
Deep beneath the abandoned subway, an unknown threat awaits. Collect gold and find a way out.
Modeled estimate, not a reported figure. How we estimate →
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About
“Somewhere in the abandoned subway, gold is hidden.”
You stepped into the sealed underground, guided by nothing but that rumor.
But this place wasn’t just ruins.
Something is after you
There is something that follows you.
It moves through the darkness and never gives up.
Stay quiet. Move carefully.
Sometimes, you must fight back
You have the means to resist.
Running alone may not always be enough.
Opportunities are rare—but not impossible.
Deep Line is a tense first-person survival horror game set in an abandoned underground.
Your goal is simple: collect gold, find key items, and escape — but you're not alone down here.
Stay quiet. Sound attracts what's hunting you.
Run, hide, and survive.
First-Person Survival Horror
Face unbearable tension in a claustrophobic, underground environment.
This is a single-player only experience.
Clear Objectives
Collect gold and uncover escape routes by managing your resources wisely.
Multiple Escape Routes
Choose from several exit strategies — each with unique requirements and obstacles.
Your decisions shape your path.
Relentless Pursuer
An AI-controlled monster reacts dynamically to sound and movement.
Stay alert. One slip-up can be fatal.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Thai, Korean
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For an alternative take on Monstrum, the game is pretty good but really needs more content. Add a couple more monsters who attack the player with stealth or just in a different way than the main brute, maybe more game elements, ideally a couple different maps with maybe some verticality and you have a great contender for Monstrum. Don't give up, you have a solid base.
★ 3 / 5 몬스트럼의 향을 느낄 수 있음 모든 방을 뒤져야 탈출할 수 있는 느낌 화염방사기는 짱짱이다
⭐ My Review (8/10) ⭐ I really liked the game and would rate it 8/10 because it’s clear a lot of effort went into it. The graphics and gameplay are well done, but the monster feels a bit too powerful and fast. Since it uses AI to track the player’s location, escaping from the abandoned metro often feels almost impossible. I wish there were difficulty modes for example: Ghost mode (easy) Normal mode Hard/Challenge mode This would make the experience more balanced and enjoyable for everyone. Also, the story introduction feels missing. I’d like to know why the player is in this abandoned metro even a short written prologue (without voiceover) would make the game feel more complete. Overall, it’s a solid horror experience and absolutely worth supporting. I also recommend reaching out to popular YouTubers to showcase the game good marketing is very important, and this game deserves attention. Good luck to the developers Deep Line – Claustrophobic Nightmare in the Subway (4K 60FPS) https://youtu.be/7YGh5wcv0iI
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Deep Line is a first-person survival horror game developed and published by DrugTank, delivering an experience built around isolation, exploration, and relentless tension. Instead of relying on action-heavy systems or elaborate cinematic storytelling, the game embraces a more focused horror formula where survival depends on awareness, patience, and the ability to stay calm under pressure. Set within a forgotten underground subway network hiding dangerous secrets beneath abandoned infrastructure, Deep Line creates fear not through constant spectacle, but through uncertainty and vulnerability. The premise immediately establishes a strong sense of mystery. Stories begin circulating about hidden treasure buried deep inside an abandoned subway system long closed to the outside world. Drawn by rumors of valuable gold and the temptation of discovery, players descend into darkness expecting little more than an empty ruin waiting to be explored. What initially feels like a simple scavenging expedition quickly transforms into something far more dangerous. The tunnels hide an unknown threat that turns every step deeper underground into a risk. The game builds its atmosphere effectively through environmental design. The abandoned subway system becomes more than a backdrop; it becomes a source of tension itself. Tight corridors, dark passageways, and limited visibility constantly create discomfort. Every area feels isolated and confined, reinforcing the sensation that escape may not come easily. Horror often succeeds when environments generate anxiety without requiring constant interruptions, and Deep Line demonstrates a solid understanding of that principle. Sound design becomes one of the game’s most important mechanics. Noise is not simply an atmospheric feature but a survival element directly tied to gameplay. Movement decisions carry consequences. Running carelessly through tunnels or making unnecessary sound can quickly attract danger. Players are encouraged to move cautiously, observe surroundings carefully, and constantly evaluate risk. This approach creates tension naturally because survival depends on maintaining control even when fear encourages panic. A major source of pressure comes from the creature