
1975. Disaster strikes the Beira D oil rig off the coast of Scotland. Navigate the collapsing rig to save your crew from an otherworldly horror on the edge of all logic and reality in this 3x BAFTA Games Award-winning narrative horror experience.
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.
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): 6.71/day in the week to Aug 22 → 12.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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

Winner of three BAFTA Games Awards: Best New IP; Performer in a Leading Role; Performer in a Supporting Role
STILL WAKES THE DEEP is a return to the first-person narrative horror genre for The Chinese Room, creator of critically acclaimed games such as Amnesia: A Machine for Pigs, Everybody’s Gone to the Rapture, and Dear Esther.
You are an offshore oil rig worker, fighting for his life through a vicious storm, perilous surroundings, and the dark, freezing North Sea waters. All lines of communication have been severed. All exits are gone. All that remains is to face the unknowable horror that’s come aboard.
Search for your crew and help them survive if you can. Run, climb, and swim through the flooding corridors and storm-lashed outer decks. Face a terrifying, unrelenting foe. And pray that, one day, you get to see your family again.
The Chinese Room – with its reputation for world-class world-building, audio, writing, and acting – delivers a symphony of action, trepidation, tender emotions, and awe.
An immersive disaster story aboard a stunningly realised North Sea oil rig, starring an authentic cast of Scottish actors. Experience the beauty and ferocity of the sea as it rips apart one of humanity’s strongest structures and its steadfast crew.
No weapons. No powers. Just your wits and determination. Struggle for survival on an unstable oil rig, where one wrong step could be your last.
Something has turned your home into a nightmare, where the familiar becomes threatening, and where a noise in the dark fills you with dread. Resist the urge to turn back. Confront the unknown.
Explore an authentic oil rig in 1970’s Scotland that evolves throughout the story
World-class visuals, audio, and writing from award-winning studio The Chinese Room
Star-studded cast of voice-actors: Alec Newman (BAFTA winning role), Karen Dunbar (BAFTA winning role), Michael Abubakar (BAFTA nominated role) Neve McIntosh (Golden Joystick Award nominated role), and more
Haunting soundtrack by BAFTA winning composer Jason Graves
Updated with new features including Chapter Select, Yellow Markers toggle, and Silver Screen cinematic filter
Optional Story Mode available for players who wish to reduce the threat
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 13.2Kreviews | 87% | — | $9M |
| $34.99 | 14.8Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1224 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This isn't a game. Hell, it isn't even particularly much of an interactive story. What it is, is a tedious exercise in moving a camera from point A to point B, and despite the thing being as linear as a ruler, every stretch of that path not already fenced off by literal railings has been splattered with an obnoxious amount of YELLOW that even on "Reduced" mode demands you see it. There is no option to turn it off. On occasion you're treated to a repugnantly unnecessary QTE. Press S to remove a ventilation cover after the game has already undone the two screws for you. Can you do anything other than press the button? No. Can you disengage with the process once it's begun? Also no. So what is the prompt actually for, other than the most unnecessary latency tax? Bypassing and occasionally being chased by [spoiler]sticky tendril monsters[/spoiler] does not constitute gameplay in any meaningful sense. Each of those areas has one route, one quirk of timing and one correct answer, and when you get it wrong you produce the same attempt again until it lands. Nothing is learned, because there was nothing there to learn. No spacing to fix, no approach to reconsider, no second way through. Pick the object up, throw it in the direction the game wants it thrown, run where the game wants you to run. The consequence of failure is contrived repetition. And the doors. Doors you cannot pass because the way is obstructed, and you look, and the obstruction is two barrels sitting a good thirty centimetres clear of the frame. Unlocked and unblocked doors you cannot walk through now for some contrived reason, but which you'll invariably walk through later, once the story has decided that everything you needed to do in this area is done. Randomly, the game introduces a kick door interaction, which I can only recall using at its introduction in my playtime, which is quite something, because not some ten minutes earlier you come to a closed door with [spoiler]one of the crewmates you're ostensibly here to save behind it, begging for help.[/spoiler] A door, which every instinct tells you to kick, though you can't do that yet, or even try the handle. Another door has a similar interaction after you reach it on the other side of a broken gantry, [spoiler]screams and pleading for help on the other side[/spoiler], and a wheel handle you can't at all interact with, for some reason. In both instances you are instead treated to the protagonist openly declaring his lament. You aren't even given [spoiler]the agency to open either door to be killed by whatever abomination is on the other side.