Game review
Million Depth
7.5 / 10
- Developer
- Cyber Space Biotope
- Publisher
- PLAYISM
- Released
- 11 November 2025
- Platforms
- Windows
- Genre
- Action / Strategy Roguelite
- