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We Need To Go Deeper similar games & best alternatives

We Need To Go Deeper

PC (Microsoft Windows), Nintendo Switch, Mac • 2019

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Quick resume

DIVE. DISCOVER. DIE. Crew a submarine with friends in We Need To Go Deeper - a 2-4-player cooperative submarine roguelike set in a Verne-inspired undersea universe.

Global score

86/100

Genres

Action, Indie, Simulator, Adventure, Strategy

Similar games

    Pros

    • Strong cooperative gameplay with distinct roles
    • Engaging procedural exploration and progression
    • Unique art style and atmospheric soundtrack
    • Active developer support and frequent updates
    • Good replayability and social interaction

    Cons

    • Small player base and connectivity issues reported
    • Some bugs and technical glitches remain
    • Repetitive gameplay loop can emerge over time
    • Limited single-player experience due to bot ai
    • Occasional toxic player behavior in multiplayer

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have high control over their actions and decisions, managing complex submarine operations manually and coordinating roles."

      Capsule for Wolfpack Wolfpack

      "Players have distinct roles and can allocate power and manage submarine systems freely, indicating high control over actions."

    • Competence

      Game with the same Competence vibe

      4

      "The game requires significant skill to manage multiple systems, micromanage units, and learn complex controls, providing a strong sense of competence."

      Capsule for Carrier Command 2 Carrier Command 2

      "Game requires skillful teamwork, role mastery, and managing multiple systems under pressure, with feedback from progression and unlocks."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on cooperative play and personal/team progress rather than direct competition or leaderboards."

      Capsule for R.E.P.O. R.E.P.O.

      "Focus is on cooperative play and personal/team progress rather than direct competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report habitual play and long sessions, supported by frequent updates and ongoing content additions."

      Capsule for Airmen Airmen

      "Players report habitual play and long sessions, motivated by progression, unlocks, and ongoing updates."

    • Cooperation

      Game with the same Cooperation vibe

      5

      "Game strongly emphasizes teamwork, communication, and coordinated roles to succeed."

      Capsule for GTFO GTFO

      "Game is designed around teamwork with distinct roles and heavy reliance on communication and coordination."

    • Creativity

      Game with the same Creativity vibe

      3

      "Extensive character and weapon customization, gear loadouts, and tactical approaches allow creative expression within gameplay."

      Capsule for Tom Clancy's Ghost Recon® Breakpoint Tom Clancy's Ghost Recon® Breakpoint

      "Customization of characters and submarines, plus strategic power allocation, supports creative expression within structured gameplay."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced team play and cooperation rather than exerting superiority or dominance over others."

      Capsule for Pixel Privateers Pixel Privateers

      "Interactions emphasize equal participation and teamwork; reports of toxic players exist but game design encourages cooperation."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a relaxing, immersive escape with charming visuals and music, often to unwind or bond socially."

      Capsule for Chariot Chariot

      "Players use the game as a fun, immersive escape with atmospheric art and sound, often playing to relax or socialize."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and social reasons, not out of obligation or pressure."

      Capsule for Puzzle Pirates Puzzle Pirates

      "Players engage voluntarily for enjoyment and social reasons, not out of obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Procedural levels and item variety encourage trying new strategies and adapting to changing conditions."

      Capsule for City of Brass City of Brass

      "Procedural generation and varied roles encourage trying new strategies and adapting to changing conditions."

    • Exploration

      Game with the same Exploration vibe

      4

      "Exploration of biomes, underground caves, and secrets is a core gameplay element."

      Capsule for Forsaken Isle Forsaken Isle

      "Exploration of new biomes, caves, and secrets is a core gameplay element driving curiosity and discovery."

    • Expression

      Game with the same Expression vibe

      3

      "Character and ship customization allow for personal expression, though mostly cosmetic."

      Capsule for Guns of Icarus Online Guns of Icarus Online

      "Character and submarine customization allow for personal expression through cosmetics and gear."

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game features imaginative story, quirky characters, and fantastical underwater creatures."

      Capsule for DAVE THE DIVER DAVE THE DIVER

      "Game features imaginative underwater creatures and settings inspired by Jules Verne and Lovecraftian themes."

