Subterrain
In Subterrain, you fill the shoes of Dr. West, the apparent lone survivor of MPO, an underground city on Mars. Do what you must to survive: battle enemies, fight hunger and thirst, mend your wounds, and gather resources in a constant struggle to survive the catastrophe that’s beset Mars! SURVIVAL - Struggle against your own bodily urges, such as thirst, hunger, exhaustion, and more! - Manage your oxygen and thermal levels while exploring! COMBAT - Struggle against the persistence of time! Race against the spread of the infection! - Enemies will evolve over time from cocoons to monstrosities! CRAFT - Produce armor, guns, grenades and upgrades using 3D printers! - Research items to create more powerful versions! Create your own light-saber or power armor! EXPLORE - Explore randomly generated sub-levels and hand-crafted locations! - Find clues to the infection! Escape the nightmare!
Steam User 3
Loved the opening hours but eventually hit a wall where progression stopped being fun and became more tedious.
There is an absolute gem of a game here hidden under a few poor design decisions. I recommend heeding the warning of the negative reviews that detail this.
Yet, still I recommend giving it a try. The atmosphere and overall gameplay loop for those first few hours is just so darn appealing it's worth seeing if the entire game is for you.
Steam User 1
I really had a blast with this game especially considering that you can pick it up very cheap on sale.
After a quick tutorial level you learn that you need do several things pretty much all at once.
1) Don't die, Eat, Sleep, Drink, Piss, ♥♥♥♥, and Keep your infection rates down.
2) Manage the reactor cores, if the reactor goes down, its over and yes there will be invasions.
3) Find upgrades for your base, which includes 4 sectors and the reactor cores and more.
4) Keep upgrading your equipment, which includes armor, guns, grenades, drugs, and medicine... and more.
The main thing you'll need are the data chips for the 4 sectors, problem is you don't know where they are... and neither does the game (for most of them) because its randomized...
If this sounds like a lot, its because it is, and the game does not do a very good job teaching you any strategy for how to handle all of this or even really where to start other than to just find those data chips... somewhere out there, but once you start to understand the flow of the game its gameplay loop is really fun, go out, survive, kill, loot, comeback research, repair, sleep... and slowly over time you'll go from barely hanging on to winning back the planet.
Making tangible progress felt amazing, and kept me coming back, I would get excited about finding a new upgrade chip or maxing out my SMG research or making all new cores for the reactor or finally being able to grow tomatoes.
I'm gonna give everyone a hint here... it's much better if you kind of spread the love around, but not too much. Stick close to home and do just 1-2 levels of an area, then retreat, repeat that only at the closest 4 locations until you have all your level 2 chips... by now you should know enough about the game to get your feet under you, and what you need to do to push ahead.
On the down side the game is so overwhelming at times that almost anything you've missed or screwed up can feel like a mistake or bad design or a bug... if you miss a critical keycard or quest item, that can be real trouble. It can be crippling if you've dropped it somewhere you shouldn't have (don't drop stuff anywhere but your base).
Subterrain can get pretty darn repetitive as you have a lot of areas to explore... like nearly 80 floors of rooms and doors and corridors. I will admit the game almost wore me out but I wanted to see the end, and I'm glad I did. There's multiple endings and I think overall the story was actually pretty good.
To sum it all up I had a fantastic time with Subterrain and I think it could really appeal to a lot of people who like survival shooters, or crafting, upgrading, planning and time management. Especially for the low price point... its an amazing value, if you manage to figure out those first few steps. For the most sadistic there's also higher difficulties and permadeath modes to play through.
Steam User 1
I wanted to play this game before playing Mines of Titan because I wanted to get all the backstory. I feel like playing definitely gave me some backstory though it doesn't really feel like a lot of it gets explained until the end. Until then you do get some important backstory and a lot of notes about randos doing stuff around the facility.
One thing I don't get is why this Mars base has so many pool tables and slot machines. Even outside the casino. Which...why is there a casino?
I do like the combat to a degree. It feels like there's a lot of ways to go about it, but I stuck to a pistol/shotgun combo which worked pretty well.
Tech progression felt okay I suppose. The 2nd tier facilities have 10 floors and I feel like it's only like that to fuel both the length of the game and to provide more materials for crafting. Sometimes it just felt like a slog because of it.
Largely I do like the game. However...the last boss. I literally just gave up. After the 10th shot, I just gave up on that route. The dev does recognize the pillars had too high a health and did bring it down, but there's just so many and by the time I got there, I couldn't get any more mutant-related materials so making the drugs to keep myself moving was just out of the question.
