
Menace from the Deep is an enthralling Roguelike Deckbuilding card game that unfolds in a dark world, drawing inspiration from Howard Lovecraft and the Cthulhu Mythos.Set against the backdrop of 1920s USA, the narrative revolves around a clandestine occult society.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.86/day in the week to Aug 17 → 7.71/day in the week after.
About
Three unique playable heroes, each with their own deck of battle cards and fighting style
3 types of inventory items: Relics, Equipment, Consumables. Most relics can be assembled into powerful collections
Collect and upgrade numerous unique cards
Unique travel system based on travel cards
Participate in various events of the grim world and visit different locations
Gather building materials and construct upgrades to make subsequent journeys significantly easier
Grim and tragic story of a secret society and the mystery of the strange monolith called the Heart of the Sea
Find allies for battles or summon help through magical rituals, items, or cards
Each member of the secret society hides their own secret. Discover them by collecting memory fragments together
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 181 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Another case of wishing steam had a neutral review. I *really* want to like this game - I love roguelites, I love deckbuilders, I love Lovecraft, and I love some of the really interesting things this game does (the navigation system is brilliant and I hope it gets ported into other games). It's got a phenomenal art style, a passable story, and a decent system of meta progression. With that said, I've got about 8 hours in the game and I'll give my thoughts as someone who's played a lot of these games (max'd the Ascensions in StS1 & a good amount in two, etc). The game suffers from three things: It's not a great deckbuilder, the balance is really uneven, and the systems it introduces often conflicts with being a Roguelike. 1. Generally in deck builders you look for archetypes to lean into, which should be flexible enough you can adapt to it as you get new cards. I haven't found really any good archetypes (except for *maybe* the Professor's ability to spam animals). Your cards tend to be generically good or generically bad, and every run feels very similar since you're picking the same cards each time. I've tried each of the starting decks for the investigator, and my deck looks near identical by the end each time. It's hands down the worst feature of the game and is further dragged down by the card pool - I've never seen a card game other than this offer me the generic starting attack and defense as a card choice after a fight (and grabbing a new card when you clear a fight is mandatory). 2. Onto the balance - this is a roguelike, but I've never seen such a huge jump in difficulties between acts in any card game that I played. Act 3 is *hard* and it feels near functionally impossible to win until you're further down the meta progression. Combine that with the issues in part 1, and the fact that meta progression resources are tied to a specific type of event (the warehouse) and you become very aware you're not doing a run in hopes that you win, but because you need to grind out 6 more wood. I don't start a run in Hades going "I'm only doing this run to get 2 more nectars" - which is exactly how I felt in Menace from the Deep. 3. Onto the systems. The game introduces a card leveling system where once you use a card enough times it levels up and can even go down different paths. This is a really cool idea and I'd love to see more ideas like this. The problem is that your cards level *through* use, so you're incentivized to sit in an easy fight and spam all your block cards (and block carries over) to level them up ASAP. Roguelikes prioritize fast and fun runs, not stalling out fights so you have a higher chance of winning. It's a great idea in concept, but furthers this perception that I'm grinding instead of playing. Similarly, the game has an events system - the problem is that the event outcomes aren't random. Once you know the best outcome for the event, you'll pick it every time. It further reduces the variation you see in each game and turns this further into a mixture of grinding out the event outcomes so you know what to pick each time. Ultimately, I can't recommend this game to anyone except those who really like deckbuilders or those who like Lovecraft. I'm both, and I'm still not a huge fan. There's so many great ideas in this game, but those ideas often fall short.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 3: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Ukrainian*, French, German, Spanish - Spain, Polish, Simplified Chinese, Traditional Chinese, Japanese, Korean, Portuguese - Brazil, Turkish +1 more
