Compare Deep Blue Fantasy prices across 50+ stores and find the best deal. Developed by Gravity Garden. Published by Gravity Garden. Released on 6/18/2023. Available on PC, Mac, Linux. Genres: Adventure, Indie, RPG, Strategy, Early Access.

A dice-driven roguelike with a genuinely interesting weapon-crew synergy system, but the abandoned Early Access status is a bigger red flag than any sea monster you will face in its procedural depths.

My first thought when I saw the dice-plus-crew combat hook here was cautious optimism: weapon-ability dice that only activate when you have the right crew members on board is a legitimately clever constraint, the kind of build-puzzle that can carry a roguelike well past its initial hours. The setting helps too. You pilot a submarine through a post-apocalyptic flooded world where Humans, Merfolk, Leafkin, and Mechanoids all coexist, and the tone leans into a Lovecraftian steampunk aesthetic that you do not see often in the genre. On paper this is exactly the sort of thing I track obsessively. The core loop puts you in charge of a submarine-mounted adventurer who starts the game in debt to the Jonathan Foundation and needs to work their way to financial freedom by clearing procedurally generated underwater mazes. You earn money through commissions, treasure hunting, trading goods, and defeating sea monsters, which is a pleasantly varied set of income streams. Turn-based combat revolves around matching weapon loadouts to the ability dice your specific crew members generate, so roster management feeds directly into combat viability. That dependency chain, weapon selection then crew assembly then dice output, is the game's strongest idea and it rewards players who think a few encounters ahead. Here is where I have to be blunt, though. The Steam community forum has players reporting that the tutorial fails to launch entirely, and that submarine movement controls behave erratically, two problems that should be day-one fixes for any Early Access title. More critically, the developer's last update was over two years ago as of mid-2026. The stated Early Access roadmap promised race-specific captains and submarines, distinct exploration mechanics for different sea areas, random events, and an achievement system. None of those appear to have shipped. The review sample on Steam is only 15 users at a mixed 66 percent positive rating, which tells you the game never found an audience large enough to push it toward completion. For a strategy-minded player who can tolerate rough edges, there is a skeleton of something interesting here. The dice-weapon-crew triangle is worth a few runs on its own curiosity merit, and the pixel art underwater world has enough visual personality to hold attention in the early game. But you are essentially buying a prototype that the developer has, by all evidence, stepped away from. No active mod ecosystem, no community tools, no post-launch content. If you approach it as a short experimental curiosity with zero expectations of future updates, you might find value. If you need a finished product with a working tutorial and balanced late-game progression, you should wait indefinitely, and that wait may never end. Diego, Scout Team

Deep Blue Fantasy
AdventureIndieRPGStrategyEarly Access

Deep Blue Fantasy

Jun 18, 2023Gravity Garden
GamerScout Says

A dice-driven roguelike with a genuinely interesting weapon-crew synergy system, but the abandoned Early Access status is a bigger red flag than any sea monster you will face in its procedural depths.

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About Deep Blue Fantasy

My first thought when I saw the dice-plus-crew combat hook here was cautious optimism: weapon-ability dice that only activate when you have the right crew members on board is a legitimately clever constraint, the kind of build-puzzle that can carry a roguelike well past its initial hours. The setting helps too. You pilot a submarine through a post-apocalyptic flooded world where Humans, Merfolk, Leafkin, and Mechanoids all coexist, and the tone leans into a Lovecraftian steampunk aesthetic that you do not see often in the genre. On paper this is exactly the sort of thing I track obsessively. The core loop puts you in charge of a submarine-mounted adventurer who starts the game in debt to the Jonathan Foundation and needs to work their way to financial freedom by clearing procedurally generated underwater mazes. You earn money through commissions, treasure hunting, trading goods, and defeating sea monsters, which is a pleasantly varied set of income streams. Turn-based combat revolves around matching weapon loadouts to the ability dice your specific crew members generate, so roster management feeds directly into combat viability. That dependency chain, weapon selection then crew assembly then dice output, is the game's strongest idea and it rewards players who think a few encounters ahead. Here is where I have to be blunt, though. The Steam community forum has players reporting that the tutorial fails to launch entirely, and that submarine movement controls behave erratically, two problems that should be day-one fixes for any Early Access title. More critically, the developer's last update was over two years ago as of mid-2026. The stated Early Access roadmap promised race-specific captains and submarines, distinct exploration mechanics for different sea areas, random events, and an achievement system. None of those appear to have shipped. The review sample on Steam is only 15 users at a mixed 66 percent positive rating, which tells you the game never found an audience large enough to push it toward completion. For a strategy-minded player who can tolerate rough edges, there is a skeleton of something interesting here. The dice-weapon-crew triangle is worth a few runs on its own curiosity merit, and the pixel art underwater world has enough visual personality to hold attention in the early game. But you are essentially buying a prototype that the developer has, by all evidence, stepped away from. No active mod ecosystem, no community tools, no post-launch content. If you approach it as a short experimental curiosity with zero expectations of future updates, you might find value. If you need a finished product with a working tutorial and balanced late-game progression, you should wait indefinitely, and that wait may never end. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Dice-BuildingCrew ManagementDebt MechanicWeapon SynergyProcedural MazesSubmarine NavigationLovecraftian SettingAbandoned Early AccessTurn-Based Roguelike

System Requirements

Minimum

OS
Windows 7+
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
GeForce GTX 630 / Radeon HD 6570
Processor
Inter I3-2100 / AMD A8-5600ki

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Game Info

Developer
Gravity Garden
Publisher
Gravity Garden
Release Date
Jun 18, 2023

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Price History

2026-06-100.92(lowest)

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What platforms is Deep Blue Fantasy available on?

Deep Blue Fantasy is available on PC, Mac, Linux.

When was Deep Blue Fantasy released?

Deep Blue Fantasy was released on 18 June 2023.

Who developed Deep Blue Fantasy?

Deep Blue Fantasy was developed by Gravity Garden.