
It Lurks Below is an action-oriented, survival RPG in a randomly generated world. Fight through the massive underground dungeon, customize your character with random items and find out what evil lurks below.
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Languages: English
Sums Steam only; Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Se você olha e pensa “mais um Terraria-like”… It Lurks Below responde: sim… mas com um toque muito mais cruel. It Lurks Below pega a base de exploração 2D, mineração e crafting… e injeta um DNA forte de RPG e sobrevivência. Aqui não é só cavar e construir — é gerenciar fome, noite, inimigos cada vez mais perigosos e um sistema de progressão que lembra até ARPG. Tem árvore de habilidades, classes e loot que realmente importa. E isso muda tudo. O jogo tem um ritmo mais tenso. Não dá pra relaxar tanto quanto em outros sandbox do gênero. A noite chega, os inimigos vêm mais fortes, e você sente que precisa estar sempre preparado. A progressão é um dos pontos altos. Evoluir o personagem, melhorar equipamentos e desbloquear novas possibilidades cria aquele loop viciante de “só mais um upgrade”. Mas… ele cobra um preço por isso. O visual é bem simples — até cru em alguns momentos. Não tem o mesmo charme imediato de outros jogos do gênero, e isso pode afastar de cara. Além disso, o jogo pode parecer meio punitivo demais. Pra quem quer algo mais casual, ele pode frustrar rápido. Só que pra quem entra na proposta… Ele vicia. Veredito: mais profundo, mais difícil e menos acessível. Um “Terraria hardcore” com pegada de RPG. ⛏️ Nota: 8.2/10 🧙 Recomendado para: quem quer sobrevivência + RPG em 2D ⚠️ Aviso: não é relaxante — é sobrevivência de verdade “Parece Terraria… até começar a te punir sem dó.”
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| $19.99 |
| 40ratings |
| 84% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is excellent. I wish there was more.
Es un juego meh, la verdad es un peor terraria en casi todo sentido, tiene algunas mecanicas diferentes como diablo, pero no lo hacen que valga la pena porque algunas mecanicas si son incomodas como el crafteo, inventario y recoleccion de objetos (tienes que recoger manualmente muchos objetos) Tampoco parece que lo actualicen con regularidad, asi que solo lo recomendaria en descuento por si tienes unas cuantas horas que gastar
Auch wenn der Anfang recht lästig sein kann, besonders wenn man nicht merkt dass man ein Tutorial in form von Quests am machen ist, bzw. machen muss sonst kann man nicht viel machen. Dabei wird man zwar ständig von Gegnern angegriffen, und jenachedem wie lang man braucht das Tutorial fertig genug zu bekommen, kanns durchaus nervig werden. Ich finde Allgemein das Game verdient ein paar Quality of Life Patches, ansonsten ist es echt gut. Also wenn man mit einem Gamepad spielt ist das Graben echt lästig, da man da den Zeiger nicht sieht, sondern nur son Highlight Schatten den man kaum erkennt. Aber zum Glück gibts ja Arc Waffen mit denen kann man hervorragend "Graben"(Bzw. Spreng-Graben) Wahrlich ein Highlight. (Bekommt dadurch allerdings keine Survival XP und das Mining Perk wird ebenfalls nicht getriggert). Es fehlen Meiner Meinung nach noch Erklärungen zu Pocketdimension, dachte die verschwindet wieder nachdem der Boss erlegt wurde, nope leider nicht, man muss wohl nen Normal oder Nightmare Book nutzen, hatte mir son lockeren Pfad zum Portal also dadurch Ruiniert. Naja ansonsten dennoch klare Empfehlung wenn im Sale.
Crashes, a lot, is the takeaway. Like others, I ran into the crash issue almost immediately. Further, the interface is terrible as well, you have to click on an awkward panel to get an object once crafted and place it in your inventory. A bit tedious. Reserving half panel slots for "Ancient Items" is annoying. Most spunkgargle weewee games have 9 or 10 slots, this one you only have 6 because the other 6 are for the special ancient items that I never saw but the start item and probably wouldn't for a while. There is a different key for each menu item such as inventory or craft and there is no easy way to click and open a tabbed menu (which would be better). The game itself, while potentially interesting is ultimately "I saw StarBound, let's make a Medieval version"; which I have no issue with! I really liked StarBound and don't mind playing more here but all the crashing plus poor interface makes it unplayable. Options are not available while in a session, you have to set sound and keybinds before starting the game; which sucks for trying to figure out which keybinds to change. On a final parting statement before I remove the game, it crashes when you say "Quit to Menu" it dumps out and you have to go back in to see the menu again which makes the keybind groping even longer.
