
We Need To Go Deeper
Fair · Roguelike · 2019
Steam Deck PlayableThe verdict
NO RUSH.
Fair at $15.99. Buy it if you want it.
- Length
- 13.3h
- Value
- $1.20/hr
- Reviews
- 86% positive
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Minimum on the Steam store: 4 GB of memory, Intel(R) HD Graphics 3000 or better, 1.4 GB of storage. Runs on Windows, Linux.
DIVE. DISCOVER. DIE. 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.
What drives the score
How to read this
Every input gets a grade, S to D, read from the buyer's side. The score is multiplicative, so an input only counts as raising when it sits near the top of its own scale. Anything with real room left is holding the score back, because that room is the gap to 100. ▲ marks a lift, ▼ a drag or a dock, ? an input we do not have, • a fact this genre's score does not use. The exact weights stay secret.
The value story
It has never been cheaper than $2.39. That was January 2026. Its cuts run 40 percent off as a rule. There have been 71 in the 10 years tracked, about 6 weeks apart. Today it is at full price. The last sale was about 4 weeks ago, and on this game's rhythm the next one tends to arrive within 6 weeks.
On value it sits in the top 25 percent of its genre. It is pricier than 76 percent of its genre, and better reviewed than 71 percent. Among the games that feel like it, Crawl ($14.99, scores 82) beats it on value, while it beats Labyrinthine ($9.99, scores 61).
Of the 636 Steam-purchase reviews this site sampled, 17 come from buyers who refunded the game, sampled from reviews written March 2020 to August 2026. Inside the two-hour refund window, 52 percent of the 557 reviews written there were positive, against 86 percent overall, and those are 12 percent of everything written about it.
The drop-off
66% start to <1% rarestNo achievement in this game marks the ending, so there is no finish rate. The curve runs from the most-unlocked achievement to the rarest, and its shape is where players stop. Steam global achievements
Players
14 players at peak in the last day.
The chart appears once this game has been counted more than once.Player counts via SteamSpy.
What players say
Pretty good game. Although, there's a bug where if an enemy latches onto your sub, and you destroy all of its arms inside, and repair all the hull breaches, it sometimes remains attached even though there's literally nothing left to kill or repair. The game still somehow considers it latched on, and it disables your shields for the rest of the biome. I've found the only way to remove it is by entering a cave or...
The coop is where this game really shines. Everyone has a role to play, and good communication makes a huge difference. Things rarely go according to plan, but somehow that's what makes it so much fun. I also like that each run feels a little different. New upgrades, random events, and the constant pressure of keeping the submarine together keep the gameplay from getting stale. Even when a run ends in disaster, I...
Bugs galore! Seems fun in theory but in practice it was very buggy and gave me a headache. when you're in a dark area and turn the sub the light flashes with every pivot and there's awful screen shake when you're getting attacked that you can't disable. We weren't able to get very far in at all because of the bugs which just made it near unplayable.
Player reviews from Steam: the most helpful all-time, plus the newest that clear the same quality bar, with the hours each player had put in when they wrote it. The mix of Recommended and Not recommended follows the game's Steam ratio. Rotates daily. Opinions are theirs.
No data upstream: critic score (Metacritic).
Cite this score
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We Need To Go Deeper scores 67/100 on the BANG Score (fair value). The BANG Score rates what a game is worth for the money. Via Steam BANGERS. https://steambangers.com/game/307110/we-need-to-go-deeperThe BANG Score is one number for value, 0 to 100: price against how it reviews and how long it was built to be. It answers the money question and stops there; whether the game is for you is still your call.
Reviews set the ceiling and price moves you inside it, so a cheap game that reviews badly cannot climb. Ratings from few reviewers are shrunk toward the middle, so 100 percent from nine people does not outrank 96 percent from ninety thousand. Length comes from HowLongToBeat where it can be matched, measured against a per-genre floor so a five-hour narrative game is judged against other narrative games rather than against a sixty-hour RPG. Where no verified length exists the score says so and carries a dock, because the biggest input is then a guess. The full method, including where it is weak → Steam reviews as of Aug 1, price as of Sep 24.
A number here look wrong? Tell me what it got wrong and I will look at the inputs behind it.