If I could use an item and it would still get used even if you got hit then I could probably do it, but there's just too much going on.
Did I originally get what I set out to do from playing this game? Yes. Do I kind of wish I watched a video about the history (if anyone really ever made one)? Also yes. Still going to recommend the game though because I'm sure someone who is more into bullet hell games would love that part.
Steam User 1
Compelling survival horror game that takes the survival part of it seriously. Interlocking systems of personal and map infection rates, hunger, thirst, sleep, slow heal times, stamina, semi-automated resource generation, map-scouring resource grubbing, research and crafting, and power management all combine in a pressure cooker where the clock is always ticking and you are always strategizing how best to use that time. It's criminal that this game isn't better known.
Steam User 2
Subterrain, developed and published by Pixellore Inc, is a demanding top-down survival horror game that blends intricate resource management with a persistent sense of environmental collapse. Set in an underground Martian colony that has fallen into chaos after a mysterious outbreak, it places players in the role of Dr. West, one of the few remaining survivors. Rather than focusing on action or spectacle, the game builds its identity around pressure—constant, layered pressure that forces players to think carefully about every decision they make.
What immediately sets Subterrain apart is the complexity of its survival systems. Instead of a handful of basic needs, the game introduces a network of interconnected mechanics that must be managed simultaneously. Hunger, thirst, fatigue, oxygen levels, body temperature, and health conditions all require attention, and neglecting any one of them can quickly lead to failure. These systems are not isolated; they interact in ways that create cascading consequences. Venturing too far without proper preparation can result in running out of oxygen, while exposure to environmental hazards can trigger additional complications that spiral out of control. The result is a gameplay loop that demands planning, awareness, and constant adaptation.
Beyond personal survival, the game extends its mechanics to the colony itself. The facility is not a static backdrop but an active system that must be maintained. Power distribution, oxygen generation, and temperature control all play a role in keeping the environment livable. Players must decide which areas to prioritize, often under limited resources, creating a strategic layer that goes beyond moment-to-moment survival. This broader responsibility adds depth, as the player is not just trying to stay alive but also attempting to stabilize a deteriorating system that continues to degrade over time.
Combat is present but secondary to the overall experience. Players can craft and use a variety of weapons, but encounters are rarely straightforward. Enemies evolve and become more dangerous as the game progresses, and engaging them without proper preparation is often a mistake. Success in combat depends less on reflexes and more on positioning, resource management, and understanding the situation. In many cases, avoiding confrontation or finding alternative solutions is the safer option, reinforcing the game’s emphasis on survival over aggression.
The pacing is deliberately slow and methodical, which may not appeal to everyone. Subterrain does not guide players gently into its systems; instead, it expects them to learn through experimentation and failure. The early stages can feel overwhelming, with a steep learning curve that requires patience to overcome. However, once players begin to understand how the various systems interact, the experience becomes more rewarding. Progress feels earned, as each small success is the result of careful planning and execution rather than chance.
Visually, the game adopts a minimalist top-down perspective that might seem simple at first but works effectively within its context. The underground colony feels confined and hostile, with dimly lit corridors and abandoned spaces contributing to a strong sense of isolation. The lack of visual excess allows players to focus on the mechanics, while the subdued presentation enhances the oppressive atmosphere. Sound design complements this approach, using ambient noise and subtle cues to reinforce tension without relying on overt horror elements.
Crafting and progression systems add another layer of depth. Players gather materials, break them down into components, and use advanced tools to create equipment and upgrades. Research plays a key role, unlocking new technologies that improve survival chances. This progression is meaningful but never trivial; every upgrade requires effort and often involves taking risks to acquire the necessary resources. The balance between risk and reward is a constant theme, shaping how players approach each new challenge.
Despite its strengths, Subterrain is not without its issues. The complexity that defines the game can also make it difficult to approach, particularly for new players. The interface and tutorials do not always provide sufficient guidance, leading to moments of confusion. Some systems can feel cumbersome to manage, especially when multiple factors demand attention at once. Additionally, the game lacks the polish of larger productions, with occasional inconsistencies that can disrupt the experience.
Ultimately, Subterrain is a game that prioritizes depth and challenge over accessibility. It offers a layered survival experience that rewards careful planning and persistence, creating a sense of immersion that few games in the genre achieve. While its steep learning curve and demanding systems may limit its appeal, those who invest the time to understand it will find a deeply engaging and rewarding experience.
Rating: 8/10
Steam User 0
Can't ever imagine beating this on perma death, but I had fun. Pretty repetitive, but I liked the game loop.
Steam User 0
Very challenging and addicting. Top down is not something I usually like, but this has me consumed.