[/spoiler] On top of this, the protagonist can swing himself across a chasm on the strength of his arms gripping bright yellow monkey bars, with only the North Sea somewhere deep below to break his fall. He is nimble enough to edge along ledges made of assorted fallen broken matter that turn out to be only ever just deep enough, every single time. But he cannot climb over or around any fenced obstruction, even if it is just taller than a door, or only some ten centimetres thick. His capabilities painfully belong to whatever the level requires of him in that moment. For being sold as a narrative experience, it perhaps should have been kept more so in that medium and made as a short film, because every interaction in this blatantly exists to make someone that's purchased it feel as though the story moving along is contingent on them, when playing the game really only functions as a glorified laborious fast forward button through filler scenes that only serve to bloat playtime. As a film it also wouldn't be two years past launch and still riddled with bugs. Once too often I've been met with a one way invisible wall when trying to return to the yellow bricked road, or literally being fired off the playable map area to fall forever. Which invariably means you must open the pause menu and restart from the last checkpoint, all because you dared to move through the environment in a pseudo exploratory fashion. And what horror exactly is there in this? When you promise otherworldly horror on the edge of all logic and reality, in which you have to save your crew. Then some utterly basic pearlescent body horror that involves a group of people you have the option to meet once, at the beginning of the game, isn't that. Particularly as most of them have more screen time as corpses or monsters. The one moment I thought we might be faced with some dilemma of choice, in which our actions might give agency to the supposed objective of saving someone our character knows beyond a passing work familiarity, was in [spoiler]Roy initially sharing with us that he needs his insulin.[/spoiler] But what does the game do? How does it deal with a character openly, directly asking for our help? It has the protagonist put it straight back on him, with what amounts to "you can get that yourself, right?" To which [spoiler]the clearly distressed and warning he is feeling hyperglycaemic Roy quips he's not that useless yet, so off you trot to fruitlessly try and stop that pesky helicopter from taking off quite yet[/spoiler]. You weren't offered the chance to help or refuse, no choice as to what you prioritise. The refusal was preordained so that the contrivance of a singularly linear plot could unfold. Speaking more to the narrative, the overstated and simultaneously underexplained backstory arrives whole in the opening minutes, [spoiler]a letter from a wife who'll leave you if you stay out here, police after you over an assault of a man for insulting said wife. Which is restated periodically through the runtime.[/spoiler] To put it plainly, asserting a thematic analogy is not the same as actually dramatising one. So nothing here evokes fear, and nothing evokes disgust, because dread needs something at stake and you were handed nobody of earned importance to lose. There's nothing psychological or existential about any of it either, because the game announces what it's about rather than putting you anywhere near the edge of all logic and reality. Which brings me to the main claim of the store page: "this three times BAFTA Games Award winning narrative horror experience." Look at what those three actually were. Performer in a Leading Role. Performer in a Supporting Role. Both recognising the performance of voice actors. The third, New Intellectual Property, ostensibly goes to the most original or innovative game that isn't part of an established series, which prompts the obvious question of what exactly is original about pseudo-eldritch horror on a 1975 oil rig. The setting? But the important aspect to note is that none of those three are for the writing, the design, or the horror. It wasn't up for Game Design at all. It was nominated for Narrative, and it lost. So the single craft category that the phrase "narrative horror experience" actually names is the one category it was nominated in and did not win. So, I suggest anyone who is considering this purchase reconsiders it. As I would have refunded this game already, were it not for the fact I purchased it over a month ago.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9M | 12.9K | 94% | $19.99 | |
| $8.9M | 38.8K | 95% | $12.99 | |
| $9M | 34.8K | 98% | $19.99 | |
| $8.9M | 4.9K | 69% | $26.99 | |
| $8.9M | 18.1K | 92% | $19.99 | |
| $8.9M | 12.2K | 93% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $139.2K | 513 | 87% | $14.99 | |
| $32.5M | 53K | 96% | $29.99 | |
| $4.8M | 8.4K | 92% | $17.49 | |
| $228 | 0 | 60% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
| $34.99 |
| 12.3Kratings |
| 89% |
| — |
| not modelled |
| $34.99 | — | 89% | — | 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Still Wakes the Deep me pareció un muy buen juego al que vale la pena darle una oportunidad, aunque no está libre de varios detalles que cagan experiencia. La historia es entretenida y te mantiene enganchado en todo momento, pero por momentos la estructura se siente algo vaga. Entiendo que la trama te mande constantemente de un lado a otro arreglando cosas para buscar una solución a la catástrofe de la plataforma petrolífera, pero hacer tanto recorrido para terminar en un final que, si bien tiene su punto y entiendes la perspectiva de Caz, te deja con una sensación algo vacía, triste y con ganas de que hubiera ido por otro lado (con ciertos aires al estilo de Silent Hill 2 ese ultimo dialogo). Por el lado me encontré con un par de bugs con los "monstruos" transpasando los lugares donde te podes esconder obligandote a arrancar desde el punto de control. Además, la optimización deja bastante que desear: aun cumpliendo con los requisitos recomendados de Steam, la tasa de frames no va del todo bien, probablemente por un DLSS algo desactualizado o por la optimización horrible de Unreal Engine. Afortunadamente no llega al punto de ser injugable ni arruinar del todo la partida. Lo que termina salvando al juego y elevando la nota son sus actuaciones de voz, que se sienten profundamente humanas y transmiten a la perfección la desesperación del caos. Esto se complementa con un apartado gráfico increíble y, sobre todo, con un trabajo de sonido sublime. Los gritos y ruidos de las criaturas te ponen tenso en cada persecución y logran una atmósfera de terror sumamente realista. En definitiva, le termino dando mi voto positivo más que nada por su ambientación, su sonido y lo creíble de sus personajes, aunque la historia se me hizo algo floja.
