
Shipwrecked on a myth-shrouded island, play as rookie pirate Marcus “Rookie” Ramsey and explore haunting biomes, face unforgiving combat, and unravel a deep-sea curse in search of your lost crew, the Angry Mermaids.
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): 0.14/day in the week to Sep 8 → 0.14/day in the week after.
About
Mark of the Deep is an epic pirate adventure with a strong narrative and a thrilling mix of elements from acclaimed Metroidvania and Souls-Like games. Embark on this journey as the pirate Rookie, explore the mysteries of a cursed island and find your missing pirate crew!
A pirate ship wrecked on a mystic island, till then known only by myths n’ tales. Play as Marcus “Rookie” Ramsey and explore the eerie areas of this island surrounded by a mysterious curse in search of your missing crew: the Angry Mermaids!
In this diversely hostile environment, you need to face a wide variety of dangers to find your lost crewmates, including abyssal monsters, undead creatures and menacing cultists. Fight against over 80 enemies and 16 bosses in challenging battles inspired by souls-like games!
As a newfound Mark Keeper, Rookie can unlock new abilities that change how you fight enemies and explore the environments! Discover new skills, weapons and trinkets to upgrade your combat abilities and make your way through new areas of the island.
Meet a fully-voiced cast of pirates, abyssal creatures and many other characters trapped in the cursed island with you! Rescue old friends and make new allies as you unravel the mysteries of the native inhabitants of the island: the Old Folks.
The abyssal corruption affects everyone around you, including your cherished allies. You have the choice to help those in need by completing their quests and dealing with hard choices along the way. Discover multiple endings in your goal to escape the island!

From the developers of Dandy Ace and No Heroes Here, join the Mad Mimic Discord Server to meet the Mark of the Deep community and share your experience with the game!
Sums Steam only; GOG, Epic, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 355reviews | 75% | — | $108K |
| $19.99 | 10ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I initially wasn't going to write a review for Mark of the Deep because I found it to be a pretty middling experience. I got the impression that the developers genuinely tried their best to make a good game, and I don't particularly enjoy disparaging that effort. However, there is a bug that has been reported for months that makes the attack button perform a roll instead. The only way I've found to stop it from happening is to pause the game, and it happens regularly enough to become a persistent annoyance. This needs to be fixed, and I think players should know about it before purchasing the game. Unfortunately, even putting that bug aside, I found the game to be incredibly lacking. [h2]Exploration and Navigation[/h2] I like the art style. Everything is generally easy to read visually, and the game has a distinct aesthetic. The problem is that the environments themselves lack memorable landmarks and can start to feel very samey, which becomes especially problematic when you're expected to return to previous areas. There is also no map. This is a particularly strange omission because the game has a fairly interconnected world and expects the player to remember where they've been and where they need to go next. If you step away from the game for any significant amount of time, genuinely good luck remembering what you've done or where you're supposed to go. Secrets don't help this problem. Items and upgrades can be hidden within the background or foreground, making them very easy to miss. A map would go a long way toward making exploration more enjoyable and would give the player some way to orient themselves within the world. [h2]Combat[/h2] Combat is where the game really started to lose me. Enemies are incredibly spongey, and this health bloat permeates basically the entire experience. Enemies also don't provide particularly large openings, so the primary rule of engagement becomes getting one or two hits in before immediately returning to dodging. That isn't inherently bad combat design, but here it makes encounters feel repetitive rather than rewarding. You're spending a lot of time fighting enemies that don't provide much opportunity for interesting interaction. Enemy attacks also snap toward the player, which makes dodging feel fairly rigid. You need to time your dodge specifically so your invincibility frames line up with the attack's actual hit frames. Rather than feeling like you're fluidly avoiding attacks, it often feels like you're waiting for the correct moment to press the dodge button. The combination of high enemy health, limited attack openings, and rigid dodging makes combat feel more tedious than engaging. [h2]Bosses[/h2] The bosses don't fare much better. Bosses have runbacks, which are already something that will turn a lot of players away, but the problem is compounded by the game's general health bloat. Having to fight through enemies that already overstay their welcome just to get another attempt at a boss is not particularly enjoyable. The bosses themselves also feel surprisingly similar to one another. I never felt like the game was introducing dramatically different encounters that forced me to rethink how I approached combat. [h2]Final Thoughts[/h2] Mark of the Deep feels like a game that could benefit substantially from another round of development. The most immediate issue is the attack button bug that causes the player to roll instead. The fact that this has been reported for months without being fixed is extremely frustrating, particularly because it occurs regularly enough to actively interfere with playing the game. Beyond that, I think the game needs a balance pass. Enemy health needs to come down, combat needs more interesting openings, and the boss runbacks should be reconsidered. A map would also substantially improve the exploration experience and make returning to the game after an extended break much less frustrating. I don't have much faith that the game will receive all of these changes, which is unfortunate because I think there is a decent foundation here. I like the art direction, and there are ideas worth building on, but in its current state, I can't recommend Mark of the Deep. At minimum, wait for the attack/roll bug to be fixed before considering it.
