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We Need to Go Deeper
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May 7, 2014 @ 11:47pm
Jun 11, 2014 @ 4:49pm
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Description
Release date: Late 2014
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.



Main Features:
  • 2-4-Player Co-op
    Designed with human interaction in mind, We Need to Go Deeper was created under the mindset of having friends scream at each other.

  • A New Adventure Every Playthrough
    Random levels, enemies, biomes, and expeditions. Utilizing roguelike elements, We Need to Go Deeper rests under the control of a reactive difficulty system we call the "AI Dungeon Master."

  • Pilot and Maintain Your Submarine
    Repair leaks, load torpedos 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 undersea caves, ruins, shipwrecks and more to find treasure, artifacts, and even underwater civilizations.

  • 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.

  • Choose Your Loadout
    Armed with the combination of any two items, ranging from from tools to weapons to seemingly useless junk, each crew member has the power to make their own custom "class" for each new adventure.

  • Verne-inspired Universe
    Approached with the desire to make a game that would feel like a genuine Jules Verne experience, We Need to Go Deeper's creatures and worlds reflect the same sense of wonder and discovery that Verne's novels exemplified.

  • Hand-drawn artwork
    Influenced by the original 20,000 Leagues Under the Sea illustrations by Édouard Riou, with an added stylistic flair, We Need to Go Deeper's world looks as though it came right out of a 19th century storybook.

What the Press is Saying:

"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[www.pcgamesn.com]
"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[indiestatik.com]
"It's easy to tell they truly care about providing a new type of experience with We Need to go Deeper." - Go! Indie Beat[goindiebeat.com]





FAQ
Will there be Linux support?
We're currently unable to make promises on this, but if we are able to acquire powerful enough tools and export options to create a build as stable as our Windows/Mac builds, Linux is not out of the question.

Will there be a single player mode?
We Need to go Deeper is mainly designed to be a cooperative experience. With that said, we do recognize the value of being able to go adventuring on your own. Our team has discussed this quite a lot; Bots and smaller subs have been thrown around as possibilities to accommodate single players, but again, our main focus is to deliver a great co-op experience. No promises, but we would certainly like to have it as an option if at all possible. If nothing else, we may make it as a free update post-release.

What is the current release date?
We're aiming for a Fall/Winter release in 2014.

Will this game be free-to-play?
Free-to-play is not a model that we would like to use for We Need to Go Deeper, for a variety of reasons. Firstly, there are too many examples of free-to-play games which sacrifice gameplay for microtransaction opportunities (interruptions, wait times, harsh difficulty spikes, etc.). Secondly, although there can be good money in free-to-play, we don't want to come off as the types who only want to make a quick buck. Our goal here is to make a great game. Free-to-play can be done right (TF2, Hearthstone, and a few others), but there are enough unsavory examples that we don't want to be associated with the phrase or its stigmas.
But how much will our game actually cost? We haven't completely decided yet, but let's put it this way: we are going to price this game in such a way that even starving college students like ourselves can afford it.

What kind of multiplayer are we talking here?
We've gotten a lot of questions regarding exactly the types of multiplayer we're going to support. Let's go over 'em one by one.
1) Local (same machine) Co-op? Right now we have no plans to implement local co-op.
2) LAN? We will absolutely have LAN support! That's how the game is tested most of the time.
3) Internet? Yep! This game will be playable over the internet. However, there is some question over whether we will have a matchmaking system. We would love to have a matchmaking server, but it would likely be something that has to be Kickstarted for. Like we said above, we're starving college students, and simply can't budget a server tower and a commercial internet connection just yet. Whether or not we Kickstart for a matchmaking server depends on how willing or unwilling our players are to perform port forwarding.
Popular Discussions View All (7)
8
May 9, 2014 @ 2:28pm
Linux support
Sudenkaataja
6
Aug 19, 2014 @ 1:09am
h
|N' N| Troubles
5
Aug 1, 2014 @ 2:27pm
what happens when the map changes with every playthrough
Finnigan The Suicidal :( ;)
313 Comments
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Scrappy May 17 @ 11:41am 
Wee need to go deeper!....in your mom
New Jan 7 @ 1:22am 
где ее купить ?
fortuiteer Dec 13, 2014 @ 12:21pm 
Since the devs are too busy for updates on steam, I'll grant some news here.

The game's release has been postponed until mid 2015, according to a recent post in their devlog. You can see the post here:
interactivedeli [dot] webs [dot] com

A link to that devlog is also available from the game's website.
Spy!!! Dec 8, 2014 @ 2:32am 
yeAH
The Awsome Gamer {TAG} Dec 3, 2014 @ 12:35pm 
will there be singleplayer mode?
The Picard Dec 2, 2014 @ 2:03pm 
Still releasing this year?
StarWolf34 Nov 21, 2014 @ 9:40pm 
This game was so good at comic con, the gravity is hopefully fixed, and i hope i can make my name super long again :D
Jazza2013 Nov 4, 2014 @ 10:36pm 
This. This is the void I have needed to fill...
Please give
Now
smileysam Sep 18, 2014 @ 4:09pm 
cool
AdiSoniX Sep 9, 2014 @ 11:38am 
:D