I played this on Xbox and enjoyed it (with Gamepass). It left GP. So I bought it on Steam. Claims to have controller support (partial). When I enable controller in game I lose all control except for moving cursor between 4 places on screen. Pushing buttons does nothing. The screen says BACK (B), but pushing B does nothing and cursor will not move to that spot. Is controller support really that difficult? I would try k/m but I sit in my recliner when gaming.
优点:1. Diablo Like 跟 生存玩法 结合得非常完美,生存技能可有效缓解生存压力,并不会觉得累,很有趣。2.较好的新手引导,通过做任务完成。3.出色的打击感。4. 丰富的职业。5.善用地形有奇效,觉得自己是哥布林杀手。 缺点:前期地表的敌人太多,难度曲线不平滑,可能死亡循环。 新手建议:开局要尽快挖山洞建基地,而且要挖壕沟,工坊、菜地都要藏在山洞深处。这样不仅前期好过,中期掠夺者来攻打聚落也方便应对,一劳永逸。 战斗系统是原汁原味的Diablo,而且有创新,作为原法师玩家,感觉非常惊喜~
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I'm going to be asking for a refund for the sale price of $4.34 AUD because this game just doesn't feel good to play. Overtuned enemies, clunky inventory system, very little to find in the way of exploration beyond the next resource patch, and your movement is way too sluggish and limited even with a double-jump. If there are items or abilities that improve your freedom of movement, I didn't last long enough pushing boulders uphill while the two hour playtime limit on Steam refunds approached to ever see them. To be fair, it has some good ideas, mainly with the RPG mechanics, multiple block layers, weapons with random stat generation, class and race combos (I only saw two races to choose from - perhaps there are more to unlock?), and the ability to teleport back to your homestone, but none of them matter against the context of the game at large. The exact point I decided I was sick of the game's bland oppression was when I'd inadvertedly lured some randomized Commander miniboss (I'd already killed the first Commander guy that was part of a scripted tutorial quest) over to my base. I was past the point where the game notified me "you drop items on death now" and it randomly chooses those items from anywhere, including armour you have equipped, or tools in your hotbar. Not the end of the world, I've played games with worse death penalties, but there was something about the ridiculous damage sponge nature of this random dude right on my base having two thirds of his health after five minutes of repeated deaths unloading everything I had. The legions of minions spawning in. The fact that as soon as I was hit for the first time as I tried to reclaw some of my dropped progress or continue the fight I became stunlocked to death. The fact that there was no storage building. The sluggishness of the movement combined with the aggression of the enemies. All of this combined with the fact that it all still felt really early game. It's very hard for me to give up on incremental progress, because I become attached to my goals in games and usually resign myself to push through for that personal achievement dopamine. My own sunk-cost fallacy often compels me to continue with games I don't even strictly enjoy, especially if you can build a base because I gotta finish building my [i]base[/i]. Unlock all the cool stuff, measure my progress in tiers of gear and construction. Take this how you will, but with It Lurks Below, I simply realized I just didn't give a ♥♥♥♥ about the goals I had any more if it meant having to perservere with what was on the plate, and decided to drop it forever. Normally I'd feel like probing it out with another class, or change up my approach in some other way. With this game, I just don't want to suffer more of it. I'll never finish my base, or get back my copper, or find a better weapon because I have tasted what the road to them looks and feels like and I'd rather have my four bucks back. This game is kind of like Terraria or Starbound, and in the early stages it might even feel like it ticks the same boxes. You're better off thinking of it as having a much higher focus on combat and much more shallow builder mechanics. They're pretty transparent about that, honestly, since the game is self described as action-oriented. When I say "focus" on combat, though, don't take that to mean necessarily doing so with any kind of design consideration. It just means that's most of what you're doing. If you like platformers where "damage sponge" and "screw your agency" is the key enemy design philosophy and you prefer your building elements light, then maybe you'll dig it. The Steam trailer does do a pretty good job of selling the idea that you can tackle a variety of combat situations with some interesting builds or items. The reality is that unless you want to commit beyond the refund playtime limit on this maybe-promise in a genre that has guarantees elsewhere in spades, the only thing you're going to see is a game that never breaks out of being stale and slow.