stalking players throughout the underground environment. Rather than relying entirely on scripted encounters, the game uses enemy behavior designed to create unpredictability. The threat reacts dynamically to sound and movement, preventing players from becoming completely comfortable with their surroundings. That uncertainty creates some of the strongest moments in the experience. Familiar routes never feel entirely safe because danger remains capable of appearing unexpectedly. Resource collection drives progression while reinforcing risk management. Exploration revolves around gathering gold and locating critical items needed to escape. Players constantly face decisions about how aggressively to search dangerous areas versus how cautiously to preserve survival opportunities. Valuable rewards often exist deeper inside threatening locations, creating tension between greed and safety that fits naturally within the game’s premise. One particularly effective feature comes through multiple escape possibilities. Rather than forcing players toward a single predetermined solution, Deep Line introduces alternative methods of reaching safety. This design choice strengthens replay value while encouraging experimentation during future attempts. Different escape strategies also make exploration feel more meaningful because choices directly influence how survival unfolds. Combat exists only in limited form, which ultimately strengthens the horror atmosphere. The game avoids transforming players into powerful action heroes capable of eliminating every threat. Instead, survival remains the priority. Moments where players can fight back exist primarily to create pacing variation rather than remove vulnerability entirely. The result preserves tension while preventing the experience from becoming repetitive. Visually, Deep Line favors grounded realism and environmental simplicity rather than exaggerated horror imagery. The subway setting carries much of the visual weight, using darkness and spatial design to create discomfort instead of relying entirely on aggressive visual scares. This restraint works in the game’s favor because it allows atmosphere to develop naturally. The experience remains intentionally focused and relatively straightforward. Players looking for extensive narrative complexity or large progression systems may find a smaller scope than expected. The game concentrates heavily on stealth, survival, and environmental pressure rather than expanding into broader gameplay systems. Some players may also encounter moments where difficulty balancing feels uneven, particularly when enemy behavior creates unexpectedly intense situations. Despite those limitations, Deep Line succeeds because it remains committed to its strengths. DrugTank builds tension through sound, uncertainty, confined spaces, and intelligent environmental design rather than overwhelming players with constant horror sequences. The game understands that fear often becomes more effective when danger feels unpredictable and escape feels uncertain. For players who enjoy survival horror centered around stealth mechanics, oppressive atmosphere, and carefully managed tension, Deep Line offers a focused underground nightmare that turns exploration into a genuinely stressful experience. It may not reinvent the genre, but it delivers enough suspense and pressure to create memorable moments that linger long after leaving the darkness behind. Rating: 7/10
纯粹的低成本劣质游戏,没有任何的过场动画和结局动画,就一个超级大的迷宫,道具分布在大迷宫的任何可能得角落,你就找吧,一找一个不吱声,逃生道具每个只有一个,在这么大的地图如同大海捞针一样的找,但凡逃生道具能多两个或者给个地图,要么就最后一个道具可以用黄金兑换,也算是一个好游戏,这里面的黄金没有任何作用,就目前来说,就是一个单纯靠运气折磨人的游戏
游戏玩起来还挺上头的,游戏背景主要说的是在一座废弃的地铁站里传闻藏有黄金,主角为了获取宝藏选择来到这一封闭的地下空间寻宝,可是这里除了黄金之外还隐藏了一只可怕的怪物,因此主角不得不躲避怪物的追杀的同时,寻找黄金以及逃生的出口。 故事背景方面多少有些瑕疵,一个密闭的空间主角是如何进来的呢,不过剧情对于本游戏来说可有可无,不影响游戏体验。 本游戏的玩法比较简单,主要就是收集黄金以及逃生道具,当道具都收集完成后便可选择多种逃生方式获取游戏的胜利,目前游戏主要提供了电梯、瓦砾以及穿越污染区三种通关方式,当收集到对应的逃生道具后,玩家便可以前往对应逃生地点逃出这个封闭空间。不过在获取道具的过程中,会经常遇到恐怖怪物的追击,游戏前期恐怖氛围还是比较到位的,不过当你了解了怪物机制后恐怖感就会明显下降。在游戏过程中可以通过多种方式躲避怪物的追击,其中最简单的就是躲到柜子里,而且游戏内柜子数量非常多,基本每个带门房间都有柜子,只要躲进去基本就能躲避追击。当然游戏也提供一些道具诸如火焰枪、手榴弹等道具,这些道具可以让怪物眩晕一段时间,可以让玩家更容易逃脱。 总体来说游戏机制比较简单,不过玩起来还是比较不错的,不过因为游戏地图实在太大,很容易迷路,在探索过程中比较麻烦,建议后期添加地图功能。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
아 진짜 금 다모으고 아이템만 찾으면 됬었는데 폭탄도 없고 쫓기다가 죽음... 쫄보인데 손에 땀 나가면서 중간에 쉬었다가 하고 그랬는데 너무 아쉬움 쫄보인데 할 수 있는 공포겜 추천!!
게임은 재미있는데 물건 찾는 게 너무 힘들어요. 맵은 넓고 탈출 루트는 3개인데 그 탈출 루트다 물건이 3개씩 필요해서 힘들어요. 그래도 재미는 있어서 좋았어요. [spoiler] A 루트 : 도끼, 곡괭이(망치같이 생겼어요) , 삽 ( 도끼, 곡괭이, 삽 순서대로 타이밍 맞추고 나가면 돼요 ) B 루트 : 방독면, 필터 1, 필터 2 ( 방독면 E 눌러서 착용하고 필터도 방독면 착용 후 E 눌러서 착용하고 그냥 독가스 있는 곳으로 나가면 끝 ) C 루트 : 퓨즈 1, 퓨즈 2, 기름통 ( 퓨즈 장착하고 기름 타이밍 맞추고 엘리베이터 타면 클리어 ) [/spoiler]게임은 재미있는데 물건 찾는 게 너무 힘들어요. 맵은 넓고 탈출 루트는 3개인데 그 탈출 루트다 물건이 3개씩 필요해서 힘들어요. 그래도 재미는 있어서 좋았어요. [spoiler] A 루트 : 도끼, 곡괭이(망치같이 생겼어요) , 삽 ( 도끼, 곡괭이, 삽 순서대로 타이밍 맞추고 나가면 돼요 ) B 루트 : 방독면, 필터 1, 필터 2 ( 방독면 E 눌러서 착용하고 필터도 방독면 착용 후 E 눌러서 착용하고 그냥 독가스 있는 곳으로 나가면 끝 ) C 루트 : 퓨즈 1, 퓨즈 2, 기름통 ( 퓨즈 장착하고 기름 타이밍 맞추고 엘리베이터 타면 클리어 ) 그리고 참고로 엔딩은 다 똑같아요. 엘리베이터만 그냥 위로 올라가지 나머지 그냥 걸어 나가는 거라 엔딩은 뭐 별다를 건 없어요.[/spoiler] 엔딩 1개만 보는 기준으로 빠르면 30분도 가능 그리고 엔딩 3개 다 보는데 억까 심하면 3시간 정도 걸려요. 게임은 재미있고 추천드러요.
무섭지만 골드는 챙겨야지
탈출 템 뭐 필요한진 알려줘야지
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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