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Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 25 → 0.29/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, French, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Turkish*languages with full audio support
| $19.99 |
| — |
| — |
| — |
| $0 |
| Free | 0ratings | 0% | — | 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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The moment I found out the walkback to a miniboss was several minutes and I had to remember the route due to the lack of a map, I stopped
The game drew me in because of the art style and the setting but after a few hours I bounced away rather hard because of the uninspired and underdeveloped combat that the game heavily leans into for progression. Games like Death's door, Tunic, Hyperlight drifter share the basic building blocks with this game which is why I bought the game hoping for a similar experience. However in all of those games the character/combat felt nimble, hard while fair and each time I fought the boss and lost I knew what I did wrong and how I should improve. Combat in the Mark of the deep on the other hand feels very stiff for how many multi phase combat arena scenarios there are, and bosses encounters feel unsatisfying. Bosses are absolute combat sponges requiring what feels like 50 hits with a stiff character with a limited moveset. If you completed the Death's door with umbrella as your weapon this game might be for you. There is a surprising number of positive reviews for this game with just 1 hour or so of playtime which looks a bit suspicious to me and could indicate the overall sentiment might not be what the score suggests.
If I ever hold the A (Roll) button for slightly too long, the game puts me in some weird toggled state where hitting the X (Attack) button also makes me roll. This toggle does not turn off unless I do a short tap of the A button, after which, the Attack button functions normally again. this killed me more times than i care to recall. it became so frustrating that i stopped playing. there is a forum post with the issue with a dev acklowledging it but so far no patch
Soooo much potential but hindered by annoyances Pros: Game is actually fun and graphics are fine for what the game is. Cons: The controls suck. Trying to aim your hook to cross an opening is annoying as heck. You'll die multiple times with your hook missing the target and attaching to walls and pulling you towards death. There's no aim assist for it or at least an auto attach to the target. Character will randomly roll when you don't want it. Rolling into crossfire, attacks and the enemy. The biggest negative is drinking a health potion will lock your characters movements..Even the special potion with shield is useless in a frenzied environment. And NO MAP! Hopefully if there's a sequel, all these will be addressed,. including the horrendous voice acting.
Cuthulhu korsan temalı Souls Like arayanlar için iyi bir deneyim sunuyor.Eksikleri yok mu tabi ki var.Oyunun haritası yön bulmak için kullanabilecek bir harita değil nereye nereden gidebiliceğinizi çıkartamıyorsunuz sadece hangi bölgede olduğunuzu gösteriyor bu kadar.Kullanıcı arayüzüde çok basit tutulmuş.Dövüş sistemide oldukça basit.Hafif ve ağır saldırımız var.Parry ise düşmanların uzak saldırıda kullandığı ateş topunu geri göndermek üzerine kurulmuş yakın saldırıları parryleyemiyorsunuz.Hikayenin kurgusunu beğendim.Son olarakta boss çeşitliliği fena değil ki tecrübeli Souls oyuncularını bile zorlayacak 1-2 boss mevcut.Genel bir değerlendirme yaparsam benden geçer not alır.
I have to say I am really disappointed to not be able to recommend this game. It has been difficult to find good arpg's to play on steam deck. At first this game looks promising, but goes off the rails quick. The first miniboss you encounter literally 5 minutes in, so presumably still the tutorial, is a huge difficulty spike. It's not like a "get good" difficulty. It's like a "this miniboss is just cheating" difficulty. Maybe I'm just not good at it, but it felt difficult to the point of being unfair.
Piratas, mais piratas, o resto da marinha, um Deus Leviatã tudo junto numa história muito boa. Era impossível ser ruim
Just not all that inspired or exciting to me. It feels like some of the early progression/items/abilities should happen sooner. Instead it takes a while to obtain what seem like pretty basic/core abilities and items that would have made the gameplay better if you got them within the first 10-15 minutes instead of more than an hour later. There are still loads of upgrades and items to collect, so it's not like getting a few of the first ones earlier would detract from that. Some of the game design decisions seem a little odd as well. No map to speak of, but also not any distinguishing details or landmarks to navigate or learn your way around without a map, very graphically homogenous. Being locked into areas with no access to the shop or anything else is odd too; I don't see why I shouldn't be able to return to town or just take a break from one area to explore another one. Plus a handful of smaller things that start to add up. The game has potential, I think it just could have used a bit more polish and development. I don't hate it, but after a couple hours I also don't really have any desire to pick it back up again. If you have more patience than me, maybe it grows into a better game past the first few hours.
Real fun pirate romp, good action rpg and characters/designs were interesting as well as the traversal options. Definitely worth a playthrough.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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