
There are 6 depths to descend; the further you go, the more terror you will experience. Uncover mysteries, solve puzzles, and immerse yourself in a dark storyline that Inside Depth 6 has to offer. Journey through all 6 depths to uncover the secrets buried within.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 5 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Go deeper and deeper into the mine. ⣿⣿⣿⣿⣿⣿⡟⠁⠄⠄⠄⠄⣠⣤⣴⣶⣶⣶⣶⣤⡀⠈⠙⢿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡟⠄⠄⠄⠄⠄⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠈⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⠁⠄⠄⠄⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄⢺⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡄⠄⠄⠄⠙⠻⠿⣿⣿⣿⣿⠿⠿⠛⠛⠻⣿⡄⠄⣾⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡇⠄⠄⠁ 👁️ ⠄⢹⣿⡗⠄ 👁️ ⢄⡀⣾⢀⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡇⠘⠄⠄⠄⢀⡀⠄⣿⣿⣷⣤⣤⣾⣿⣿⣿⣧⢸⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡇⠄⣰⣿⡿⠟⠃⠄⣿⣿⣿⣿⣿⡛⠿⢿⣿⣷⣾⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡄⠈⠁⠄⠄⠄⠄⠻⠿⢛⣿⣿⠿⠂⠄⢹⢹⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⡐⠐⠄⠄⣠⣀⣀⣚⣯⣵⣶⠆⣰⠄⠞⣾⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣷⡄⠄⠄⠈⠛⠿⠿⠿⣻⡏⢠⣿⣎⣾⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⡿⠟⠛⠄⠄⠄⠄⠙⣛⣿⣿⣵⣿⡿⢹⡟⣿⣿⣿⣿⣿⣿
Love is in the air? Wrong, gas leak.
Stan's previous games were simple, small and fun. This one has a much greater scale. It builds up tension and there's a few ok jump scares. Besides that, there isn't really much going on. It's very slow paced. You can run, but not that fast and not while in (extremely) shallow water either. Getting through it costs about 1.5 hours. Maybe a bit more on first try, a bit less on the second. Thing is, again, this game doesn't have a save system. So getting all three endings (and two secret ones) will make you go through the entire thing up to five times, assuming you know exactly what to do for each ending. I do like these games, but don't like going through it so many times while there is absolutely no variation in puzzles or environment or at least some random encounters. Cool for one or two playthroughs. Gets boring after that.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Randomizing and clearing my backlog as best as I can - 10/343 Great little horror game. Although, after the first jump scare, it kind of lost the spookiness. Great plot though.
Tense cave exploration with alternate routes meant to be completed in one sitting.
Inside Depth 6 is a short first-person psychological horror experience that understands how naturally unsettling it can be to descend into an abandoned underground location with no clear idea of what waits below. Developed by Stanislaw Truchowski and published by TurnVex, the game focuses primarily on exploration, environmental tension, puzzles, disturbing discoveries, and a gradually unfolding mystery. Instead of attempting to provide a lengthy survival horror campaign, it concentrates its ideas into a relatively brief adventure designed to maintain tension from the opening moments through the final descent. The story centers on the Purple Lavender mine, an infamous location connected to more than 117 deaths and 24 missing people. Despite this disturbing history, authorities have taken an unusually long time to permanently close the mine. The protagonist becomes suspicious of the circumstances and decides to enter shortly before the entrance is scheduled to be sealed with concrete. The objective is essentially an investigation: explore the abandoned passages, document what remains underground, and discover whether the official explanation hides something more sinister. A particularly effective part of the premise is the mine's division into six increasingly mysterious depths. Information about the lower areas is uncertain, while rumors suggest that traveling farther underground causes increasingly severe psychological effects. There are also unanswered questions surrounding the miners who worked there roughly seventy years earlier, including the strange absence of information about their identities and families. These details establish a mystery that gives the player a convincing reason to continue downward even when the environment makes retreat seem considerably safer. Gameplay emphasizes exploration rather than complex combat. Players navigate dark passages, examine locations, solve puzzles, and search for clues while progressing deeper into the mine. The straightforward mechanics allow the environment to remain the main attraction. Each new section represents another physical and psychological step away from safety, and the changing scenery helps prevent the mine from feeling like one endlessly repeated collection of tunnels. There is an effective sense of progression as the surroundings become increasingly strange and disturbing. Atmosphere carries much of the experience. Darkness, confined spaces, unsettling sounds, violent imagery, and uncertainty are used to keep the player uncomfortable. The underground setting works particularly well because restricted visibility and narrow passages naturally create vulnerability. Audio also contributes heavily to the tension, since unexplained noises become considerably more intimidating when the player cannot immediately determine their origin. The horror therefore comes from anticipation as much as from explicit frightening events. The game contains significantly graphic