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Watch trailer on Steam ↗Deep Rise
Max Karnaukh · Published by Max Karnaukh
Last updated 27 Sept 2026
Colony management roguelite. After every combat, draft one of three cards to build your run. The surface world ended a thousand years ago. Now the road up is open. Build a colony, send your six survivors into the dark, and reach for the first dawn in a thousand years.
Adventure, Indie, RPG, Simulation, Strategy, Early Access, Casual · 2026 · More free games
About this game
Climb out of the dark.
A thousand years ago, the world above ended. The few who survived fled underground and built a society in the dark. None of us has seen the surface. None of our parents did. None of theirs.
Then the deep shook. A roar from far above, deeper than any thunder. The ceilings we had trusted for a thousand years came down to find us. When the dust settled, there were six of us left.
The same shaking that dropped our city cracked the old gates open. For the first time in memory, the road up is there to take.
After every combat, your crew earns a choice: three cards appear, you pick one. Cards can unlock new combat abilities, layer passive buffs onto your party, or compound into synergies that define how the whole run plays out. No two climbs are alike. Every decision shapes the deck you carry to the final ascent.
Deeprise is an underground colony survival game about six people trying to reach a light no one alive has seen. Every run is one push up through a maze of tunnels knotted by collapse and time. Reach the gate, find the keys, and open the next zone above. Die in the dark, and your colony is one fewer.
Six survivors.
The last of us are not interchangeable. Two are strong, built to carry and to break. Two are clever, hard to corner, harder to catch. Two are more machine than flesh, fitted with worn plates and tireless hands.
The Breaker can carry the heaviest loads, and the heaviest hits. Strong arms, strong stomach, one direct answer to most problems.
The Welded is half human, half salvaged machine. Tireless, armored, and at home in the deepest dark, though they cannot carry a sleeping body home.
The Tinker is quick, sharp-minded, and the cleverest of us. Where the Breaker takes a hit and the Welded shrugs one off, the Tinker steps aside.
Draft one of three cards after every combat to build a unique run
The deep is not what it was.
The beasts in the maze were ordinary animals once, only rats and dogs and crawling things. Something took them. It bolted plates to their backs and bred them in the black, and fed them on whatever the dark provides. What came out is not what went in.
The Deep Ledger is the book dawnseekers carry into the maze and copy by hand as they go, every tunnel walked, every beast learned, every vein of salt found. What the Ledger holds, the colony keeps forever.
But the Ledger only comes back if its dawnseeker does. Those who die in the dark die with their pages. Whatever they learned, the colony loses with them.
A colony to feed. A climb to plan.
Between every run, the outpost waits. Fungal farms and water reclaimers keep the colony alive. Workshops, smithies, and med bays let you outfit the next runner. Stockpile salt, stalkwood, palecap, and the dead circuitry pried from the walls. Spend it on weapons, armor, research, and the salt it takes to wake a sleeper.
Some of us were left in cold glass, sealed and breathing slow. With the right hands and enough bittersalt, we can wake them. Every sleeper you carry home is one more pair of hands for the climb.
The road up is a faith.
There is nothing left below us now. The deep gave us all it had. To stay is to starve in the black. So we climb, toward a light the old stories promised and no living person has ever seen.
Up is not a direction to us anymore. It is the only one we have left.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3 or AMD equivalent
- Memory: 4 GB RAM
- Graphics: Integrated graphics with WebGL 2 support
- Storage: 2 GB available space
- Additional Notes: Requires keyboard and mouse
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 (64-bit)
- Processor: Intel Core i5 or AMD equivalent
- Memory: 8 GB RAM
- Graphics: Dedicated graphics card with 2 GB VRAM
- Storage: 2 GB available space
Supported Languages
*languages with full audio support
Latest news
Community & EventsOfficial
Run Overhaul: Card Drafting Arrives, and We're in Steam Next Fest
Hey Dawnseekers, Back in July we tore out combat and rebuilt it as a card battle system. It fixed the fight. It did not fix the run. Here is what kept happening in testing. Fight one was tense. Fight two was tense. By fight five you were playing the same fight again, with the same deck, making the same reads. Every battle worked on its own. Stacked end to end, a climb started to blur. A roguelike run is supposed to go somewhere. Ours went in a straight line. So we added the thing that was missing. DRAFT A CARD AFTER EVERY COMBAT Win a fight and three cards appear. You take one. The other two are gone. • ACTIVE CARDS: New cards that drop straight into your deck and get played in combat. Your deck stops being the one you started with and becomes the one this run built. • PASSIVE CARDS: Effects that run for the entire climb. SCRAP SENSE doubles every resource you earn for the rest of the