
"The Seafloor" is a narrative game about depression. Play as River for seven days. Your choices shape her emotions and story. Experience her inner world and daily life through interactions. An invitation to understand, not to cure.
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About
《The Seafloor》— An Interactive Narrative Journey About Depression, Listening, and Coexistence
Game Introduction
《The Seafloor》 is an emotionally immersive interactive narrative game played from a first-person perspective.
You will play as "River", a young girl experiencing depression, and live through seven seemingly ordinary yet internally tumultuous days through her eyes and heart.
Core Gameplay & Experience
Immersive Storytelling: Dive deep into the sensory and thought world of depression through rich inner monologues, environmental details, and character dialogues.
Crucial Choices: Your every small choice in daily life and social interactions—whether responding to a mother's concern or deciding to go outside—will influence the protagonist's emotional state and the story's direction.
Emotion Value System: The game features a subtle "Emotional State" mechanism. Your choices accumulate positive or negative emotional feedback, subtly influencing subsequent plot branches and the final outcome.
Multiple Endings: Based on your choices and emotional accumulation during the seven-day journey, the game will lead to two different endings, authentically reflecting the fluctuations and diversity of the recovery path.
Game Content & Features
Authentic, Detailed Vignettes of Daily Life: Experience mornings where getting up feels impossible, the cautious care of family, the unintentionally hurtful words of a friend... These real and fragmented life scenes form the emotional foundation of the game.
A Rich Cast of Interactive Characters: Encounter and interact with a mother who cares but is at a loss, a well-meaning but clumsy best friend Ali, a wise elderly woman in the park, a silently comforting Bernese Mountain Dog, a professional psychologist, and more.
Integration of Psychological Knowledge: Basic psychological knowledge and listening techniques are naturally woven into the game's dialogue and scenario design, aiming to provide an experience of "understanding" rather than "instruction".
Audiovisual Atmosphere: Carefully crafted scenes that align with the story's progression create an immersive emotional atmosphere, drawing you closer to the protagonist's inner world.
From the Developer:
I am a psychological listener. By chance, I once made a video about depression and subsequently received many pleas for help. Then I wondered if there was a way to make this kind of support reach more people. So, I began teaching myself basic coding and, with the help of several friends, created this game, 《The Seafloor》.
This is not a traditional "healing" type of work.
It is more like a long letter written to all those walking alone in the emotional night, and also an invitation for you to personally step into and touch those hard-to-describe feelings.
I cannot teach you "how to defeat it" in this game, but I hope to practice "how to coexist with it" together with you—how to recognize those faint yet real glimmers of light in a world washed in grey.
If you happen upon this work, may what you feel here not be instruction, but understanding; not an urging that you "must get better," but a reassurance that "it's okay to pause."
Perhaps what we learn in our lifetime is not how to escape the deep sea, but how to believe that light will still find its way down, even when we have fallen into the depths.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Reviews
[h1] 沉入深海,听见微光 [/h1] 提起海底,多数人会联想到蔚蓝与浪漫,而在这款同名情感互动叙事游戏里,深海是抑郁情绪的具象化隐喻——幽暗、压抑、寂静,却又藏着不肯熄灭的细碎微光。《海底》没有华丽的特效、紧张的闯关,更摒弃了说教式的心灵鸡汤,以七天日常为载体,用极致细腻的叙事,带玩家走进抑郁者的内心世界,完成一场关于倾听、理解与共存的心灵旅程。 游戏以主角小溪的视角切入,没有跌宕起伏的剧情冲突,只有再真实不过的日常碎片:挣扎着无法起身的清晨、家人小心翼翼却难以共情的关怀、朋友无心的刺痛、独处时的思绪混沌。这些细碎又戳心的场景,摒弃了对抑郁的刻板刻画,用大量走心的内心独白,还原了情绪困境里最真实的感官与思维,让玩家不是旁观痛苦,而是切身感受那份无力与迷茫。 作为互动叙事作品,《海底》的玩法极简却极具深意。没有复杂的操作,只有日常里的微小抉择:如何回应母亲的问候、要不要迈出家门、是否接住旁人递来的善意。这些选择没有绝对的对错,却会通过隐形情绪机制悄悄累积,牵引剧情走向不同分支,最终解锁两种贴合现实的结局。这种设计摒弃了“通关式治愈”,恰恰呼应了抑郁康复的真实状态——没有一蹴而就的解脱,只有循序渐进的共存。 游戏的共情力,离不开鲜活的角色与氛围感拉满的音画设计。不知所措的母亲、笨拙关心的好友、温柔点拨的婆婆、默默陪伴的狗狗,每个角色都带着烟火气,他们的靠近与疏离,都是现实里情绪困境的真实缩影。搭配氛围感极强的场景美术,色调随情绪起伏变化,每一处画面细节都在诉说主角的内心波动,让共情更有代入感。 更难得的是,开发者以心理倾听师的视角,让游戏跳出了“治愈爽文”的套路。这里没有教玩家如何战胜负面情绪,而是带着大家练习共存,在灰蒙蒙的世界里捕捉微弱的善意与光。这不仅是一款游戏,更是一封写给情绪独行者的信,让被困在情绪深海的人知道自己并不孤单,也让旁观者学会放下偏见,真正去倾听那些难以言说的感受。[b] 对于想要理解抑郁、或是需要情感共鸣的玩家而言,《海底》是一场值得静下心来走完的温柔旅程。 [/b] [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
