses at six per faction, 30 structures to break and 26 drones to launch at them. Base building, the garrison and its augments, buildings and Pressure-Hearts you open one at a time, 42 dive modules, 56 events, and the codex are all in.

Two things worth knowing. The ladder is only as populated as the player base, and it shows real players only, so when nobody is in range it tells you that instead of inventing an opponent. And single-player plays offline: only PvP and the ladder need a connection.”

Will the game be priced differently during and after Early Access?

“We plan to raise the price modestly when we leave Early Access, reflecting the content added along the way. Early players get the lower price.”

How are you planning on involving the Community in your development process?

“Balance changes will be driven by real raid data from the live ladder, and we read the discussions. There is also a direct product feedback form in game where players can submit bugs or feature requests. Patch notes will say what changed and why. When a change is contentious, we would rather explain the reasoning and hear the counterargument than ship it silently.”
Read more

Join the Fathom Reach Playtest

Request access and you’ll get notified when the developer is ready for more participants.
This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

The seas rose and never went back down. What's left of us holds on in hab-shells: homes welded out of wrecks and drowned rigs, anchored in the dark, overgrown by a sea that moves into anything warm that stays still. Every shell sits over a seam of black brine, and every shell is one bad season from going dark.

In Fathom Reach you keep yours lit by taking what other shells have.

One dive, one shell, one Heart

A raid is a single descent into somebody's home, from the outer hull down to the Pressure-Heart that seals the brinebed underneath it. You bring a deck and a hull, and nothing else follows you down.

Each chamber is a fight against what the sea grew into the walls: gun-coral that learned to spit, barnacle turrets that clamp on and fire, and whatever defenders the shell can still muster. Every one of them shows you what it will do on its next turn. Read the field, spend your Energy in the right order, and a chamber that should have cost you half a hull costs you nothing.

Integrity is what your hull has left, and it carries the whole way down without resetting between fights. So every extraction point asks the same thing: surface now and keep what you're carrying, or spend salvage on a patch and take one more leg, where the shells get stranger and the haul gets bigger.

Four answers to the drowning

Four communities survived down here, each by taking one idea as far as it goes, and each one fights the way it thinks. You dive all four, and you belong to one.

The Hold stopped diving and started keeping. It walls up behind Armor and Bulwark and outlasts anything you brought.

The Bellows owns the last plant that still makes air and rules by the leash. It fights at range, and it suppresses your line before you can form one.

The Stilled live inside a dead leviathan and call it holy. Corrosion eats your hull from the outside in while fresh bodies soak the hits.

The Severed aren't a crew anymore, only the signal the crew left running. Cheap drones, and every one makes the next one deadlier.

Whichever one you belong to, every card in the game can be found, crafted, and played: 220 of them across the four disciplines and the Flotsam gear every diver draws on.

Build the shell they come for

Your home is a base you lay out chamber by chamber. Place defenders and graft augments onto them, mark a chamber elite, hang a hazard where a raider has to walk through it, and install the Pressure-Heart you want at the center. Salvage from your dives pays for all of it.

Your shell goes into the water too. Raid the shells real players built, climb a seasonal ranked ladder against divers in your range, and read the defense report waiting for you when you surface.

Three ways down

Open Descent is the long haul. Pick a shell off the sonar, set the Pressure you want to fight at, and keep everything you bring home.

Daily Signal hands every diver the same shell, the same deck, and the same seed. One run, one board.

Endless Descent drops the floor. Every extraction point you walk past takes you deeper and hangs another Burden on the rig, and the only question left is how far you get before the deep takes it back.

What's down there

220 cards, 24 bosses at six per faction, 30 structures to break, and 26 drones to launch at them. Every shell you dive is generated fresh, and the faction that built it decides how it fights back.

Every fathom takes something back. A win still costs you hull, and a loss still sends you up with something.

Fathom Reach is in Early Access. Everything above is in the build you buy today.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz or better (e.g. Intel Core i3-4130, AMD FX-4300)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 600 series, AMD Radeon HD 7700, Intel HD 520, or newer
    • Storage: 500 MB available space
    • Additional Notes: Online connection required for PvP and the ranked ladder. Single-player dives play offline.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Storage: 500 MB available space
    Minimum:
    • OS: macOS 11 Big Sur or later
    • Processor: Apple Silicon or Intel 64-bit
    • Memory: 4 GB RAM
    • Storage: 500 MB available space
    • Additional Notes: Online connection required for PvP and the ranked ladder. Single-player dives play offline.
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple Silicon (M1 or later), or a 2018+ Intel Mac
    • Memory: 8 GB RAM
    • Storage: 500 MB available space
    Minimum:
    • OS: Ubuntu 22.04 LTS or newer (64-bit)
    • Processor: Dual-core 2.0 GHz or better (e.g. Intel Core i3-4130, AMD FX-4300)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 600 series, AMD Radeon HD 7700, Intel HD 520, or newer (Mesa 22+ drivers)
    • Storage: 500 MB available space
    • Additional Notes: Online connection required for PvP and the ranked ladder. Single-player dives play offline.
    Recommended:
    • OS: Ubuntu 24.04 LTS or newer (64-bit)
    • Processor: Quad-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Storage: 500 MB available space
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.

Review Filters