
DIG - Deep In Galaxies
Broforce meets Noita in a couch-friendly roguelite where blowing up alien planets beats sitting through a ranked lobby any day - just don't expect the mission pool to stay fresh forever.
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About DIG - Deep In Galaxies
I came into DIG expecting a shallow budget blaster and left three hours later having dug through a magma planet in co-op with a grapple hook and a sword that also functions as a shovel. That combination - melee weapon doubles as terrain-destroyer - is the whole hook, and Molton Studio commits to it. Your ranged weapon has limited ammo you scavenge from drops, so you're constantly toggling between dig-and-slash and shoot-and-scatter rather than just holding a trigger and zoning out. Movement is built around a double jump and a grapple rope, and the two work together well enough that skilled players can zip through entire levels in under a minute. The game does not punish you for that speed, but it does quietly reward players who slow down and plunder, which creates a minor tension that keeps runs from going fully autopilot. The class roster unlocks through progression and currently sits at nine distinct options, each with different starting gear and passive bonuses. A Doctor plays differently from a Ninja, which plays differently from whatever absurdist option you unlock later. Over 200 items and roughly 180 abilities are in the pool, and stacking synergies into something genuinely broken is the loop the game wants you to chase. Run variance is real. Some runs hand you nothing useful and you die two planets in. Others snowball into a one-shot machine that melts a galaxy boss in seconds. The randomness never felt rigged, just loud. Steam user sentiment sits at 94 percent positive across 105 reviews, which for a small indie is a meaningful signal. The weak point is mission variety. Objectives compress into two buckets: kill something or find something. The procedural layouts keep the terrain different each time, but after enough planets the objective text stops mattering and you just run at whatever the marker says. A few critics called this out directly, and they are right. There is also a split in the player base between people who think the movement mechanics are the best part and those who find grapple-hook platforming in boss fights genuinely irritating - both camps have a point. Local co-op for up to four players via Steam Remote Play softens this significantly. Having someone else to coordinate with turns the chaos from potentially frustrating to genuinely funny. Netcode is not really a factor here since online is handled through Steam Remote Play rather than dedicated servers, which means your connection quality depends on whoever is hosting. For solo play the performance was clean - no crashes, no notable lag in any reviewed build. The pixel art reads clearly even when the screen fills with explosions and enemy projectiles, though there are moments of visual overload that can obscure traps. The soundtrack does the job without overstaying its welcome, though it could use more tracks across a longer run. Bottom line for the shooter-adjacent crowd: this is a good couch game and a solid lunch-break roguelite. It does not have ranked, it does not care about your reaction time or polling rate, and the TTK on most enemies is either very short or spiky depending on your build. If you are between live-service seasons and want something that rewards creative itemization over mechanical precision, it is worth the time. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 350 MB available space
- Graphics
- 512 MB
- Processor
- Dual Core 1.7 GHz
Reviews & Ratings
No ratings available
Game Info
- Developer
- Molton Studio
- Publisher
- Molton Studio
- Release Date
- Mar 8, 2023