It Lurks Below is a survival action RPG that successfully combines sandbox exploration, loot-driven progression, crafting mechanics, and dungeon crawling into a dark and surprisingly addictive experience. While the game initially resembles a simple 2D sandbox adventure inspired by titles like Terraria, it quickly reveals much deeper RPG systems focused on character builds, randomized loot, dangerous exploration, and constant progression. Created by Diablo designer David Brevik, the game clearly carries the influence of classic action RPG design while still carving out its own identity through survival mechanics and open-ended exploration. The game begins with players creating a character from several available classes before entering a procedurally generated world filled with monsters, hidden caves, underground structures, and dangerous supernatural threats. Players must gather resources, build shelters, craft equipment, and descend deeper into increasingly hostile underground regions while fighting to survive. This combination of survival gameplay and RPG progression gives the experience a strong sense of long-term adventure from the very beginning. One of the game’s strongest aspects is its loot system. Enemies constantly drop randomized weapons, armor, magical equipment, and crafting materials that directly influence character progression. Rare items feel genuinely valuable because they can dramatically improve survivability and combat effectiveness during later encounters. The game successfully captures the addictive feeling of constantly hunting for stronger equipment in the same way classic dungeon crawlers do, making exploration and combat consistently rewarding. The class system adds a surprising amount of depth as well. Players can choose between multiple fantasy-inspired character archetypes, each with unique abilities and combat styles. Warriors focus on direct melee combat, while other classes rely more heavily on ranged attacks, magic, summoning, or stealth-oriented skills. As characters level up, players unlock additional abilities and upgrades that allow further specialization. This RPG structure gives the combat much more variety and replay value than many sandbox survival games. Combat itself becomes increasingly engaging as stronger enemies and more dangerous underground areas appear. Early encounters are relatively simple, but later regions introduce aggressive monsters, elite enemies, and challenging boss fights that require proper preparation and strategy. Dodging attacks, managing healing resources, and optimizing equipment become essential for survival. The combat is fast and responsive, especially once players begin unlocking more advanced abilities and stronger gear. The survival mechanics also contribute heavily to the game’s atmosphere. Hunger, farming, crafting, and inventory management constantly force players to balance exploration with preparation. Building defensive shelters and collecting resources become necessary for long-term survival rather than optional side activities. Dangerous nights and underground ambushes create consistent tension because players are rarely allowed to feel completely safe outside their base. Procedural world generation is another major strength because it keeps exploration unpredictable. Caves, underground structures, enemy encounters, and resource locations change between worlds, ensuring that no two playthroughs feel identical. This randomness gives the game strong replay value, especially when combined with the multiple character classes and build possibilities available to players. Visually, It Lurks Below embraces a retro pixel-art style that prioritizes atmosphere and gameplay clarity over technical realism. While the graphics may initially appear simple, the darker underground areas, eerie lighting, and constant monster presence create a surprisingly oppressive mood that fits the horror-inspired setting very well. The pixel-art presentation also allows combat and movement to remain smooth even during chaotic battles involving large groups of enemies. The sound design strengthens this atmosphere significantly. Ambient music, monster noises, and environmental audio create a persistent sense of danger while exploring underground tunnels and abandoned areas. Descending deeper into the world genuinely feels unsettling at times because the game constantly suggests that something more dangerous is waiting further below. The combination of atmospheric audio and dark environments gives the exploration a strong feeling of tension and mystery. Another impressive aspect of the game is the amount of content available. Between character progression, randomized worlds, crafting systems, farming mechanics, class customization, and endless underground exploration, the game offers dozens of hours of gameplay for players willing to invest time into mastering its systems. The constant cycle of upgrading equipment, discovering rare loot, and pushing deeper underground becomes highly addictive because progression always feels meaningful. However, the game does have several flaws. Inventory management can become frustrating during long exploration sessions because of limited storage space and the large amount of loot constantly dropping from enemies. Crafting systems and menus occasionally feel clunky, especially when juggling resources, equipment, and consumables simultaneously. Some progression systems also become noticeably grind-heavy later in the game, requiring extensive farming for specific materials or upgrades. The pacing may also feel uneven for some players. Certain sections focus heavily on resource gathering and slower survival mechanics before transitioning suddenly into more combat-heavy dungeon exploration. Players looking primarily for nonstop action may become impatient during slower crafting or farming segments, while others may appreciate the balance between preparation and combat. The visual style, while effective atmospherically, may also discourage players expecting more polished modern graphics. Tutorials and explanations for some mechanics are somewhat limited as well, forcing players to learn many systems through experimentation instead of detailed guidance. Despite these issues, It Lurks Below succeeds because it combines several genres together in a way that feels surprisingly cohesive. The game constantly rewards exploration, experimentation, and progression while maintaining a strong sense of danger and discovery throughout the experience. Every deeper layer explored feels rewarding because stronger enemies, better loot, and greater risks are always waiting below. What ultimately makes the game stand out is how effectively it merges sandbox survival mechanics with classic loot-driven RPG progression. It manages to feel like a dungeon crawler, crafting simulator, survival game, and action RPG simultaneously without losing focus. The influence of traditional Diablo-style systems is obvious, but the sandbox structure gives the experience its own distinct rhythm and identity. It Lurks Below is a dark, rewarding, and highly addictive survival RPG that offers a satisfying blend of exploration, combat, crafting, and character progression. While certain systems can become repetitive or grind-heavy over time, the strong loot mechanics, atmospheric world design, and deep class customization make it an excellent choice for players who enjoy survival sandbox games with meaningful RPG depth and constant progression. Rating: 8/10
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