《海底》(the seafloor)是一款由国产制作组zhishouge所开发并发行的一款以抑郁症为题材的情感沉浸式互动叙事游戏。游戏中玩家扮演的是一个正在承受抑郁症的女孩“小溪”,需要对抗抑郁症悲观心态和情绪。 游戏的流程比较短,剧情里是七天的普通时间,却是小溪内心挣扎的七天。大致的家庭背景是父亲出差母亲白天也要工作,在有限的休息时间也都在陪伴女主。 游戏的玩法很简单,主要还是视觉小说点击式推动剧情,但游戏中有一个心情好坏的数值,流程中会有非常非常多的选择题让玩家选择,有的时候是一些行为(比如母亲叫你吃饭,你是否回应),有的时候是一些旁白的想法(比如在公园时观看四周的视角)等等,大部分的场景玩家选择不同选项会影响心情的变化是上升(积极的比如表现出对妈妈的关心、和邻居婆婆打招呼、抚摸小狗的头部等等)还是下降(比如不回应妈妈的话语、不愿意去看心里医生、抵触和小动物的接触等等)。 每一天的开始主角的心情都是平静的,然后会随着这一天的各种事情所发生变化,选择不同选项后会有提示看出心情的变动,但其实不提示也很好分辨啦,无非是乐观和消极的区别,不小心选错可以滚轮上滑重新选择。 游戏有多个结局,主要就是受七天时间内玩家所选择的乐观或者消极的多少,以情绪积累来做后续剧情分支与最终结局。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅、[/quote]
Oyun, depresyon hakkında bir anlatı oyunudur. Yedi gün boyunca River olarak oynayın. Seçimleriniz onun duygularını ve hikayesini şekillendirir. Etkileşimler yoluyla onun iç dünyasını ve günlük yaşamını deneyimleyin. Bir tedavi değil, bir anlayış daveti.
要好好吃饭
在steam多如繁星的游戏中,《the seafloor》宛如一颗等你发现的深海珍珠,以极简的玩法和独特的氛围,为你打开了一扇通往如静谧海底的心理世界大门。这款售价不到一碗牛肉面的小厂游戏,目前虽仅有7条用户评价,却斩获了steam平台100%的满分评分,其独特魅力可见一斑。 游戏特色是将心理活动展现的较好,能模拟体验到负面情绪与大脑交互的机制,继而共情主角的纠结体恤主角的选择,尝试代入负面情绪的调试调整,以期能平稳和谐的度过波澜起伏状态。游戏还融入了些倾听小贴士和心理学要点,游玩的同时,能学习到点现实中有帮助的姿势可谓一箭双雕。 一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。 ps:请支持云存档,成就,方便不同设备间保持相同体验和适应更多人群如成就党。看商店页面的说明,原厂商是希望帮助更多的人,那当然要更多平台推出,别忘记了移动端,ps5,xbox,switch,gog,epic等;也希望能系列化,拓展心理帮助方面的类型,不仅是以目前的方式展现。
[b] 海底 - The Seafloor[/b] to dobry tytuł z gatunku powieści wizualnych podejmująca dosyć ciężką tematykę depresji, która to dotyka River główną bohaterkę tej niecodziennej i w pewnym sensie wyjątkowej dobrze przygotowanej i opracowanej growej produkcji. Zadaniem gracza będzie kierowanie poczynaniami młodej dziewczyny przez kolejne siedem dni jej życia – podejmując w trakcie rozgrywki kluczowe decyzje kształtujące jej wewnętrzny stan emocjonalny, wpływający na dalszy przebieg fabularny, w tym również ostatecznie zakończenie tej historii. Czy uda wam się uratować River z jej mrocznej wewnętrznej otchłani, wpuścić do jej życia promienie słońca zmieniające wszystko – to już zależeć będzie od was samych. Bez wątpienia nie jest to tytuł dla każdego to pewne, jednakże jest w niej coś, co wewnętrznie porusza, przesłanie które skłania do przemyśleń i nie daje o sobie zapomnieć – to się po prostu czuje. To growa odskocznia która zdecydowanie jest warta zagrania – choć ubolewam, że na obecną chwilę nie posiada polskiej lokalizacji (napisów). Warto promować ten tytuł wśród szerszej publiczności, dostosować jego tłumaczenie maksymalnie ile się tylko da – w czasach wsparcia sztucznej inteligencji nie powinno to stanowić problemu. Polecam! [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
The Seafloor, developed and published by zhishouge, is a quiet, introspective narrative experience that chooses emotional authenticity over conventional gameplay structure. Rather than presenting players with challenges to overcome in the traditional sense, it invites them into the inner world of a young girl named River, whose daily life is shaped by depression. The game unfolds across a short span of days, but within that limited timeframe it attempts to capture something far more complex—the weight of routine, the difficulty of simple decisions, and the subtle push and pull between isolation and connection. It positions itself less as a game to be mastered and more as a perspective to be inhabited, which immediately sets expectations for a slower, more contemplative experience. What defines The Seafloor is how it transforms ordinary actions into meaningful moments. The player is not tasked with defeating enemies or solving intricate puzzles, but instead chooses how River responds to her environment—whether she gets out of bed, engages with others, or withdraws further into herself. These decisions, while mechanically simple, carry emotional significance, gradually shaping the direction of the narrative. There are no overt systems demanding optimization or visible meters to manage; instead, the game quietly tracks the tone of your choices, allowing the story to evolve in a way that feels organic rather than gamified. This design