
An epic 10 hour adventure in the underworld of Subterra. Earth is but a memory and the mighty Devordor casts a shadow of evil over all that remains. Can you reclaim your home? Can you escape Subterra?
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 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
RPG Maker strikes again! Subterra is one of hundreds of low effort retro-pixel RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Like all RPG Maker "games", this is essentially a bunch of low quality/canned assets from RPG Maker coupled with a cringeworthy high school anime club fan fiction. As with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. This time Andorlea/Warfare/SimProse/whatever other shell account this guy uses to try hide his identity has once more stamped out a painfully generic copy + paste RPG Maker asset flip. It's horribly basic, riddled with grammatical and spelling errors, full of stock copy + pasted RPG Maker assets... no real game development has taken place here, this is just a cash grab, it's shovelware polluting Steam for profit. It's a linear mess with a copy + pasted story and as many flipped assets as the developer could be bothered to drag and drop in the construction kit. This "developer" has dumped over 100 copy+pasted RPG Maker asset flips onto Steam, and keeps pumping out minimum viable product RPG Maker asset flips as rapidly as possible to try gouge gamers. We must ask why this ongoing pollution has any serious value for gamers or the gaming industry. This kind of cash grab construction kit shovelware from bad actors like Andorlea gives amateur developers a bad name. This pollution takes marketing space away from genuine indie developers who are doing the right thing, and making real games instead of copying+pasting premade assets in a children's video game construction kit. It makes it harder for gamers to find genuinely made games. This pollution is harmful to Steam, to gamers and the gaming industry. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Subterra has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for finding a fountain (this happens very early in the asset flip), trivial to achieve, but less than 4 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. But this only happened once, and isn't consistent with the achievement stats, that show less than 4 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother engaging with this game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Subterra is relatively cheap at $2 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. Gamers who want a good retro JRPG experience would be better off playing the originals, like Final Fantasy, Star Ocean or Chrono Trigger.
A pretty fun game. I'm usually not a fan of the RPGMaker kinda games, but this one was quite fun. It does have some bugs, or so I've heard cause I didn't encounter any. I died a few times, but it's not really hard once you figure out the skills for the characters. Would definitely recommend this game.
30 65 30 65 30 1365 70 70 70 170 463 463 463 463 63 7 7 7 8 / 6- 6+ 6+- 6+ 6+ 6+ 6+
[h1][b]Not Recommended[/b][/h1]
sıradan basit rpg oyunu anime kızları ekleyerek iş görsün istemişler ama nafile
Quite repetitive, it has a lot of bugs and it's boring. Subterra 2/10 Heisen
有卡 有成就 没中文 地底深渊 地球已成过往回忆。人类被放逐至黑暗的地下世界,强大的恶魔德沃多将邪恶阴影笼罩着残存的一切。 大批魔物正在躁动,可怕的战争一触即发,一种名为 “苍白之疫” 的怪病,正威胁着躲藏在孤寂深渊中、支离破碎的人类文明。 当黛安被确诊染上苍白之疫时,她的哥哥德雷斯特决心与命运抗争,踏上了一段直面宿命、对抗恐怖魔王德沃多的旅程。 途中,他将结交新的伙伴,获得神兵 “灾厄剑”,并直面自己内心的恶魔。 他的道路,会带领人类重获救赎、重返地表光明吗? 还是说,他们注定永远活在德沃多的暴政之下? 《地底深渊》是一款经典风格角色扮演游戏,凭借细腻的世界塑造、扣人心弦的剧情与富有魅力的角色,成为所有复古游戏爱好者的绝佳盛宴。 ⠠⠀⠈ ⠀⠀⠀⠀⠀⠀⠀⠄⠀⠀⠀⠁⠀⠀⠀⠈⠀⠀⠀⠙⠛⠿⣶⡄ ⠀⠀⠀⠄⠀⠀⠀⠀⠀⠐⠄⠀⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⢹⣿⡆ ⠁⠀⠀⠀⠀⠀⡈⠀⠀⠀⠀⠀⠀⠀⠄⠀⠀⠁⠀⠀⠀⠀⣸⣿⡇ ⠀⠈⠀⠀⠀⠀⠀⢀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠐⢦⣤⣴⣾⡿⠋ ⠀⠀⠀⣷⣤⣤⣼⣿⢰⣄⠀⠀⣠⡆⠀⠁ ⠀⠀⠀⢻⣿⣿⣿⣿⣾⠀⠉⠉⠁⡇ ⠀⠀⠀⣼⣿⣿⣿⣿⣿⣦⣤⣤⣤⣇ ⠀⢀⣾⣿⣿⣿⣿⣿⡿⠿⠿⠻⠿⣿⠇ ⢠⣾⣿⣿⣿⣿⣿⡟⠁⠀⠀⠀⠀⢳ ⣾⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⢾ ⣿⣿⣿⣿⣿⣿⣏⠀⠀⠀⠀⠀⠀⠀⢧ ⢹⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⠀⠀⠀⢸ ⠀⠻⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⣼ ⢀⣴⣿⠿⠛⠿⣿⠧⢄⠀⠀⠀⢀⡼ ⣿⡿⠁⠀⠀⠀⠀⠀⠀⠈⢣⠀⢻ ⣿⡇⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⢸ ⢻⣿⠀⠀⠀⠀⠀⠀⢀⡴⠁⡠⠁ ⠀⠹⣷⡀⢀⡤⠖⠉⣀⠔⠁ ⠀⢀⣿⣿⢁⡤⠖⠉ ⠀⠧⢼⣿⠁