    • Fellowship

      Game with the same Fellowship vibe

      4

      "Strong community and social play focus; cooperative achievements and shared experiences."

      Capsule for Gatekeeper Gatekeeper

      "Strong community focus with cooperative play, shared goals, and social interaction."

    • Growth

      Game with the same Growth vibe

      4

      "Meta progression, skill acquisition, and unlocking new characters and items support personal development."

      Capsule for Deadly Days: Roadtrip Deadly Days: Roadtrip

      "Progression through unlocks, skill improvement, and learning roles supports personal development."

    • Health

      Game with the same Health vibe

      -4

      "Primarily sedentary gameplay with no physical activity elements."

      Capsule for THE KING OF FIGHTERS 2002 UNLIMITED MATCH THE KING OF FIGHTERS 2002 UNLIMITED MATCH

      "Primarily sedentary gameplay with no physical activity elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires active attention and coordination during gameplay; not designed for passive or background play."

      Capsule for Wild Woods Wild Woods

      "Requires continuous attention and coordination during gameplay; not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      3

      "Players form social bonds and friendships through teamwork and communication, though not deeply emotional."

      Capsule for PULSAR: Lost Colony PULSAR: Lost Colony

      "Players form close bonds through teamwork and social communication, though not deeply emotional."

    • Leadership

      Game with the same Leadership vibe

      2

      "Some players take on piloting or coordinating roles, but overall leadership is shared and collaborative."

      Capsule for Jump Space Jump Space

      "Some players take charge in roles like pilot or power manager, but leadership is shared and situational."

    • Progression

      Game with the same Progression vibe

      4

      "Strong progression system with leveling, unlocking weapons, attachments, and cosmetics."

      Capsule for Pixel Strike 3D Pixel Strike 3D

      "Strong progression system with unlockable cosmetics, submarines, and gear earned through gameplay."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Game balances challenge with fun, though some tension and scares are present."

      Capsule for Sketchy's Contract Sketchy's Contract

      "Game balances challenge with fun, though moments of tension and chaos occur frequently."

    • Sensation

      Game with the same Sensation vibe

      3

      "Unique art style, sound design, and atmospheric effects provide sensory stimulation and emotional engagement."

      Capsule for Bad Dream: Fever Bad Dream: Fever

      "Enjoyable art style, sound, and atmospheric effects provide sensory stimulation and emotional engagement."

    • Status

      Game with the same Status vibe

      -2

      "Recognition mostly within community; no major emphasis on social status or popularity."

      Capsule for Elin Elin

      "Recognition is mostly within small communities; no major social status or ranking systems."

    • Story

      Game with the same Story vibe

      2

      "Some lore and narrative elements exist, but gameplay is mostly emergent and player-driven."

      Capsule for ARK: Survival Evolved ARK: Survival Evolved

      "Some lore and narrative elements exist, but gameplay is largely procedural and emergent."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires planning, resource management, and tactical decision-making."

      Capsule for Kingdom: New Lands Kingdom: New Lands

      "Requires planning, resource management, and tactical decision-making in cooperative context."

    • Thrill

      Game with the same Thrill vibe

      3

      "Tense boss fights and challenging encounters provide suspense and excitement."

      Capsule for OCTOPATH TRAVELER II OCTOPATH TRAVELER II

      "Tense moments and suspense arise from survival challenges and boss encounters."

    • Value

      Game with the same Value vibe

      3

      "Players perceive good value for price due to frequent updates, replayability, and content variety."

      Capsule for Paint the Town Red Paint the Town Red

      "Players perceive good value for price due to frequent updates, content, and replayability."

    • Violence

      Game with the same Violence vibe

      2

      "Combat and defeating creatures are part of gameplay, but balanced with creative and constructive activities."

      Capsule for CHKN CHKN

      "Combat against creatures is present but cartoonish and balanced by cooperative repair and survival."

    • Survival

      Game with the same Survival vibe

      4

      "Core gameplay revolves around avoiding threats, managing resources, and staying alive in a hostile environment."

      Capsule for No, I'm not a Human No, I'm not a Human

      "Core gameplay revolves around avoiding failure, managing resources, and surviving hostile environments."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Intimacy, Cooperation, Leadership.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026