Excellent Lovecraftian narrative experience.
this game was probably the best game ive ever downloaded on steam the story, the voice acting, and just everything was amazing. the only bad part which was a personal problem my pc could bearly run it because i have an old pc, i had like 20 FPS. if yall have tips on what i should upgrade i attached my pc specs.
Extremely boring, banal and repetitive. The initial balance makes it look promising: characters seem to have a certain edge, and the fact you can inspect their cabins gives the impression that this will indeed be "The Thing" on an oil rig, where you don't know who to trust, but it turns out it's just one of those "go from point A to point B with some spooky stuff in between". What a let down.
FATAL ERROR
《觉醒深渊(Still Wakes the Deep)》评测:北海孤岛下窒息的克苏鲁深海梦魇 一、故事背景:70年代北海钻井的绝望牢笼 1975年苏格兰外海,贝拉德石油钻井平台是隔绝人间的海上孤岛。玩家化身一名背负生活重压的普通钻井工人,本以为只是一次寻常出海作业,一场狂暴风暴撕裂平台结构,海底未知远古力量冲破深海,扭曲物理规则、吞噬船员,通讯完全断绝,退路尽数消失。你唯一的目标,是在不断崩塌、扭曲异化的钻井设施里,搜寻幸存同伴,在深海巨兽与异界畸变怪物的追杀下活下去。 开发商《失忆症》系列老牌叙事工作室The Chinese Room,没有堆砌廉价突脸惊吓,而是把克苏鲁式人类渺小无力感刻进故事底层:人类引以为傲的钢铁钻井,在深海古老存在面前如同纸糊,冰冷海水、锈蚀管道、永无止境的浓雾,时刻提醒玩家——大海从不怜悯人类。 二、视听氛围:教科书级深海密闭恐怖 本作最大亮点,是无可挑剔的沉浸式氛围塑造,虚幻引擎打造出顶级氛围感画面: 1. 场景设计极具真实质感 70年代工业钻井细节拉满,油污、锈蚀金属、简陋船员宿舍、轰鸣机械机房完整还原北海钻井工人的生存环境。随着剧情推进,平台会持续坍塌、被海水倒灌、被异界能量扭曲变形,前一秒熟悉的通道下一秒就会被海水淹没、被畸变血肉覆盖,空间不断崩坏,全程剥夺玩家安全感。密闭狭窄管道、高空悬空栈桥、灌满冰水的底层舱室,第一人称视角放大幽闭、高空、深海三重恐惧。 2. 音效与配乐封神 低频轰鸣的机械噪音、海浪拍打钢架的闷响、远处船员濒死的哀嚎、怪物湿润黏腻的爬行声,全程环绕式音效压迫感拉满。配乐放弃恐怖游戏惯用的刺耳音效,改用低沉压抑弦乐与深海低频噪音,浓雾笼罩时的寂静留白,比突然的尖叫更让人头皮发麻。 3. 光影烘托绝望感 平台仅有零星应急黄灯、破损探照灯,大部分区域笼罩在深蓝海水暗光与厚重白雾中,怪物永远藏在视野盲区,你只能依靠微弱光源预判危险,未知恐惧远胜直白的怪物特写。 三、核心玩法:无武器纯潜行逃生,取舍鲜明 本作全程没有任何战斗手段,玩家手中没有刀枪、没有工具可以反击,面对畸变怪物只有两种选择:躲藏或是狂奔逃生,完全回归“逃生恐怖”本源。 优点:纯粹的生存压迫 怪物AI设计克制又恐怖,它们会循着脚步声、光源追踪玩家,狭窄管道里无处可躲的追逐战心跳感十足。主线穿插解谜内容,修复管道、重启设备、寻找门禁卡贴合钻井工人身份,解谜不晦涩,服务于剧情推进,不会割裂恐怖节奏。 整个钻井平台环境动态变化,风暴、涨潮、结构坍塌会实时封锁道路,不能无脑跑图,必须观察环境规划逃生路线,强化“无处可逃”的绝望。 短板:线性流程+重复任务削弱体验 1. 流程极短:普通玩家5小时左右即可通关,二周目几乎无新增内容,性价比偏低; 2. 关卡线性严重:绝大多数场景仅有一条固定通路,几乎没有自由探索空间,偏离主线不会有隐藏剧情、彩蛋作为奖励,搜刮动力不足; 3. 任务同质化:中后期反复出现“找钥匙、修阀门、启动设备”循环操作,容易产生枯燥感; 4. 同伴塑造单薄:灾难爆发节奏过快,前期没有足够时间和船员建立情感联结,拯救NPC的驱动力偏弱,很难共情角色的悲剧。 四、剧情与恐怖内核:克制高级的克苏鲁叙事 游戏摒弃传统克苏鲁“直视神明疯狂”的套路,恐怖分两层递进: 表层是看得见的畸变深海怪物、坍塌钻井、冰水追杀;深层是精神层面的无力——人类工业文明在远古深海力量面前不堪一击,船员在绝境中暴露自私、绝望、崩溃的人性。 剧本文字细腻,散落于宿舍日记、工作记录、录音磁带的碎片化叙事,一点点拼凑出钻井平台压抑的劳资矛盾、船员各自的人生困境,灾难只是放大了所有人的痛苦。结局没有英雄式翻盘,始终贯彻深海题材独有的悲凉底色,留白式结局后劲十足,符合工作室一贯擅长的叙事表达。 五、适合人群与总评 推荐人群 1. 偏爱氛围叙事型恐怖,反感无脑突脸惊吓的玩家; 2. 克苏鲁、深海、密闭工业题材爱好者; 3. 喜欢纯潜行逃生、无战斗恐怖游戏的玩家; 4. 看重画面音效沉浸感,愿意为氛围感买单的玩家。 不推荐人群 1. 追求长流程、高重复游玩度的玩家; 2. 喜欢打怪、拥有战斗反击手段的动作恐怖爱好者; 3. 讨厌线性关卡、重复解谜任务的玩家。 综合评分:8.0/10 《觉醒深渊》是一部优缺点极度鲜明的恐怖佳作。它用顶尖视听、克制高级的克苏鲁氛围,打造出独一份的北海钻井深海绝望感,纯粹潜行逃生玩法回归恐怖游戏初心;但短流程、线性关卡、重复任务的硬伤,限制了它成为传世级神作。 如果你追求一场3-6小时沉浸式、氛围感拉满的深海噩梦,不在意流程长度,它绝对不容错过;若你希望游戏拥有丰富探索、长线游玩内容,则需要谨慎考虑。
