
A short, tense 1–4 player co-op descent game built around slow, tactical combat, scarce resources, and rising pressure. Survive compact underwater dives and extract before the threat overwhelms you.
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About
This is not a run-and-gun shooter. Movement is deliberate, enemies hit hard, and staying too long makes the facility more dangerous. Each day sends your crew into abandoned underwater facilities where danger rises the longer you stay. You play as a Fathomwalker pushing deeper through nine increasingly hostile dives.
Movement is deliberate, resources are limited, and every decision carries weight. Most dives last between three and ten minutes depending on the day, and success depends on coordination, rationing, and knowing when to retreat.
Designed first and foremost for 1–4 player co-op, The Hull is fully playable solo but balanced around teamwork and shared resource management. It delivers a compact, atmospheric survival experience instead of a long campaign or deep buildcraft systems.
Facilities are tight, unstable, and hostile. Traversal is slow and methodical, and enemies hit hard. Clearing a room does not guarantee safety because the threat level rises over time and pushes more danger into the facility. The challenge comes from surviving the increasing pressure rather than solving puzzles or exploring large spaces.
Ammo and healing are intentionally scarce. You cannot craft supplies during a dive, so every shot and every point of health matters. Teams that share resources, avoid unnecessary fights, and stay disciplined have the highest chance of making it back to the surface.
Between dives, you regroup aboard The Hull, a rusted vessel that serves as your lifeline. Here you craft weapons, upgrade your suit, and prepare for the next run. Progression is focused and easy to understand. It emphasizes consistency and power scaling rather than complex build trees or branching systems.
Choose from a curated set of SMGs, rifles, shotguns, and precision weapons. Each one fills a clear role and uses one of three ammo types.
Each dive becomes more dangerous the longer you stay. Deeper levels introduce more aggressive enemies and more unstable environments. The goal is to survive the run, extract what you can, and decide whether to push your luck or escape before the threat level becomes overwhelming.
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 33 reviews with recorded playtime.
Reviews
>be me >see new co-op horror game called The Hull on Steam >“yeah sure another spooky walking sim” >buy it anyway >wake up as some “Fathomwalker” >apparently the ocean swallowed the planet >management says “go dive into nightmare ruins for rare material” >no hazard pay mentioned >first dive >water everywhere >visibility: bad >ammo: worse >hear something breathing that is definitely not me >teammate says “it’s probably ambient sound” >it was not ambient sound >creature unfolds itself out of a wall >physics say no >screaming on voice chat >entire squad mag-dumps into darkness >hit 3 shots total >all die anyway >respawn back on The Hull >ship feels safe >for about 30 seconds >start crafting upgrades like we didn’t just get folded >second dive >deeper >Ammo running low >realize this game does not care about my comfort >tension tighter >game actually forces teamwork >splitting up = death >staying together = also possibly death >10/10 design >atmosphere is oppressive >sound design doing 90% of the psychological damage >lighting makes every corridor look like a mistake >loop of dive → barely survive → upgrade → dive again >addictive in that “just one more run” roguelike way >except each run shaves 3 years off lifespan >final verdict >if you like co-op horror where teamwork actually matters >and you enjoy being stressed in controlled increments >The Hull delivers >would dive again >but bringing better friends
Great gameplay loop that feeds the roguelite addiction. There's not a lot of shooter roguelites out there, so it definitely scratches an itch i've had for a while. Pros: - Good gameplay loop that feels like the early struggles pay off into later game. - Lots of weapon and item options to tailor to your playstyle. - Secondary items that have niche uses, but are fun to experiment with. - The Graphical style really plays into a subtle world building. - Runs don't take too long, but they don't feel too short either. Cons: - Lag can cause some desync issues. - AOE weapons feel underpowered except for niche moments and most of the time its better to just build the next tier of weapon instead of building a backup AOE weapon. - A little hard to tell when you take damage. Definitely a game worth giving a try if you like the feeling of both item progression and player skill progression. It plays into both tropes of roguelikes and roguelites where player skill does play a factor in the gameplay, but so does progressing through the weapon tiers.
Resources are given too slowly to be able to clear the infinite spawns.
First Impressions: Great game, learning the mechanics is great and the difficulty ramps up significantly after the first dive. Really looking forward to learning the ropes. Encountered 2 separate bugs: - Friend was at 0 health and was still alive??? - We did not have enough resources to repair the hull and once the timer ran out there was no end game screen. Would also be nice to have an option to restart if that is the only option rather than wait for timer to run out. Look forward to future updates.
Very satisfying game, I love that they have retro as an option for the graphics. Difficult, but I can already feel that there's room to improve with practice like most roguelikes. Excited to hear what terrors await as I reach deeper levels.
Good challenge, cool art, and it runs well. Recommend
Fun and creepy. The gameplay is very enjoyable with friends when it works. obviously still being worked on as it just launched. Great concept and creativity
The Hull is filled with nostalgia for me, reminds me of playing quake 1. The gameplay loop is fun and challenging. I do enjoy the chaos that can happen during a dive. Performance was good for the most part, did experience some lag playing with friends. Overall I'd recommend.
Love the concept but not executed well. Needs more time in the oven. Faster fire rates for the weapons would go a long way, it would fix the tanky enemies issue. The enemy spawns also need some help, they will often spawn behind you with the room already cleared. This isn't necessarily an issue, if there is clear indicators that something is spawning and where they are spawning. I wouldn't mind enemies coming out from vents or from cliff sides, with an audio queue that one of those things is happening. It also just needs more animations, its very basic in its current state.
This game has an interesting concept and I was drawn in by its aesthetic, but movement feels sluggish and enemies feel like bullet sponges which makes the game feel like it drags, which is made worse when enemies constantly respawn faster than you can clear out a room, loot, or use a healing ability that drip feeds you and your team HP while you're getting swarmed. Bit of a shame. I really wanted to like this game.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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