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Subterra, developed by Warfare Studios and published by Senpai Industrial Studios, is a compact, retro-styled RPG that draws heavily from classic genre conventions while delivering a short, contained narrative set in a bleak subterranean world. It embraces the structure of older RPG Maker titles, focusing on straightforward exploration, turn-based combat, and a linear story, resulting in an experience that feels familiar from the outset. While it succeeds in presenting a complete journey, it rarely ventures beyond the boundaries of its influences. The story centers on a world forced underground, where humanity struggles to survive in the shadow of a spreading affliction and an oppressive force that threatens what remains of civilization. You take on the role of Dryst, whose personal quest to save his sister gradually becomes entangled with a larger conflict. The narrative establishes a clear emotional motivation early on, but its progression follows a predictable path, relying on well-worn themes such as sacrifice, destiny, and hidden truths. While the premise is strong enough to sustain interest, the storytelling itself remains relatively straightforward, offering few surprises along the way. Gameplay is built around traditional turn-based mechanics that prioritize accessibility over complexity. Battles are easy to understand, with a small set of abilities and actions that rarely require deep strategic consideration. Early encounters serve as a gentle introduction, but as the game progresses, the lack of mechanical evolution becomes more noticeable. Enemies tend to behave in predictable ways, and once an effective approach is found, combat can feel routine. The system functions reliably, but it lacks the depth needed to keep encounters consistently engaging. Exploration follows a similarly linear design philosophy. The world is divided into a series of connected areas that guide the player from one objective to the next with minimal deviation. While there are occasional optional paths or minor discoveries, they do little to expand the experience or alter its direction. This structure keeps the pacing tight, allowing the game to move forward without unnecessary detours, but it also limits the sense of discovery that often defines more expansive RPGs. One of the defining characteristics of Subterra is its brevity. The entire experience can be completed in a relatively short amount of time, which works both for and against it. On one hand, the limited length prevents its repetitive elements from becoming overly exhausting, ensuring that the game remains approachable and easy to finish. On the other hand, it restricts the depth of its world-building and character development, leaving certain ideas underexplored and reducing the overall impact of the story. Repetition is a recurring issue throughout the experience. Combat encounters, environmental design, and progression systems change very little over time, leading to a gameplay loop that can feel monotonous. While the simplicity may appeal to players seeking a straightforward experience, it also means that the game struggles to maintain a strong sense of momentum, particularly in its later stages. Visually, the game adopts a retro aesthetic that aligns with its design philosophy. Character sprites and environments are simple and functional, prioritizing clarity over detail. While this approach is consistent with its inspirations, it can also feel dated, especially when combined with limited animation and occasional technical roughness. The presentation does its job in supporting the gameplay, but it rarely adds to the atmosphere or immersion in a meaningful way. Despite its limitations, Subterra has a certain appeal rooted in its simplicity. It offers a clear, easy-to-follow adventure that doesn’t demand a significant time investment or require mastery of complex systems. For players who appreciate classic RPG structures or are looking for a short, undemanding experience, it provides a straightforward journey that can be completed in a single sitting or two. Ultimately, Subterra is a modest entry in the RPG genre that delivers a functional but unremarkable experience. It captures the essence of traditional design without expanding on it, resulting in a game that feels competent but lacks a strong identity. While it may not leave a lasting impression, it serves as a serviceable option for those seeking a brief return to familiar territory. Rating: 6/10
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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