Hours played at review time, across 181 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
模仿和缝合痕迹超严重,没什么特色并且系统并不出彩的牌游,作为牌佬收集品喜加一的话,打折下来不到15块倒是买不了吃亏买不了上当 但说到克苏鲁元素,那这游戏完全就是在侮辱克系故事了,纯粹硬蹭噱头以及拙劣套用,故事有多无聊都不说了,氛围感约等于无(鉴于是牌游也就不纠结这个了),但各种小怪和BOSS设定才是真真能给人看傻,随便举几个栗子给克系爱好者一点小小的San值震撼: 撒托古亚是第一层的半道精英怪,也就是说和三张拳击就能干死一个的农民坐一桌,略强一点有限 某断肢触手道具可以直接当消耗品无需任何条件召唤出黑山羊幼崽,其高达25血7防7攻的身板和能力,打不过第一层的深潜者喽啰、阿撒托斯崇拜者(你区区一个人类是怎么有脸崇拜撒总的,不过他绷带怪人的造型倒是又很形象地回应着脸都不要了的游戏特色)和会扔自制手搓炸弹的路人(就这他喵的还要致敬一下“爱手艺”是吧),而黑山羊幼崽和以上三位,综合实力全都远不如侦探初始自带的狗(35血5攻7防2回血,有撕裂和嚎叫技能) 第一关关底你就能遇见伊塔库亚和达贡,两位的总体战斗强度明显低于第二关的2妓女+抽烟女士+撬棍秃头男四人组,而和这俩战5渣并列轮班的BOSS,是,哈,斯,塔(甚至立绘明明是化身黄衣之王但制作组也非要自作聪明写哈斯塔本尊名讳),甚至还,有,羊,妈(我暂时还没遇到,但看成就是有的,且战斗难度倒数第二,不过我退款期限快到了不敢继续造次) 只说15块不到的价格就能杀时间打牌的话,其实是勉强可以好评的,但照着这种对克系各位老总的侮辱法,哪怕这游戏做得再好(况且并不太行)我也不敢给好评啊,真的是害怕各位旧日和诸神误以为我跟制作组是一伙的XD
Game is fast, engaging and still original compared to others in the Genre. Love the Love-craftian vibe in it! Reccomended 👍👍
Чудовий декбілдер у всесвіті Лавкрафта від українських розробників. Ви можете грати за одного з трьох персонажів: Детектива, Професора, Культиста (і Потвору у доповненні). Тактика гри за кожного з них дуже відрізняється не тільки окремими картами, але й механікою взагалі. Причому кожен окремий персонаж може обирати одну з шести стартових колод, що також суттєво змінює стратегію вашої гри. Детектив - більше спеціалізується на агресивних атакуючих картах, Професор - на виклику допоміжних істот і тварин, Культист - використовує механіку магії крові, а Потвора змінює статуси між людиною і потворою, що також вносить велику кількість варіантів комбо. В процесі подорожі вам можуть траплятися реліквії, які можуть складатися в комплект і утворювати потужний складений артефакт, що дуже часто вирішує долю вашого забігу. Мальовка - стильна, музика відповідна до атмосфери, сюжет з персонажами - цікавий. Хочу подякувати розробникам за надзвичайно якісну, цікаву і збалансовану гру! Однозначно всім раджу до проходження.
我真的服了,第四章大半的怪是全降级卡片的怪,打完点那卡就全白板去了,结果熬到BOSS那里直接一次性就降级四张卡,你说临时降级不说什么,结果是永久降级,再配合后面基本无法删牌和必须拿牌,一堆的低级牌和废牌在手上。本来成型的牌组打到BOSS成了废品堆
This game is fine. I don't regret playing it, but I think I'm done already. The travel deck mechanic is cool, but that's about the only original idea I see brought to the table. There's also a lot of opportunity to customize your deck at the start of a run, which is neat. That functionality is progressively unlocked through meta progression, so if I kept going then perhaps things would get more interesting eventually. At this point I'd rather just move on to a more interesting game, which is why I'm giving a thumbs down. The game's not bad, but you can do better with your money. Maybe give it a try if you really like the Lovecraftian theme.
Honestly, I can't recommend this. The art style is cool and the story is somewhat fun, but it's just a slog to play. There are a lot of mechanics that have very little impact and feel like useless filler: card upgrades, combos, equipment, resources, gas, the whole travel deck... I can't help but feel that leaner, more refined systems would work much better. The core gameplay is fine, but it gets boring very quickly. I almost never want to pick up new cards, because they just feel bad. I can't be bothered with most of the usable items. Upgrading cards is inconsequential. Most relics are bad or inconsequential. Most fights don't require any thought. On top of that, there's a black screen before and after each location, and the constant switching between black screen and colorful screen is exhausting for the eyes.
While the gameplay's roots are clearly Slay the Spire, it does enough unique things to carve itself a purpose to exist. There's a story mode, meta progression, equipments, and an interesting way to handle traveling the map among many other things. In the endless sea of lovecraftian games, this one actually nails the atmosphere and the [/]Pulp Cthulhu[/i] fantasy. Banger soundtrack too, shame it's not streaming anywhere.
极其糟糕的成长设计,通关秘诀变成了永无止境的拖,一二层的数值变化陡峭异常,种种原因让我无力再去品鉴更多的角色和局外成长。塔依旧是无法逾越的高塔
This is actually a really great Roguelike Deckbuilder! This game feels like Slay the Spire, but with it's own unique ideas and mechanics. You also get alot of build variety and replayability through endless relics and so many different cards. Pick this up if you like Slay the Spire but want something a little bit different!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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