run. ADRENALINE RUSH makes you hit 25% harder while you are under 30% HP. COMBAT HIGH gives you +5% damage for every turn you survive in a fight, stacking to +25%. IRON HIDE just quietly takes 10% off everything that hits you. • THE CHOICE IS THE POINT: Three cards, one pick, no take-backs. Do you take the safe armor, or the greedy one that only pays off if you let yourself get hurt? Do you build the run you planned, or the run the cards offered you? The compounding is where it gets interesting. Iron Hide and Adrenaline Rush together make a real case for staying hurt. Cave Eyes on a Tinker who already dodges everything gets ridiculous fast. Some of those combinations we planned. Others turned up in testing and we left them in because they were more fun than the plan. No two climbs are the same now. The deck you carry into the final ascent is one you assembled on the way up, and if that Dawnseeker dies in the dark, it goes with them. WE ARE IN STEAM NEXT FEST Deep Rise will be part of Steam Next Fest, running October 19 to 26. That means a playable demo. Free, for everyone, for the whol...Read full article on Community Announcements (SoberGaming)AnnouncementsOfficial
Outpost Overhaul: Buildings, Dawnseekers & Research Reforged
Hey Dawnseekers,Last week we showed you the combat overhaul. This week, the outpost got the same treatment.That's what the outpost looked like before. Flat panels, generic bars, interface elements that could belong to any game. It worked, but it didn't feel like the depths.So we rebuilt all of it.THE NEW OUTPOST— BUILDINGS: Every structure in your colony now sits in a hand-crafted interface of carved stone, rusted metal, and creeping fungal growth. Kitchen, Houses, Water Reclaimer, and the rest finally look like they were built by survivors, not by a UI library.— DAWNSEEKERS: Your survivors deserve better than list rows. Rook, Vale, Wren and the others now stand in full view, with their class, level, gathering bonuses, and status visible at a glance. The selected Dawnseeker panel on the right shows exactly who you're about to send into the dark, and what they're carrying. — RESEARCH: From Saltcap Stew to Cache Reinforcement, every technology now has its own illustrated entry. Planning your next unlock should feel like studying survival notes by candlelight, and now it does. A WORD ON HOW THIS GAME IS MADEWe want to be upfront about something, because we think honesty beats marketing.Deep Rise is built with AI. Not from one magic prompt, but from hundreds and hundreds of them: the art, the voice lines, the code, the game mechanics, the balance simulations. One person directing, iterating, and rebuilding until it's right.But being built with AI doesn't mean it gets to look like AI slop. That's exactly why updates like this one exist. Every screen gets torn down and rebuilt until it matches what we envision, no matter how many attempts it takes. The old outpost menu above worked fine. It just wasn't good enough. So it's gone.That's the standard for everything in this game, and it's the standard we'll keep through Early Access and beyond.Deep Rise launches in Early Access later this year. Wishlist it so you don't miss it, and tell us in the comments: which menu should g...Read full article on Community Announcements (SoberGaming)AnnouncementsOfficial
Combat Overhaul: Card Battles Have Arrived
Hey Dawnseekers,We need to be honest with you about something.While playtesting Zone 1, we kept running into the same problem: you fight a LOT on your way up. And our old combat system, simple attack and defend exchanges, just couldn't carry that weight. It worked. But it wasn't fun by the tenth fight. And a climb to the surface deserves better than "it works."So we made a hard call. We threw the old combat out and rebuilt it from zero.COMBAT IS NOW A CARD BATTLE SYSTEMEvery fight is now a tactical duel played with cards:— YOUR DECK: Attack cards, defense cards, and unique cards, each with different energy costs. Three energy per turn. Every placement matters.— ENEMY DECKS: This isn't solitaire. Every creature in the depths fights with its own deck and its own personality. A Mutated Rat swarms you with cheap aggressive bites. Other things down there... play smarter. Their cards are placed hidden, you commit your moves without knowing exactly what's coming.— THREE CLASSES, THREE PLAYSTYLES: The Breaker overwhelms with raw damage. The Welded outlasts everything with armor and reflection. The Tinker wins with dodges, traps, and dirty tricks. Each class has its own card pool that plays completely differently.— PROGRESSION: Level up your survivors and unlock stronger cards, from Rookie basics to Elite cards that can turn a hopeless fight around. The deeper your run, the stronger your deck becomes.That's the old combat above. We're not going to pretend we miss it.This overhaul touched almost every fight in the game, and it's the foundation for everything coming next: more enemies, more cards, and combat encounters we simply couldn't build before.Deep Rise is still on track for Early Access later this year. If you want to help us test the new combat when the preview build is ready, keep an eye on these updates.And if you haven't yet, wishlist Deep Rise so you don't miss launch.See you in the depths.Read full article on Community Announcements (SoberGaming)






