Key art for Deep Among the Swarm

Game review

Deep Among the Swarm

6 / 10

Developer
Pebble Mountain Games
Publisher
Pebble Mountain Games
Released
25 September 2024
Platforms
Windows
Genre
RTS/tower-defense roguelite
Monetisation
One-time purchase, no DLC or microtransactions
Players
Single-player only

The short version

Deep Among the Swarm tasks players with drilling ever deeper underground to gather fuel, fighting off waves of alien creatures with a mix of towers and mobile squads before the swarm overwhelms a run. This review's sample confirms the underlying expand-and-push loop, blending RTS base-building with tower-defense combat and roguelite runs, earns real and specific praise from strategy fans — but a large, specific set of complaints describes a missing in-mission save feature, a confusing and poorly explained interface, and a difficulty curve some reviewers describe as artificially rubber-banded against player progress.

Biggest strengths

  • The core loop of drilling deeper, gathering fuel, and defending an expanding base earns specific, repeated praise, with reviewers comparing it favourably to genre touchstones like Creeper World and They Are Billions while noting real distinctive twists
  • A thorough in-game tutorial is credited by multiple reviewers, including complete newcomers to the RTS genre, as making the core systems genuinely accessible despite the game's underlying complexity
  • Deep customization of unit loadouts and tower types gives players real, specific build variety to experiment with within individual runs, according to several reviewers

Biggest weaknesses

  • A large, specific, and repeated negative-review theme describes the complete absence of an in-mission save feature as a serious quality-of-life gap, forcing players to either finish or fully abandon a run in one sitting regardless of real-life time constraints
  • Multiple reviewers describe the interface and controls as confusing and poorly onboarded beyond the core tutorial, with one specifically comparing the required building-menu memorization to advanced competitive real-time-strategy conventions unsuited to a more casual audience
  • Several reviewers describe a rubber-banding difficulty design, likening it to "a gym instructor who runs alongside you" that penalizes falling behind without meaningfully rewarding getting ahead, undermining a sense of real strategic progress

Who it's for: Fans of expand-and-defend strategy games like They Are Billions or Creeper World looking for a genuinely inventive genre mashup, willing to invest significant time and tolerate real interface rough edges; not a fit for players wanting the ability to pause a session and resume it later.

Our recommendation: Worth a purchase for strategy fans specifically drawn to its distinctive core loop, with realistic expectations set around a confusing UI, a demanding difficulty curve, and long uninterruptible sessions.

6 / 10

Deep Among the Swarm sends players drilling ever deeper underground, gathering fuel to power the descent while defending an expanding base from waves of alien creatures with a mix of stationary towers and mobile squads. This review's sample confirms the resulting genre mashup genuinely works for strategy fans — and identifies a large, specific set of complaints about the friction standing between players and that core appeal.

A genuinely inventive core loop

Reviewers with real strategy-genre experience consistently praise the underlying design. "This is a bit of a hidden gem. It plays a bit like a rogue-like version of Creeper World 3: Arc Eternal," one reviewer writes, while another frames the appeal through a different comparison: "simpler, faster they are billions. It really satisfies the build up secure resources expand itch." A third reviewer, new to the RTS genre entirely, credits the onboarding directly: "this game has a really thorough tutorial, making the game accessible even to a first-time noob like me." That combination of genuine mechanical depth and approachable teaching earns consistent praise even from reviewers who go on to raise serious complaints elsewhere.

A serious, specific complaint about saving

The single most repeated criticism in this review's sample concerns a basic structural gap: there's no way to save mid-run. "Poorly written w.r.t. window sizing and configuration... Also you can't save during a mission so you're stuck either abandon[ing]," one reviewer writes. Another separately confirms the same frustration from a different angle: "you can't save and each session can take a while." For a genre that regularly demands long, uninterrupted play sessions, this is a specific, concrete quality-of-life gap rather than a vague complaint, and it's fair to flag directly for anyone without large blocks of free time to commit to a single sitting.

A confusing interface and demanding controls

Several reviewers raise pointed complaints about how the game teaches its more advanced systems beyond the core tutorial. "I could not get over how bad the controls were, it took all the fun out of the game... I should not need to be memorizing starcraft build macros for something this simple," one reviewer writes. Another separately confirms: "The crafting UI is so hideous and irrational that it totally defeats the positive aspects of the core game." That level of specific frustration with menu and control design, rather than the underlying mechanics, suggests a real execution gap between the game's ambitious systems and how clearly they're presented to players.

A specific complaint about rubber-banded difficulty

Multiple reviewers describe a particular frustration with how the game scales challenge against player progress. "This game's form of balance is a gym instructor who runs along-side you. If you speed up, they speed up... If you slow down, they dock you points and you have to run extra hard. The idea of 'getting ahead' in this game doesn't exist and it makes the challenge not feel worthwhile," one reviewer explains in detail. This review's own check of Steam's achievement data supports the severity of that complaint: completion rates fall from 86.8% for an early milestone to just 2.3% for the hardest challenge-mode achievement, an unusually steep cliff consistent with reports of a long, demanding grind to full completion.

