Subterrain: Mines of Titan on Steam - User reviews, Price & Information

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Awaken from an abandoned stasis pod and discover a doomed mining camp on Titan in an uncompromising turn-based survival RPG. Survive the evolving horrors that lurk below and craft equipment, research new gear, fight against overwhelming odds, or even discover your true fate.

Subterrain: Mines of Titan is a rpg, survival and sci-fi game developed by Pixellore Inc and published by indie.io.
Released on March 12th 2024 is available only on Windows in 5 languages: English, Korean, Simplified Chinese, Russian and Hungarian.

It has received 616 reviews of which 473 were positive and 143 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 11.09€ on Steam with a 40% discount, but you can find it for 6.75€ on Instant Gaming.


The Steam community has classified Subterrain: Mines of Titan into these genres:

Media & Screenshots

Get an in-depth look at Subterrain: Mines of Titan through various videos and screenshots.

System requirements

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

Windows
  • OS: Windows 10
  • Processor: 3.0 Ghz with quad core processor or better
  • Memory: 8 GB RAM
  • Graphics: 2 GB DirectX 10 compatible video card
  • DirectX: Version 10
  • Storage: 500 MB available space
  • Sound Card: DirectX compatible sound card

User reviews & Ratings

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

Oct. 2024
A turn-based sci-fi survival horror with rpg character advancement, a story compelling enough to hold interest and a unique setting with a hefty dose of survival-craft style resource collection and management. Subterrain: Mines of Titan won't be to everyone's tastes, but if anything it offers seems appealing give it a chance and you will probably find yourself pleasantly surprised. The game also lets you tweak almost every aspect of it's mechanics and difficulty, both at the start and during play as well. No need to worry about having to restart to tweak/disable something you don't like (this is something I feel should become the norm in every game, let people play the way they want.). The combat and exploration is solid and quite fun, giving you a choice of several different weapon types to choose from each with their own related perks/abilties and making each feel quite different in how you approach combat. You can equip two weapons and swap between them with the press of a button (swapping takes a single turn) with some weapon types having perks that specifically compliment hybrid-style builds (pistols being one). Combat can be quite dangerous with injuries and negative effects being outright death sentences if you are reckless and under-prepared. There is also a "doomsday clock" constantly ticking away every single turn (NOTE: If you hate that type of thing, it's not as bad as it sounds. I'll say more in the next section). You are given a few ways to slow its progression, but you can never stop it. This adds a good balance of risk/reward when choosing whether to push forward or return to camp and consolidate your gains to try and give yourself a better advantage on the next trip. The ticking clock can be tied to progression (in fact that is it's default when starting a new game) instead of time, or outright disabled. I started my first run with the default and then decided to give the time-based one a try after I understood how the mechanic works. It really isn't that oppressive, it affects enemy evolution, strength, and density rather than a "You Lose" timer. I still had plenty of time to putz around and take my time, it acts more like a subtle pressure to keep you from trying to power-game by repeatedly grinding earlier areas. The crafting/research/resource gathering is far less grindy than it first appears. You find stuff in the mines and haul it back up with you to be researched/scrapped/crafted by the other camp members while you are down below dealing with the underground horrors. To that end you can queue everything up from anywhere -- which means you don't have to worry about forgetting to queue something up and wasting time. No need to wait around for your gear to be crafted before heading back down, you can bring up a load of stuff, have it researched, disassembled and crafted into a new set of gear/supplies that will be waiting for you the next time you come up to drop off your spoils. The camp management is pretty lacklustre, honestly. I left it at default and I don't think there was ever a time where I thought about it as anything other than a way to turn my excess materials into credits. The same can be said for the occasional invasions that happen back at camp, if you keep your turrets upgraded and replace barricades you never even have to think about them, I played with them on, but next time I play I will most likely disable them as they really didn't add much to the experience for me once I hit the half-way point. The story and characters are well written, each NPC has at least one side-quest that will eventually pop-up that will let you get know them a bit better as well as provide some hefty exp and income. I also enjoyed that the story hinged more on a group of rag-tag professionals each banding together to support one another in their own way, however small that may be. I found it quite refreshing compared to the usual trope of "everyone is a different shade of shitty or depressing because our situation is dire" that is so common with these types of story. That being said, I would have liked a bit more interaction with them in some way, other than just their related quests. It does work with the narrative though as your character is to pressed dealing with the underground horrors and trying to keep everyone alive. Which makes the brief interludes of helping people around camp feel more impactful. Overall, its a fun game that I'm glad I decided to play. Give it a try if anything here seems appealing to you. I consider this money well spent and I look forward to seeing more from this Dev.
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Sept. 2024
This science fiction story has turned out to be one of the best immersive experiences I had the pleasure of discover. Personal tastes aside, it is well worth the time and price. Hope it ends translated into other languages ​​and has the success it deserves.
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Aug. 2024
Reasonably solid turn based RPG with a potentially interesting setting that has relatively satisfying progression. But honestly, if it didn't feel like it was worth my money, I wouldn't recommend, because while it's very satisfying at the start, it rapidly becomes somewhat tedious as quests start requiring you to wander around the base (The most boring and featureless part of the game) from NPC to NPC, and the zones you go into become quickly apparent that they're like 99% one of either a Mine that looks like every other mine, or a facility floor that looks like the majority of all the other floors. Also, once you get a good distance in, the status effects enemies apply to you become more annoying than a genuine mechanic, and they're so stupidly OP if you don't have the specific medical supply that handles it, you're gonna burn through ALL of your medical supplies running back, so at times you're pretty much forced to save scum because a 95% hit misses over and over so you end up with huge poison/bleed/acid stacks that eat up all your supplies and you've only travelled one room. I'm literally writing this after having to do so simply because it's either a matter of save scumming or going back an hour or more of progress because I had no way to tell the future and urgo didn't need id need like 3 of each status heal item for one room. Its good in a lot of ways, but like bad in all the worst ways an RPG and turn based game can be.
