
Deep Beyond Is a first-person interactive thriller about a sea explorer and the mystery behind her father’s disappearance.
Modeled estimate, not a reported figure. How we estimate →
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Spanish - Latin America, Italian, Portuguese - Brazil, French*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Its fine, but get it on a deep sale. This is a $3-5 walking simulator at best - 90 minutes of a cute story with very lightweight puzzles. Everything is fine, nothing is bad, the main it has going for it is vibes and a cute dog.
"...Deep Beyond é um jogo narrativo curto, mas impactante, que combina exploração, mistério e uma jornada emocional em ambientes subaquáticos. Desenvolvido pela Avix Games, o título destaca-se pela sua narrativa concisa(talvez demais) e seu apelo visual estilizado, proporcionando uma experiência intimista e envolvente, me passou uma vibe dos filmes de Indiana Jones. No jogo assumimos o o papel de Lilly, uma jovem determinada a desvendar o mistério de um tesouro perdido com a ajuda de Howard, seu pai adotivo, e Chester, seu cão leal. A história começa de forma promissora, misturando aventura mistério e emoção. Embora curta, a trama aborda temas de perda e superação, culminando em múltiplos finais que deixam um impacto emocional, apesar de um ritmo às vezes apressado. Essa sensação de urgência é compensada pelo apego que o jogador pode desenvolver pelos personagens principais, especialmente Lilly e Chester, que tornam a jornada mais pessoal…" Análise completa no youtube: https://youtu.be/M9QCaojGc3Y?si=PhGZM-d_QaHHs-Hw
La historia es mala, la jugabilidad es mala, las animaciones son malas, los puzzles son curiosos, el doblaje es bueno.
MUY PIOLA JUEGO LA VERDAD SISI
Muy corto con una buena historia, rapido de solucionar los puzzles y argentino, que mas falta??
I just feel like there are better games that are also super short experiences. There are also much better walking sims. Play “Gone Home.”
Hermoso estilo visual
Mi ha intrigato lo stile grafico. La recitazione è adeguata e anche le musiche. Purtroppo però il gioco in sé è noioso. Gli enigmi sono troppo guidati ed è troppo facile intuire la cosa giusta da fare. il gioco è molto corto e i colpi di scena prevedibili e anticipati.
ВСЕМ СОВЕТУЮ ЭТУ АФИГЕННУЮ, ЗАМЕЧАТЕЛЬНУЮ, МИЛУЮ ИГРУ РЕКОМЕНДУЮ!!!11!!!!!!!!!! МНЕ ПОНРАВИЛИСЬ ПРЕСОНАЖИ И СОБАКА ЧЕСТЕР))))) P. S. СОВЕТУЮ ЭТУ ИГРУ ДЛЯ ТЕХ КТО ЛЮБИТ BIOSHOCK!!!!!!!!
Deep Beyond does a lot of things right, especially in its opening act. The game commits to full-body embodied first-person: you wake up, see your own body, get out of bed. The controls feel appropriately heavy and grounded. Starting in a small, contained space (your houseboat), feeding your dog Chester, hearing the sea outside: it's a confident, cozy introduction that doesn't need a tutorial because the environment teaches you everything. The art direction is genuinely beautiful. The dual-canvas technique works well for the puzzles with the cartoony aesthetic, and color shifts are used effectively to signal mood changes. Music comes in at the right moments rather than playing constantly, which gives the pacing room to breathe. The diving sections are a particular highlight: the underwater environments are atmospheric and the pacing shifts nicely when you're submerged. Environmental storytelling is solid throughout: photos, objects, and spaces tell you about Lilly's history without exposition dumps. Voice acting is more uneven: sometimes it lands, sometimes it feels off. Not bad enough to break immersion, but noticeable. Chester the dog is your constant companion and essentially your quest marker. He barks at points of interest, runs ahead to show you the path. It works, but it also highlights how linear the experience is. You walk (no sprint, no jump), you follow the dog, you click on highlighted objects. Even in spaces like the abandoned house where it's obvious where to go (red door handle on the correct room), the other areas are still blocked off. You can't explore rooms themselves. The game holds your hand and never lets go. The "red paint" waypointing is a bit heavy. Flags, door handles, ledges, everything you need to interact with is color-coded. Combined with the linearity, it removes any sense of discovery or player agency. The Ending Falls Flat The story builds well enough through flashbacks and environmental details: Lilly's caretaker, her missing father, treasure hunters turned antagonists. But it leaves too many threads hanging. Character relationships are established without explaining why they exist. The game covers the main beats but skips over the connective tissue, so by the end you're left with more questions than answers. The final act makes it worse. Revelations feel rushed, twists are telegraphed well in advance, and emotional payoffs don't land because the groundwork wasn't there. Worst of all: the entire game has zero dialogue choices until the very end, where suddenly you're asked to make a decision between two characters. One has been central to the whole story. The other barely registers. No relationship built, no real consequences either way. It's a hollow choice that adds nothing mechanically and leaves a bad taste narratively. If you're going to make a walking simulator with one branching decision, it needs to carry weight—not be tacked on at the final moment. Bottom Line The opening 20 minutes are the strongest part: good environmental storytelling, confident pacing, satisfying small interactions. The art and audio remain consistently good throughout. But the game never loosens its grip, never lets you explore or make meaningful choices, and the ending undermines what the story built. Worth playing if you want a short, pretty, cozy experience and don't mind the lack of agency. Just don't expect the narrative payoff to match the atmospheric setup.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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