A serious, specific bug report

At least one reviewer raises a concrete, serious technical complaint distinct from the design debates above: "I can't tell if it's a bug or intended, but literally invincible, invisible enemies will teleport to your HQ and instantly kill it. Game is literally unplayable." This review's sample could not independently verify the current status of that specific issue, but it's a detailed, checkable report worth flagging directly for prospective buyers.

What the update record shows

Steam's own partner-events feed confirms real, sustained developer investment: 15 documented posts span a multi-month 2024 demo period, launch-window patches, and a substantial "Patch 1.1" update in 2026, showing continued work well past the initial release. That level of ongoing support is a genuine point in the game's favour, even though this review could not confirm from patch titles alone whether the specific save-feature gap, UI complaints, or invincible-enemy bug raised throughout this review were directly addressed.

A value proposition several reviewers weigh heavily

Despite the interface and design complaints, several reviewers frame their overall recommendation specifically around cost-per-hour value. "I rate a game on how many hours I play on it - 1 hour per £. The game is £7.49 and I've played almost 38 hours on it," one reviewer writes approvingly, while another with over 12,000 minutes logged calls it "Good active tower defense at the price point," despite cataloguing several of the same rough edges raised elsewhere in this review. That pattern — genuine, sustained engagement from reviewers who nonetheless acknowledge real flaws — suggests the core loop's pull is strong enough to outweigh its execution problems for a meaningful share of its audience, even if it doesn't fully resolve the specific complaints about saving, UI clarity, and difficulty design raised throughout this review.

A note on genre labeling

Worth flagging directly for prospective buyers: several reviewers push back on how the game is categorized on its own store page. "This game is mislabeled as a 'Tower Defense.' What it is, is a Tower OFFENSE. The towers are mostly just there to guard your resource farms, except on boss floors where they cover your back while you push the Big Bad," one detailed reviewer explains. That distinction matters for setting expectations: buyers looking for a traditional, static tower-defense experience may find the actual gameplay considerably more aggressive and expansion-focused than the genre tag suggests.

Final verdict

Deep Among the Swarm succeeds at combining RTS base-building, tower defense, and roguelite structure into something genuinely distinctive, and this review's sample confirms real, specific enthusiasm from strategy fans for that core loop. But a large, specific set of complaints — no in-mission saving, a confusing interface, rubber-banded difficulty, and at least one serious reported bug — describes real friction standing between players and that appeal. Strategy fans specifically drawn to the concept and willing to commit to long, uninterrupted sessions should find real value here; anyone wanting a more polished, casual-friendly experience should wait and watch for further updates.

Pros and cons

Pros

  • The core loop of drilling deeper, gathering fuel, and defending an expanding base earns specific, repeated praise, with reviewers comparing it favourably to genre touchstones like Creeper World and They Are Billions while noting real distinctive twists
  • A thorough in-game tutorial is credited by multiple reviewers, including complete newcomers to the RTS genre, as making the core systems genuinely accessible despite the game's underlying complexity
  • Deep customization of unit loadouts and tower types gives players real, specific build variety to experiment with within individual runs, according to several reviewers
  • The developer is described by multiple reviewers as actively engaged and responsive, continuing to release updates and improvements well after launch
  • Several reviewers report exceptional value for the price, with some logging tens of thousands of minutes and describing it as one of the best deals in the genre

Cons

  • A large, specific, and repeated negative-review theme describes the complete absence of an in-mission save feature as a serious quality-of-life gap, forcing players to either finish or fully abandon a run in one sitting regardless of real-life time constraints
  • Multiple reviewers describe the interface and controls as confusing and poorly onboarded beyond the core tutorial, with one specifically comparing the required building-menu memorization to advanced competitive real-time-strategy conventions unsuited to a more casual audience
  • Several reviewers describe a rubber-banding difficulty design, likening it to "a gym instructor who runs alongside you" that penalizes falling behind without meaningfully rewarding getting ahead, undermining a sense of real strategic progress
  • At least one reviewer reports a serious, specific bug involving invincible, invisible enemies that teleport directly to the player's headquarters and destroy it instantly, describing the game as unplayable as a result at the time of writing
  • This review's own achievement-data check shows a steep completion cliff, from 86.8% for an early milestone down to 2.3% for the hardest challenge-mode achievement, consistent with reviewer reports of an unusually long, grind-heavy path to full completion

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 4.5 / 10
  • Performance 4.5 / 10
  • Originality 6.5 / 10
  • Replayability 5 / 10
  • Interface 4 / 10