material and should not be mistaken for a mild supernatural mystery. Its content includes murder, torture, corpses, injured bodies, weapons, gore, violent scenes, deprivation, and disturbing sounds. These elements become part of the environmental storytelling and reinforce the idea that something deeply troubling happened within the mine. Players who prefer psychological horror without graphic violence may find certain scenes uncomfortable, while fans of darker independent horror will probably appreciate the uncompromising presentation. Inside Depth 6 is deliberately brief, with a complete playthrough intended to last around an hour. More unusually, there is no conventional save system, meaning a run is intended to be completed in one sitting. This design choice strengthens the uninterrupted feeling of descending into the mine because players cannot casually leave and resume days later. At the same time, it is an inconvenience for anyone who needs to stop unexpectedly. Knowing this beforehand is important, as the game is better treated like a continuous horror session rather than a traditional multi-session adventure. Replayability comes from three different endings, 13 achievements, hidden discoveries, and an Easter egg. These additions encourage players to investigate more carefully or return after completing their first run. Since the core adventure is short, pursuing another ending is not an enormous commitment. However, players interested exclusively in reaching the credits once should understand that the overall amount of content is modest. Much of its value depends on enjoying atmosphere, investigation, and the mystery itself rather than expecting dozens of hours of gameplay. Its greatest strength is how efficiently the six-depth concept creates momentum. Every descent carries the expectation that the next area will reveal something worse, making curiosity one of the player's biggest enemies. The expanding mine also demonstrates greater environmental ambition than a horror game restricted to a single building. Although the production has the straightforward mechanics and occasional roughness associated with a small independent project, its focused structure works in its favor. There is little unnecessary padding, and the experience generally keeps moving toward its central mystery. Steam Deck compatibility is less straightforward. Inside Depth 6 does not have an official Steam Deck Verified or Playable compatibility rating, so it should be regarded as officially unverified for Valve's handheld. Since the game was primarily designed as a Windows PC experience, Steam Deck users may need Proton and could encounter controller, interface, performance, or configuration issues. An absence of an official compatibility badge does not necessarily mean the game cannot run, but players should not interpret it as guaranteed handheld support. Overall, Inside Depth 6 is most appealing to players who enjoy compact first-person horror adventures where atmosphere and curiosity matter more than elaborate mechanics. Its abandoned-mine setting, six increasingly unsettling depths, grim history, puzzles, disturbing content, multiple endings, and oppressive sound design create an effective journey into the unknown. The one-hour format and lack of saving limit its appeal for players wanting a substantial campaign, but they also keep the experience concentrated and prevent the central concept from becoming overstretched. It is a focused piece of independent horror that uses its underground setting effectively and provides enough secrets to justify more than one descent for dedicated players. Rating: 8/10
Great game! While Is Simon There? and Suite 776 were two of my favorite games ever, Inside Depth 6 is pretty well made as well. The suspense when getting the 'true ending' is killing me. I hope Stanislaw will eventually continue the story. It was fun to explore the mines but in real life I'd not even go near them. It's such a terrifying thought to be in complete darkness in some caves, no way.
It sucks. There is a plank that has no collision in that part with the water with the red light.
Very short horror adventure. It has different endings, but I guess you need to find more stuff to unlock them. Worth it on sale.
I personally liked this game more than the developer’s other horror titles. The idea of continuously descending deeper into a cave was really interesting and well executed. The story is initially engaging, but after the halfway point you unfortunately get too little information, which makes it easy to lose track of what’s actually going on. The monster models also look mostly the same, which was a bit disappointing. On the other hand, I really enjoyed the mechanic of photographing the monsters. It was already used in the previous game, but it fits perfectly here as well. The jumpscares are very well placed. At the beginning, the game slowly builds up a tense and oppressive atmosphere, and only after the halfway point does it start to truly scare you. The claustrophobic feeling in particular is very well conveyed. There are three different endings and multiple ways to reach them, which definitely adds a good amount of replay value.
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Players by region
Where this game's players are, estimated from review languages.
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