
Screenshots

Watch trailer on Steam ↗There's Nothing Underground
Palomar Games AB · Published by Palomar Games AB · Official site ↗
Positive — 100% positive (12 reviews) · 12 achievements
Last updated 29 Sept 2026
There's Nothing Underground is a roguelike puzzle adventure where you use random tools to solve levels in endless ways. Unlock and combine tools to tackle 100+ levels, each with unique challenges. Find creative solutions, uncover the asteroid's secrets, and survive!
£6.69
Lowest price we've ever recorded
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Price history
Action, Adventure, Indie, Simulation · 2025 · More £5 - £15 games
Venture into There's Nothing Underground and solve unique challenges by combining tools in creative ways. Uncover the asteroid’s mysteries as you progress through over 100 levels of inventive puzzles.
About this game
A physics-based roguelike puzzle adventure where you use random tools to tackle levels any way you can imagine
Every level can be completed in almost infinite ways and every element can interact with each other.
Something blocks your way? Make it movable!
Or just freeze a platform to make it brittle
And you can always use glue to attach objects to each other
Everything works with everything: find YOUR creative solutions!

In 20XX, a massive asteroid hurtles toward Earth, only to stop at the last moment, hovering above the planet. Within its core lies a wealth of rare materials, sparking a global mining operation that has been extracting resources for 25 years.
You play as Gustav, a seasoned worker selected for a high-stakes mission. A strange signal emanates from deep within the asteroid, and a team is sent to investigate. But as you descend into the heart of the asteroid, reality begins to warp: time and space bend, and your team vanishes, leaving you alone. With no way to return, your only option is to push forward.
Will you reach the core and uncover the mystery of the asteroid, or be lost forever in its depths?


Procedurally generated maps: Each run is unique, challenging you to adapt your strategy. Will you rush for the exit, or take the time to gather powerful tools to tackle tougher levels?
100+ handmade levels
20+ tools to interact with the environment
???+ narrative vignettes

System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 2.4 GHz Quad Core 2.0 (or higher)
- Memory: 4 MB RAM
- Graphics: Discreet video card
- Storage: 250 MB available space
- Sound Card: Yes
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 2.4 GHz Quad Core 2.0 (or higher)
- Graphics: Intel HD Graphics 4000 and higher, ATI Radeon HD-Series 4650 and higher, Nvidia GeForce 2xx-Series and up
- Storage: 250 MB available space
- Sound Card: Yes
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Post Launch Fixes and Improvements
After launching There's Nothing Underground there has been a bunch of work we did, improving localization, fixing bugs and adding small feature. We have now cross platform saves between PC and Steam Deck, new settings to remove controller vibration and more.The work on There's Nothing Underground is now done.We might add new content in the future if the demand arises.Also, keep an eye for a future announcement about the soundtrack: it will soon be available for free download on bandcamp.Until then, thanks for playing!Read full article on Community Announcements (Palomar Games)AnnouncementsOfficial
Release date, new trailer, new demo!
December 12th! That's when There's Nothing Underground will be released.We are incredibly happy about how this game turned out and we can't wait for people to play it. Speaking of which, new demo is out. It's a small selection of levels from the first run but it should give you a feel for how our open ended creative puzzles work. Check it out!Finally, new trailer featuring new music. You can watch it here:Read full article on Community Announcements (Palomar Games)AnnouncementsOfficial
New look!
Game development is rarely linear. You chip away at a big block of marble and you're sure there's a statue somewhere in there. Sometimes a big chunk of marble falls off and all of a sudden everything looks different.Out of the convoluted metaphor - I swear it made more sense in my head - we started looking at improving the visuals of TNU and we ended up drastically changing the look of the game. To give you an example of the scope of the change... this is the same level:Our team expanded with an additional artist - hi Adam - and a level designer - hi Ed - and their works has been invaluable in making this improvement happen.You can also find a new version of our trailer in the store page. Give it a look, and stay for the post credit scene.Aside from that, development on everything else has not slowed down. So we now have more levels, more obstacles, more gadgets, better controls and much more. But there will be time to talk about that.The road ahead is still long (ish?) but the statue starts to take shape.Yes, I am mixing metaphors.Read full article on Community Announcements (Palomar Games)AnnouncementsOfficial
One good news, one bad news
Hello! We have been deep at work to improve TNU. So much so that we have something pretty big cooking. We are working on expanding and improving pretty much every part of the game. Because of this, we feel the demo is not representing the quality of the project any more (neither the screenshots and trailer, but that's a problem for another day). For this reason, we decided to delist the demo. A new demo will come (soon?) and more news even sooner. Till the next time!Read full article on Community Announcements (Palomar Games)AnnouncementsOfficial
Bubbles and milestones
Steam Fest is over, the demo is published and it was time for us to get into what’s next. Every time there is a delivery coming, it’s common to sort of stop working on anything new and focus on improving what’s in the game, and this time was no exception. Now that demo and Next Fest are done, we are hard at work making some changes and adding new stuff. We are also taking the feedback we got from people who played the game and see how to integrate that into the game. But mostly, we are focusing on making new gadgets, obstacles and levels: we are aiming at a release before the end of 2025, so the time to add new things is now. As a designer, this is usually one of the most fun parts of development: you get to finally try all the ideas that accumulated in the past few weeks and months. And today I can show a sneak peek at one of these ideas. I have always loved the bubbles of Bubble Bobble, so a gadget that lets the player shoot big bubbles seemed like a good idea. In particular, I loved the idea that you can both get objects sucked into the bubble but also use it to jump on it. So I tried to implement this in our game. As it often happens, the difference between a quick prototype and something that can be put in the final game is dozens of bugs, edge cases and weird behaviors and many, many hours of work. But in the end, I think it turned out pretty nice, so here’s a new gadget: you can shoot bubbles and they capture movable objects into them until you pop them. {STEAM_CLAN_IMAGE}/45443809/f1229c0e58a33e482201157a22fcb0f01e275221.gif You can even use them as temporary platforms, if you don’t hit them too hard. {STEAM_CLAN_IMAGE}/45443809/1434d119b84e7cb763854606beca7366b625c6bb.gif We also found so many other special uses - how about this one: you can put a bomb inside a bubble and it doesn’t trigger, so you can use bubbles to safely transport bombs where you want them to be. I hope players will find more. Till the next time!Read full article on Community Announcements (Ferruccio)