reinforces the central theme that even the smallest actions can carry weight, particularly when viewed through the lens of someone struggling internally. The writing plays a central role in sustaining the experience, leaning heavily on internal monologue and subdued interactions to communicate River’s state of mind. Thoughts often feel fragmented or hesitant, mirroring the mental fog and emotional fatigue associated with depression. Conversations with family members, friends, and acquaintances are understated but effective, often highlighting a disconnect between how River feels and how others perceive her. The narrative avoids melodrama, opting instead for a grounded tone that can feel uncomfortably real at times. Importantly, the game does not attempt to provide easy answers or tidy resolutions. It resists the urge to “fix” its protagonist, focusing instead on observation and understanding, which gives the story a sense of honesty that many narrative-driven games struggle to achieve. Structurally, the experience is brief, typically lasting only a few hours, but it uses that limited duration with intention. The progression across several in-game days allows for subtle shifts in mood and consequence, culminating in multiple possible outcomes depending on the player’s choices. These endings are not dramatically divergent in a traditional branching sense, but they reflect different emotional trajectories, encouraging reflection rather than replayability for completion’s sake. While some players may find the short length and limited scope underwhelming, others will appreciate the focused, almost vignette-like approach that avoids unnecessary padding. Visually, The Seafloor embraces minimalism, using a subdued art style that complements its introspective tone. The environments and character presentations are not designed to impress through detail, but rather to support the mood of quiet introspection. This simplicity works in the game’s favor, keeping attention on the narrative and emotional undercurrents rather than distracting with visual excess. The sound design follows a similar philosophy, relying on soft, restrained audio cues to reinforce atmosphere without overwhelming the player. Together, these elements create a cohesive presentation that aligns closely with the game’s thematic goals. That said, the same qualities that define The Seafloor’s identity also limit its broader appeal. Players looking for mechanical depth, challenge, or traditional gameplay loops may find very little to engage with. The experience is intentionally uneventful in a conventional sense, and its pacing can feel slow, even stagnant, depending on one’s expectations. Its focus on depression and emotional vulnerability may also be heavy for some, particularly those seeking escapism rather than introspection. This is a game that requires a certain mindset to fully appreciate, and without that willingness to engage on its terms, it can feel overly simplistic or even repetitive. Ultimately, The Seafloor succeeds as a small but thoughtful exploration of mental health, offering an experience that prioritizes empathy over entertainment. It may not leave a lasting impression through gameplay innovation or narrative complexity, but it resonates through its sincerity and restraint. For players open to a more reflective, emotionally grounded experience, it provides a quiet space to consider perspectives that are often difficult to articulate. It is not a game for everyone, but for those it does reach, it can feel meaningful in a way that more traditional titles rarely attempt. Rating: 7/10
Short visual novel in which you decide how to spend your time over seven days. There are plenty of decisions, and they will either improve or lower your mood, which is directly tied to your depression level. Although your mood resets at the start of each new day, the last few days play out in one of two possible endings depending on how many days during the week you ended in a positive or negative mood. The English translation is fine, but there are no extras or achievements.
要好好生活
这算是第一个认认真真的去将抑郁症患者的日常一点点事无巨细的展现出来的作品了吧,双线走完大概两个小时,治愈线结局很温馨,BGM选的很好,不过大部分选项都会走向黑暗线吧,黑暗线的结局有些难过,不过最终似乎又给了一丝希望,应该是这意思吧。 选项看起来有些上帝视角,小溪周围也全是帮助她的好人,但现实中哪有那么多美好啊,所以其实黑暗线才是真实结局吧。 物超所值。
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