Colony management exploration survival game, climb up out of the deep. The surface world ended a thousand years ago, and we hid underground until it forgot us. Now the road up is finally open. Build a colony, send your six survivors into the dark, and reach for the first dawn in a thousand years.

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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?

“Deeprise is a colony survival exploration game built around a single core question: can your six survivors climb out of the dark? The first two zones is playable, the colony loop works, combat reads cleanly, and the survival systems are tuned. But the climb has more zones to come, more creatures to learn, more research to unlock, and more ways for a colony to fail. Early Access lets the players who fall in love with the world help shape what gets built next. The systems are best balanced by people actually playing them, and the lore is best deepened by players asking the questions only they will ask. Early Access is the right shape for a game whose final form depends on its players climbing alongside it.”

Approximately how long will this game be in Early Access?

“We plan to remain in Early Access for approximately three to six months. This is our best estimate based on the scope we want to reach for the full release, and on the time it takes to build, balance, and polish each new zone of the climb. Development timelines can shift, so this is a target, not a promise.”

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

“The Early Access version delivers the full colony loop and the first two zones of the climb. The full version is planned to expand on every part of that foundation.
We plan to add:

- Additional zones above the first two one, each with new biomes, new creatures, and new lore.
- A larger roster of creature types, each with their own weaknesses to discover and add to the Deep Ledger.
- More research, buildings, and crafting options for the outpost as the colony grows.
- More ways to lose, including new colony crises and environmental events.
- More survivors to wake from cryopods, with deeper character moments.
- Expanded voice work and audio for the world.
- Additional language support over time.
- Quality of life improvements driven directly by player feedback.

We plan to take the climb from two zone to the full ascent over the course of Early Access. The goal is a complete journey toward dawn, deepened and polished by the community along the way.”

What is the current state of the Early Access version?

“The current Early Access build contains a complete, playable colony survival loop and the first full zone of the climb.

What is in the game today:
- A working outpost with nine constructable buildings: kitchen, houses, water reclaimer, fungal farm, med bay, smithy, armory, workshop, and warehouse.
- Eight researchable upgrades that meaningfully change runs and the colony.
- Three distinct survivor classes (Breaker, Welded, Tinker), each with their own bonuses, costs, and ways of climbing.
- Six creature types, each with unique behavior and a learnable weakness.
- A 150-node first zone with fog of war, branching paths, lore beats, gate keys, hazards, and cryopod rescues.
- A read-and-react turn-based combat system with timing-based dodge and brace minigames.
- Six different resource-gathering minigames.
- A persistent colony with permadeath, food and water crises, and population growth through waking sleepers.
- Authored voice lines for all three classes across every major in-game event.

The game is fully playable and a complete experience for the first zone, but it is the first chapter of the climb, not the full ascent.”

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

“We plan to gradually raise the price as we ship significant new content, including new zones and major feature additions. Players who buy during Early Access will pay the lowest price the game will ever have. The full release will reflect the expanded scope of the finished game.”

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

“The community is the climb's second author. We plan to involve players directly in shaping the game throughout Early Access.

Specifically, we plan to:
- Read every Steam review, discussion post, and bug report, and respond where helpful.
- Run a development Discord where players can share feedback, report issues, and see what is being worked on next.
- Publish regular development updates that explain what is changing and why.
- Use player feedback to balance combat, economy, and survival systems.
- Prioritize quality of life changes that real players ask for, ahead of features we assume they want.
- Let community discussion influence which creature types, biomes, and survivor mechanics come next.

The lore says it directly: what one of us learns, all of us keep. That applies to the developer as much as to the colony.”
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About This Game

Climb out of the dark.

A thousand years ago, the world above ended. The few who survived fled underground and built a society in the dark. None of us has seen the surface. None of our parents did. None of theirs.

Then the deep shook. A roar from far above, deeper than any thunder. The ceilings we had trusted for a thousand years came down to find us. When the dust settled, there were six of us left.

The same shaking that dropped our city cracked the old gates open. For the first time in memory, the road up is there to take.

Deeprise is an underground colony survival game about six people trying to reach a light no one alive has seen. Every run is one push up through a maze of tunnels knotted by collapse and time. Reach the gate, find the keys, and open the next zone above. Die in the dark, and your colony is one fewer.

Six survivors.

The last of us are not interchangeable. Two are strong, built to carry and to break. Two are clever, hard to corner, harder to catch. Two are more machine than flesh, fitted with worn plates and tireless hands.

  • The Breaker can carry the heaviest loads, and the heaviest hits. Strong arms, strong stomach, one direct answer to most problems.

  • The Welded is half human, half salvaged machine. Tireless, armored, and at home in the deepest dark, though they cannot carry a sleeping body home.

  • The Tinker is quick, sharp-minded, and the cleverest of us. Where the Breaker takes a hit and the Welded shrugs one off, the Tinker steps aside.

The deep is not what it was.

The beasts in the maze were ordinary animals once, only rats and dogs and crawling things. Something took them. It bolted plates to their backs and bred them in the black, and fed them on whatever the dark provides. What came out is not what went in.

The Deep Ledger is the book dawnseekers carry into the maze and copy by hand as they go, every tunnel walked, every beast learned, every vein of salt found. What the Ledger holds, the colony keeps forever.

But the Ledger only comes back if its dawnseeker does. Those who die in the dark die with their pages. Whatever they learned, the colony loses with them.

A colony to feed. A climb to plan.

Between every run, the outpost waits. Fungal farms and water reclaimers keep the colony alive. Workshops, smithies, and med bays let you outfit the next runner. Stockpile salt, stalkwood, palecap, and the dead circuitry pried from the walls. Spend it on weapons, armor, research, and the salt it takes to wake a sleeper.

Some of us were left in cold glass, sealed and breathing slow. With the right hands and enough bittersalt, we can wake them. Every sleeper you carry home is one more pair of hands for the climb.

The road up is a faith.

There is nothing left below us now. The deep gave us all it had. To stay is to starve in the black. So we climb, toward a light the old stories promised and no living person has ever seen.

Up is not a direction to us anymore. It is the only one we have left.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Deeprise is a solo-developed indie game. Generative AI was used as a tool in the creation of this game, specifically for:

- Concept art and illustrations (character portraits, enemy designs, environment backgrounds, building art, item icons, and research card art), generated with AI image tools and curated, edited, and integrated by the developer.
- Sound effects and voicelines, generated with AI audio tools using developer-written scripts and prompts.
- Capsule art and store page imagery, created by compositing AI-generated assets with developer-designed layouts.

All game design, systems, code, writing, lore, and creative direction are the developer's own work. AI was used to bring this solo project to a visual and audio polish that would otherwise be out of reach for a single developer, and every AI-generated asset was reviewed, selected, and integrated by hand.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3 or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics with WebGL 2 support
    • Storage: 2 GB available space
    • Additional Notes: Requires keyboard and mouse
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Intel Core i5 or AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: Dedicated graphics card with 2 GB VRAM
    • Storage: 2 GB available space
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