
It Lurks Below is an action-oriented, survival RPG in a randomly generated world. Fight through the massive underground dungeon, customize your character with random items and find out what evil lurks below.
Modeled estimate, not a reported figure. How we estimate →
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Crash en boucle bref je m'en sépare à contre coeur :'(
Me gusta :)
this game would have been great, like 15ish years ago
I was excited to try out this game by Brevik, but it looks like the game just doesn't function. Very disappointing! Just returns you to the main menu or an infinite greybeard splash screen and stops responding while playing.
love the game, love the repetitiveness, love the melee build. 8/10
啟動遊戲就閃退
The game is weird. Like really weird. But i still like it and enjoyed it for almost 50h
I'm going to be asking for a refund for the sale price of $4.34 AUD because this game just doesn't feel good to play. Overtuned enemies, clunky inventory system, very little to find in the way of exploration beyond the next resource patch, and your movement is way too sluggish and limited even with a double-jump. If there are items or abilities that improve your freedom of movement, I didn't last long enough pushing boulders uphill while the two hour playtime limit on Steam refunds approached to ever see them. To be fair, it has some good ideas, mainly with the RPG mechanics, multiple block layers, weapons with random stat generation, class and race combos (I only saw two races to choose from - perhaps there are more to unlock?), and the ability to teleport back to your homestone, but none of them matter against the context of the game at large. The exact point I decided I was sick of the game's bland oppression was when I'd inadvertedly lured some randomized Commander miniboss (I'd already killed the first Commander guy that was part of a scripted tutorial quest) over to my base. I was past the point where the game notified me "you drop items on death now" and it randomly chooses those items from anywhere, including armour you have equipped, or tools in your hotbar. Not the end of the world, I've played games with worse death penalties, but there was something about the ridiculous damage sponge nature of this random dude right on my base having two thirds of his health after five minutes of repeated deaths unloading everything I had. The legions of minions spawning in. The fact that as soon as I was hit for the first time as I tried to reclaw some of my dropped progress or continue the fight I became stunlocked to death. The fact that there was no storage building. The sluggishness of the movement combined with the aggression of the enemies. All of this combined with the fact that it all still felt really early game. It's very hard for me to give up on incremental progress, because I become attached to my goals in games and usually resign myself to push through for that personal achievement dopamine. My own sunk-cost fallacy often compels me to continue with games I don't even strictly enjoy, especially if you can build a base because I gotta finish building my [i]base[/i]. Unlock all the cool stuff, measure my progress in tiers of gear and construction. Take this how you will, but with It Lurks Below, I simply realized I just didn't give a ♥♥♥♥ about the goals I had any more if it meant having to perservere with what was on the plate, and decided to drop it forever. Normally I'd feel like probing it out with another class, or change up my approach in some other way. With this game, I just don't want to suffer more of it. I'll never finish my base, or get back my copper, or find a better weapon because I have tasted what the road to them looks and feels like and I'd rather have my four bucks back. This game is kind of like Terraria or Starbound, and in the early stages it might even feel like it ticks the same boxes. You're better off thinking of it as having a much higher focus on combat and much more shallow builder mechanics. They're pretty transparent about that, honestly, since the game is self described as action-oriented. When I say "focus" on combat, though, don't take that to mean necessarily doing so with any kind of design consideration. It just means that's most of what you're doing. If you like platformers where "damage sponge" and "screw your agency" is the key enemy design philosophy and you prefer your building elements light, then maybe you'll dig it. The Steam trailer does do a pretty good job of selling the idea that you can tackle a variety of combat situations with some interesting builds or items. The reality is that unless you want to commit beyond the refund playtime limit on this maybe-promise in a genre that has guarantees elsewhere in spades, the only thing you're going to see is a game that never breaks out of being stale and slow.
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Tried it and this is not for me. It's a bit clunky.
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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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