A thousand years underground.
Six survivors left. The only way is up.

Colony Management Roguelite  ·  Steam Early Access 2026

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The World

The machines took the surface.
We never stopped surviving.

A thousand years of darkness. Six survivors with food for a week. A fresh earthquake just tore open tunnels leading up, for the first time in recorded history.

Humanity didn't disappear when the machines rose. They went underground. Built colonies in the dark. Kept the lights on through ten centuries of infection, starvation, and machine raids.

But the food is gone now. The colony is down to six. Up is the only option left, and up leads through everything the deep has thrown at them for a millennium, plus whatever waits on a surface they have never seen.

Deep Rise is a colony-management roguelite. Every fight ends with three cards on the table and you take one, so the deck you finish a run with is the one the dark handed you. Manage the colony between expeditions, send Dawnseekers into tunnels that want to kill them, and push zone by zone toward the first daylight in a thousand years.

6Survivors
3Classes
1,000Years underground
0Ways back down
A shaft of light piercing underground ruins toward the surface
How It Plays

Everything in the dark fights back.

This isn't about killing everything. It's about surviving everything.

Combat

Card Combat

Every fight is a 2x3 grid puzzle. Build your hand from your class deck, manage energy each turn, and outthink enemies that hit harder than they look. There is no grinding through this. You need the right cards at the right time.

Win, and three cards appear. You take one. It might be a new ability, a passive that quietly reshapes the whole party, or the piece that compounds two ordinary cards into something brutal.

The early game is staying alive. The late game is a weapon. No two climbs are alike.

Brutal Force, a late-game Breaker card
The Board

Six Slots, One Turn

Your cards go into a two by three grid and resolve together. Energy is tight, so every slot is a trade: bank an evade, spend it on a Spark Shot, or drop a Sabotage and make the enemy waste its turn instead.

You can usually see what is coming. Whether you can afford to answer it is the actual question.

Card combat against a Pale Crawler, cards resolving on the two by three grid
Strategy

Survival

Food. Water. Medicine. Resources for the next run. Your colony needs all of it and you never have enough. Every expedition is a choice: push further and risk your Dawnseeker, or come back with supplies for two more days.

Every decision matters. Most of them hurt.

Colony campfire, the heart of the underground base
The Colony

Build It or Starve

A kitchen that turns palecap into something edible. Houses so people have somewhere to sleep. A water reclaimer that keeps the taps running. Every one of them costs the resources your expeditions barely bring back.

Upgrade the wrong thing and you find out three days later, when the food runs out.

Colony buildings: kitchen, houses and water reclaimer at maximum level
Progress

Everything Has to Be Learned Again

A thousand years underground and most of what people knew is gone. Bandages. Rations worth eating. Reinforced caches. Armour that actually stops something.

Research is slow and it is permanent. What you unlock stays unlocked, run after run, long after the Dawnseeker who paid for it is gone.

Research screen showing Saltcap Stew, Bandages and Cache Reinforcement
Character

Three Classes

The Breaker hits first and hits hard. The Welded holds the line until you figure out how to win. The Tinker has gadgets, traps, and tricks that bend the rules. Each class plays completely differently. Find your style, build around it.

Breaker class portrait
The Crew

Six Names, No Spares

Rook, Vale, Wren and the three others. Each one levels, each one pulls different resources out of the dark, and each one goes up alone when you pick them.

They do not come home on their own. Send the wrong Dawnseeker into the wrong zone and that name comes off the roster for good.

Dawnseeker roster showing Rook, Vale and Wren ready to deploy
Progression

The Climb

Every zone you survive opens the next one. The tunnels change. The enemies change. Lose a Dawnseeker down there and they are gone, but the colony remembers what you built and the next run starts from it.

There is something on the surface that does not want you back. You are going anyway.

The surface above, the final destination
The Dawnseekers

Choose who climbs.

Three classes. Two faces each. Hover or tap a portrait to learn more.

Female Dawnseekers

Female Breaker

Breaker

Melee StrikerFemale

Built for sustained aggression. Turns punishment into momentum. High burst damage, gritty survival cards. Gets more dangerous the longer the fight goes.

Breaker

Melee Striker
Female Welded

Welded

Tech DefenderFemale

Half human, half salvaged machine. Absorbs hits that should be fatal and answers back harder. A wall that slowly becomes a weapon.

Welded

Tech Defender
Female Tinker

Tinker

Gadget TricksterFemale

Doesn't fight fair and has no interest in starting. Traps before combat, gadgets mid-fight. Highest skill ceiling. Highest reward when mastered.

Tinker

Gadget Trickster

Male Dawnseekers

Male Breaker

Breaker

Melee StrikerMale

Built for sustained aggression. Turns punishment into momentum. High burst damage, gritty survival cards. Gets more dangerous the longer the fight goes.

Breaker

Melee Striker
Male Welded

Welded

Tech DefenderMale

Half human, half salvaged machine. Absorbs hits that should be fatal and answers back harder. A wall that slowly becomes a weapon.

Welded

Tech Defender
Male Tinker

Tinker

Gadget TricksterMale

Doesn't fight fair and has no interest in starting. Traps before combat, gadgets mid-fight. Highest skill ceiling. Highest reward when mastered.

Tinker

Gadget Trickster
The Developer

One person. Hundreds of hours.
A game that had to exist.

I am a gamer first. Thousands of hours across Warframe, 7 Days to Die, Conan Exiles, V Rising, Remnant, Minecraft. I always wanted to build something of my own, and for most of my life I had no way to.

Deep Rise is the game I kept looking for and never finding. A colony you actually have to keep alive. Combat that punishes autopilot. A run that reshapes itself every climb. So I built it, one broken system at a time, until it played the way it did in my head.

"Every system in this game got built, broken, and rebuilt until it felt right. That part was never automatic."

About the AI

Deep Rise was made by one person using AI tools: the art, the audio, and the code. It is disclosed on the Steam page, and it belongs here too.

What that meant in practice was hundreds of hours of directing, rejecting and rebuilding. Every character went through version after version. Every mechanic got torn out and remade until it played right. The tools generated; the taste, the judgment and the thousands of small decisions that make a game feel like something were mine.

There is no studio here and no publisher. Just one person who wanted this game to exist and finally had a way to build it. Play it and tell me whether it is any good. That is the only test that counts, and I would genuinely like to hear it.

Deep Rise goes into Steam Early Access later this year. Not because it is finished, but because the fastest way to make it better is to let people play it.

If you are a streamer, content creator or press, reach out. I am always happy to talk about the game.

Life underground as depicted in Deep Rise
Life underground, as depicted in Deep Rise
Steam Early Access 2026

The surface is waiting.

Add Deep Rise to your wishlist. It helps more than you know.