
Deep Sixed
If your idea of fun is juggling a leaking hull, miscalibrated lasers, and a space-eel infestation simultaneously, this compact roguelike sim will absolutely wreck you in the best way possible.
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About Deep Sixed
I've lost ships to asphyxiation, black holes, frozen life support, and a scanner I couldn't repair because the parts were locked behind the very mission I couldn't complete without them. That feedback loop of cascading failure is the entire design philosophy of Deep Sixed, and once you accept it, the game starts making a very specific, brutal kind of sense. What you are actually playing is a first-person ship-management roguelike with heavy simulation underpinnings. Think less FTL and more Keep Talking and Nobody Explodes crossed with a space survival puzzle. The power-routing interface shares a superficial resemblance to FTL, but the comparison stops there fast. You work out of eight rooms on a circular Deep Surveying Vessel: a Scanner room, a Hyperdrive room, a Reactor room, and five Viewing rooms where you handle lasers, chemical synthesis, wildlife photography, and material collection. Every system on that ship can break, and nothing fixes itself. Hull leaks, ventilation failures, radiation-scrubber malfunctions, laser recalibration sequences that require consulting a physical in-game manual to flip the right six switches in the right order - the list is long and the RNG is not sympathetic. When multiple systems fail simultaneously, which happens constantly, the decision of what to fix first becomes the whole game. There are three modes. The standard mode is full permadeath and the developer calls it the definitive experience. Easy mode removes permadeath, adds location hints for failures, and disables Steam achievements. An endless survival mode strips out the story entirely and just tests how long you can hold the ship together. For newcomers intimidated by permadeath, the easy mode is a genuine on-ramp rather than a coddling option - you can learn the manual, internalize the repair sequences, and then graduate to the real run. The tutorial covers the basics through a guided first mission, but stops well short of preparing you for the full chaos of subsequent runs. That gap is intentional and frustrating in roughly equal measure. The alien ecosystem is procedurally varied - space-bats, space-eels, and space-whales all have distinct predator, prey, and scavenger behaviors, and avoiding them is often smarter than fighting them. Combat via the Viewing room lasers is the weakest element here: the view screens are small and the actual shooting feels undercooked compared to the richness of the repair systems. The writing and AI companion URSA carry the tone well. URSA's dark corporate humor and the player character's growing sarcasm toward her create a dynamic that reviewers consistently singled out as genuinely funny, which is a relief given how much time you spend dying in front of her. The honest caution: the manual-dependency is real. Recalibrating the lasers requires flipping specific switches to hit a color target that only the manual explains. Repairing the scanner follows a lookup procedure. If you resist reading documentation, this game will feel hostile. If you treat the manual as part of the immersive loop - which is clearly the intended design - it clicks into something rewarding and fairly unique on the sim market. Visuals are modest, the community is small, and there is no mod ecosystem to speak of. This is a tight, idiosyncratic indie with a ceiling on its audience. Steam reception landed at around 85 percent positive across a small sample, which feels right: the people it clicks with really like it, and the people it does not click with leave quickly. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 2 GB RAM
- Storage
- 1200 MB available space
- Graphics
- OpenGL 2.1+ compatible, 1GB Video Ram
- Processor
- 1.6 GHz
- Additional Notes
- Minimum display resolution: 1280x720
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Game Info
- Developer
- LRDGames, Inc.
- Publisher
- LRDGames, Inc.
- Release Date
- Feb 12, 2018