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July 2024
I just finished Subterrain: Mines of Titan. Overall I think it was a big improvement over the first game. The turn based nature of the game made respecting the time limit much less hectic, and at least on normal mode the time limit is very generous. I think the danger level maxes out at like 15 or 20 and I finished the game at danger 7. The storytelling is I think okay. There are a LOT of NPCs and they each have a little one-note story to them. It's not bad by any means but you never feel like you get to spend a lot of time with any particular NPC. The progression system is really fun, and you never feel like you're waiting for the next level up because you gain stats and proficiencies independent of level ups at a pretty steady and frequent rate. For a crafting game, there's not a lot of variety in things you can craft really :/ My build was pretty set from the point I hit level 5, and almost all of the armor and weapon upgrades were straight upgrades from the previous tier. There was no choice between light, medium, or heavy armor or anything of the sort. The most granular it got was that some gear resisted status effects. But those resistances are basically moot for combat and really only matter for "puzzles" where you have to wade through fire and acid to get a unique accessory. Speaking of which, unique accessories were underwhelming. I got the accessory I used for the whole game within three hours of playing that healed me every time I attacked. Other accessories had active abilities that might have been useful early game, but were essentially useless late game. And you get them in the mid-late game so they're basically cool-looking trash. These definitely needed some balancing or some way to upgrade them, or just a second accessory slot for an active accessory so they didn't compete with good passive accessories. I think the inventory and resource management is pretty tedious, but that kind of thing is fun to me. Unfortunately the camp management aspect of the game was pretty lackluster. I left everything at default settings and never had a single problem with resources. Maybe this is something that only matters on hard mode, but it was honestly irrelevant. Similarly, the wave defense aspect of the game was also fairly irrelevant. The turrets you build can handily defeat the waves without your help, and it was actually kind of tedious to have to pick up my traps and shit to collect the loot after the turrets did all the work for me. Again, it just feels too "set and forget" and feels like it's just there to remind you of the various in-game timers, but it's easily solved with turrets and barricades and can then be ignored. Overall I had a lot of fun with the game but at least on normal difficulty it was not a challenge. I liked the sim and survival aspects of the game, but the game gives you almost too many tools to deal with those problems and they end up being a minor annoyance at best. The equipment in the game is pretty lackluster and there's no real diversity in arms or armor once you choose your build. Consumable weapons like grenades are essentially useless late game as well, dealing at best single digit damage to enemies with hundreds to thousands of hit points. Similarly, though I used the "spells" in the game a lot, they were useless against the final boss and enemies because they cost too much "mana" and their damage had no scaling factor. So the flat damage did like 20ish damage per spell, which was essentially a waste of a turn compared to just shooting them with a gun. I will say that the in-game sprite work and animations were top notch. There was a high-quality sprite for every weapon and armor piece, unique animations for every weapon type, active ability, and enemy, and unique animations for using consumables as well. The polish on the game's visuals is really apparent and it's a highlight of the experience. Even the resource gathering nodes all had multiple sprites and animations based on how depleted the node was, and there were dozens of different harvestables in the game. So all of this to say, the game was good but it definitely had a lot of problems as well. Aside from what I've already mentioned, melee combat is just a mistake in this game. You can shoot just as well at enemies that are in your face, and unlike with a melee weapon you can attack enemies up to 12 tiles away with a gun. It's just a no-brainer for avoiding damage to use ranged abilities and makes melee combat feel like a joke or an optional challenge. This kind of thing is emblematic of the whole game. There are ways to play it that are essentially wrong. Using spells is wrong. Using consumables is wrong. Using active accessories is wrong. Using melee is wrong. Rebalancing the abilities in the game to have scaling effects would do a world a good for many skills, accessories and items. Increasing the reward for using melee weapons would at least give you a reason to use them. And because if you're not playing the game wrong, it's ultimately not very challenging, engaging in sub-optimal features that have significant costs just feels bad. I still had fun, and it was a good time, but the game is still really flawed and you really have to look past those flaws to enjoy the experience.
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June 2024
It's like a space Stoneshard, but it actually is a complete game and the developers are actually actively working on, patching, and fixing the game. That and it has complete systems. Game is fun, lots of research, things to loot, base to upgrade, as well as your gear while you're scavenging around the mines under your base. You will also get invasions once in a while and have to return to your base's core reactor and protect it from waves of enemies. In which case you can build and deploy gun turrets and barricades to help impede the horde of enemies. It's a fun game, challenging, but yet rewarding as you level up, upgrade your gear, and generally build up and save your camp from the doom that lies beneath the mines.
Expand the review

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Steam data 09 April 2025 04:13
SteamSpy data 08 April 2025 03:47
Steam price 15 April 2025 12:49
Steam reviews 15 April 2025 00:01

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  • SteamDB - A comprehensive database of everything on Steam about Subterrain: Mines of Titan
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Subterrain: Mines of Titan compatibility
Subterrain: Mines of Titan
7.3
473
143
Online players
6
Developer
Pixellore Inc
Publisher
indie.io
Release 12 Mar 2024
Platforms
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