Feed the Deep

A lovecraftian roguelike. Dive into procedurally generated undersea caves. Collect gold, upgrade your equipment, and Feed the Deep.

Feed the Deep is a rogue-lite, lovecraftian and rogue-like game developed and published by Luke Muscat.
Released on August 16th 2024 is available on Windows and MacOS in 7 languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese and Portuguese - Brazil.

It has received 405 reviews of which 368 were positive and 37 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 4.82€ on Steam and has a 30% discount.


The Steam community has classified Feed the Deep into these genres:

Media & Screenshots

Get an in-depth look at Feed the Deep through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: 7
  • Processor: 1.8 Ghz
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4000 Series
  • DirectX: Version 10
  • Storage: 400 MB available space
MacOS
  • OS: 10.11.6 (El Capitan)
  • Processor: 1.8 GHz
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4000 Series
  • Storage: 400 MB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2024
The game has six main levels, which are together a bit too short for my liking. You can get through these levels, even the very convoluted ones, within an hour each. Don't be afraid to take risks, and use the items as they are provided. A light, a sign, or a rope can make all the difference. After finishing the basic runs, I've completed most of the in game challenges in another 20 hours. Some of the puzzles are very clever, while others are games within other games, secrets within secrets, etc. It was nice to puzzle these out for myself and defeat the deep once and for all. This brings me to my only real complaint, I wish there was more replay value to the game.
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Aug. 2024
The change from a jet-pack in Dome Keeper to being a scuba diver in Feed The Deep makes for a very different experience in controls so even though the resource collection is the same in both games they work out very differently. Also, the lack of monster waves and instead having to control your air supply while dealing with monsters in the water with you all combine for novel game-play that is truly "inspired by" and not "a copy of" as I've seen some people saying. The game itself is really good, simple enough basic game-play loop with enough depth (pun intended) to keep things from getting stale. Each mission has it's own way of changing things up and the challenges are all doable but somewhat challenging as a "challenge" should be. Overall a very fun game that I recommend . Don't think there is going to be much more than maybe twenty hours if you really take your time with it, I've only sunk (pun intend) around seven hours as of this review and I'm already on the last mission and have really been taking my time with each one. I've still got some challenges and other things to do before I'm done but I don't really see it taking much longer. This is fine with me, I'd rather have a short good game than a long mediocre one.
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Aug. 2024
As an indie dev myself, I loved Luke's YouTube videos and really want to support him. The art and music are delicate and touching, the atmosphere is immersive, and the lore is interesting with a twist. The game delivers really good diving experience. However: I've played the "meat" and "breach" levels, and there seems to be a significant divide between progression and exploration in the game. If I had to guess Luke's original intent, the core concept would be "cave diving exploration," with progression supporting and enhancing this process, making it more fun and rewarding. In the early levels: 1. Only half of the game is truly enjoyable. The unknown exploration (the fun part) is 50% of the gameplay, while the other 50% involves retracing your steps. Many games feature random seed map exploration and resource gathering, but some allow for a single play-through where players focus solely on exploration before worrying about the return journey. In this game, it's a constant back-and-forth. 2. Early game grinding diminishes the fun. With starting stats, the character can only carry 5 items without significant slowdown. However, one towing upgrade requires 4 items, meaning that to effectively reach the keycard, players must make several trips back and forth in shallow water. 3. Shop items are unbalanced. Despite the grind for ~5 gold, some one-time use items like the emergency teleporter have disproportionately low value compared with oxygen tank early game. 4. Some items rely too naturally on Unity's rigidbody system. For example, glowsticks and bombs. While I understand that the danger of cave diving includes getting stuck, exploration tools like glowsticks are dragged behind like other items. The headlight upgrade doesn't appear until the "breach" level, which greatly limits how new players get a feel for the map. Changing glowstick color is a nice feature, but the ability to stick glowsticks to walls would be more helpful for exploration. 5. Regarding bombs, there needs to be a balance between frequent trips to obtain them and having a "magic pocket" system, as the original intention is for players to use them. I believe the core gameplay could be smoother, and the entry level should be more inviting. Otherwise, many players won't even reach the title scene designed in the "Meat" level. 8.19 Edit: After playing through Dome Keeper, I realize "Meat" Level might have the same psychologically flat issue with Jetpack Joyride before vehicles are added in the game. Coming back with resources is known path and lacks a emergent purpose other than upgrade, players are "waiting" to get resources back. While in Dome Keeper, frequent enemy radar beeping calls for player's return and the feel is not flat anymore, thus grind is less noticed.
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Aug. 2024
After 10 hours of playing, i feel that this game is amazing. I would love to see an endless mode that infinitely goes deeper and harder. Adding more enemies and even bosses, sort of like Noita.
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Aug. 2024
As a Roguelite, it's a shame that the biggest issue with the game is its replayability. I would estimate that the game needs 10 times more content to be minimally replayable. The only thing that changes in each run is the map generation. I understand that in some games, a different map can be enough for a strong replayability, but unfortunately, that's not the case here. After completing a mission, I feel no desire to play it again; the equipment is the same, the objectives are the same, and the things I encounter on the map are the same. The different map doesn't help at all to make me want to play again. If the developer were to add a progression system between runs, it would probably be the quickest way to improve the game a bit. To completely fix it, I imagine an immense amount of new content is needed: new items, new situations, many new things. However, I will still recommend the game because I trust the developer. Give the game a chance and see for yourself.
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Last Updates

Steam data 22 November 2024 08:01
SteamSpy data 18 January 2025 20:33
Steam price 22 January 2025 20:38
Steam reviews 22 January 2025 07:46
Feed the Deep
8.4
368
37
Online players
5
Developer
Luke Muscat
Publisher
Luke Muscat
Release 16 Aug 2024
Platforms