
Menace from the Deep is an enthralling Roguelike Deckbuilding card game that unfolds in a dark world, drawing inspiration from Howard Lovecraft and the Cthulhu Mythos.Set against the backdrop of 1920s USA, the narrative revolves around a clandestine occult society.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Aug 17 → 7.71/day in the week after.
About
Three unique playable heroes, each with their own deck of battle cards and fighting style
3 types of inventory items: Relics, Equipment, Consumables. Most relics can be assembled into powerful collections
Collect and upgrade numerous unique cards
Unique travel system based on travel cards
Participate in various events of the grim world and visit different locations
Gather building materials and construct upgrades to make subsequent journeys significantly easier
Grim and tragic story of a secret society and the mystery of the strange monolith called the Heart of the Sea
Find allies for battles or summon help through magical rituals, items, or cards
Each member of the secret society hides their own secret. Discover them by collecting memory fragments together
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 185 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
美式暗黑风的画风,玩起来还是挺爽的
牌佬最爱的一集,不过平衡性可以在控制下,怪物成长比玩家快多了,难顶
首先美术非常好,剧情比我想得要有意思,很coc跑团 本体我个人感觉非常优秀的,邪教徒大人太强大了 但是dlc就一坨了,第四章简直不是人能打的,可以考虑先不开dlc打熟悉了再打dlc
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 3: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Ukrainian*, French, German, Spanish - Spain, Polish, Simplified Chinese, Traditional Chinese, Japanese, Korean, Portuguese - Brazil, Turkish +1 more
Hours played at review time, across 185 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
总的来说这还是一个好作品,我觉得部分评论也不必那么苛刻,不能因为它比不上杀戮尖塔就说他不是一个好作品。 先说缺点: 1.不同职业乃至同职业的不同流派之间强度差异明显,例如邪教徒想要搞永动机就比其他职业容易很多。 2.部分boss的抗性机制会导致使用单一非顶尖强度流派的玩家感到被针对, 3.通过出牌来给卡牌积攒熟练度并在战斗结束后升级的方式也可以说是双刃剑,在节约了升级资源消耗的同时也让制作组放心大胆地给怪物加入了让卡牌永久降级的机制,这一点在高难环境下会比较明显,迫使所有玩家打快攻,但凡打长线都会在战斗结束后发现自己因为卡牌降级而丢失战力,尤其是那些满级质变的卡会因为降级而变而一夜回到解放前,这的确会带来比较强的负反馈。 4.克苏鲁元素展现浮于表面,仅仅处在敌方是邪教徒,精英敌方是神话生物/眷族,boss是古神的层面。我不是说这些敌人的战斗机制不还原设定,而是通关过程中其实不太能感受到所谓的诡秘恐怖的感受,反而只是一味的战斗爽,就... 然后是我认为的优点: 1.有效但克制的局外成长机制,以及通过局内事件来获取资源的关卡设计。局外资源给予的奖励非常有效,从提升生命上限到提升资源获取乃至行动效率不一而足,但数值都还算克制,在你点出来后能让你有明显的游戏体验优化,但又不至于不点就玩不了。局外升级叠满后局内的相关资源收集项目也成了可以被排除的中立项,变相起到了筛卡的作用,我认为这一点做得是很不错的 2.很高的自定义自由度。哪怕是剧情模式中你也可以自定义关卡游玩的模式。 例如,如果你善于资源管理或者喜欢资源管理的过程,你可以按照基础设定保留汽油数量这个类似于行动力限制的数值,在探索的过程中时不时留意加油站的方位并随时补充燃料,而如果你不想在打牌的过程中时不时盯一下右下角,但你可以干脆利落地在选项中把这个选项关掉,汽油数值连同着加油事件乃至与此相关的收藏品都会一并直接消失OK 还有,这个游戏的探索过程也模拟了桌游的形式,地点和事件乃至战斗事件都会以扣置的方式面朝下堆叠成三+n个牌堆,只有牌堆顶部的x张排会翻到正面供你挑选。而x的数值等同于你的导航能力,n则是堆叠(道路)数量,这两个数值都可以通过收藏品获得增长,也就是说如果你想要更好的规划行进的路线,你需要收集对应的藏品来让你面前的牌堆数量以及每个牌堆顶部被展示的卡牌数量提升。如果你不想餐盒这些路径规划的事情呢?很简单,直接打开迷路模式,相关的寻路机制会被直接抹除,改为每次在你面前随机展开几张牌供你挑选 除此之外还有boss rush模式,地图模式等,每一项都能大幅改变游戏方式,你可以把这个系统理解为杀戮尖塔挑战词条或者每日词条的浓缩和中性版,我觉得这对游戏的可玩性是有很强的提升的| 3.通过战斗和事件收集遗物,并且同序列衣物可以三合一成更高级的遗物这个设定非常具有可玩性。由符合自身牌组的成套遗物之后角色的战斗力会极大幅度提升,部分生存乃至附加伤害义务更是打高难的必要选项。缺点在于制作组可能担心玩家在无尽模式中利用遗物系统大量刷取资源,你是并没有给遗物系统做溢出冗余量,导致在无尽模式之中玩家收集完所有的遗物之后再次触发相关事件会变成零收益,不过这并不能掩盖在普通模式下遗物系统带来的战斗和收集乐趣 以上就是我的个人体验,我觉得三十小时以内的重复游玩质量是有保障的
Recomendado!
作为一个卡牌游戏,ui杂乱要素过多,敌人的意图混乱还得手动一个个看,卡牌要用一定次数才能升级并且升级不升级差别不大,一般对不起养一张卡的成本,构筑更是拉完了;作为一个克系游戏。。。。哈哈逗逗你的呀,这b游戏对克苏鲁的理解就是tm的触手、尸体、怪物,nm第一张boss就出来啊撒托斯了我真没绷住,打着克系的旗号骗人的,冲着克来的建议别买,冲着卡牌构筑来的也建议别买,拉完了
666
肉鸽卡牌结合克苏鲁题材,在还原克苏鲁神话里的怪物上下了不少功夫,怪物、事件把那种未知恐惧还原出来。角色有多套卡组可以解锁,值得重复游玩。
Atmospheric and fun cthulhu mythos storylines
Крутяк)))))
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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