Feed the Deep on Steam - User reviews, Price & Information

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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 indie 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 445 reviews of which 403 were positive and 42 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 6.89€ on Steam.


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.

System 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

User reviews & Ratings

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

March 2025
It is extremely shocking to me that a experienced game designer like Luke would make so many FTUE mistakes. This game would be 10x better if the initial 3 adventure selections are locked to only 1, and unlock each one by one from just completing the previous quest. I thought they are difficulty selections at first glance and went towards playing the third one directly and I have missed some tutorials and contents from the previous 2. Also this is no way near a modern Roguelite experience. Most upgrades do not make you feel stronger. The controls to open boxes are super tedious, and get even more annoying when the quest has time limit. Why would I still need to collect resources from the chest and put them into the shop, this is pure pain. This is not a bad game, but I think it still has long way to go.
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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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Frequently Asked Questions

Feed the Deep is currently priced at 6.89€ on Steam.

Feed the Deep is currently not on sale. You can purchase it for 6.89€ on Steam.

Feed the Deep received 403 positive votes out of a total of 445 achieving a rating of 8.41.
😎

Feed the Deep was developed and published by Luke Muscat.

Feed the Deep is playable and fully supported on Windows.

Feed the Deep is playable and fully supported on MacOS.

Feed the Deep is not playable on Linux.

Feed the Deep is a single-player game.

Feed the Deep does not currently offer any DLC.

Feed the Deep does not support mods via Steam Workshop.

Feed the Deep does not support Steam Remote Play.

Feed the Deep is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Feed the Deep.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 13 June 2025 08:11
SteamSpy data 07 June 2025 21:47
Steam price 15 June 2025 04:37
Steam reviews 15 June 2025 07:45

If you'd like to dive deeper into the details about Feed the Deep, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Feed the Deep
  • SteamCharts - Analysis of Feed the Deep concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Feed the Deep compatibility
Feed the Deep
8.4
403
42
Game modes
Features
Online players
0
Developer
Luke Muscat
Publisher
Luke Muscat
Release 16 Aug 2024
Platforms