As far as "walking simulators" go, this is among the best ones I've played. The story is great, and so are the characters, so it has nailed the most important part there already. The oil rig herself is a character in and of herself. How she screeches and twists throughout the game, it almost feels like she's in constant agony, which adds to the atmosphere quite a bit. And of course, the protagonist's wellbeing rests upon her wellbeing. So it's not just symbolic either. I personally can't take the Scottish accent seriously. It just makes me chuckle every time I hear it. Buuuuuuuuuut, the game managed to make me forget that by the mid-point where the stakes are at their highest and numerous tragedies occur naturally and with a lot of grace. It's certainly a tearjerker of a game I must say. Gameplay-wise, there's a few mandatory instant gameover stealth sections, which I could do without. But they do spice up the game somewhat, and aren't too numerous for me to complain about. The rest of it is the standard fare of QTEs, walking around; and even some light parkour. Graphically, the game struggles to perform, it being a very poorly optimized UE5 game. Man, seriously, developers, stop using that poor excuse for an engine. It just sucks a$$. The graphics is okay all things considered, but it has no business having stutters on the machine that runs Silent Hill 2 Remake in 4K at triple digit FPS. And that one was an UE5 disaster too, by the way... Also, just like in Silent Hill 2 Remake, I've noticed that the flashlight seems to behave very weirdly. It doesn't seem to illuminate things at all sometimes, especially while crouching in enclosed spaces to avoid enemies. This is really annoying, because the game's very dark. Just like a lot of SH2 Remake were. Anyway, it's definitely worth it on sale, as it's well written, with plenty of tense and emotional moments. The gameplay certainly adds to the former, which is a step above your average "walking simulator".
还行吧,四小时不到就通关了,比较短,但是更像一部电影,就当作是看了一部电影吧
nice
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.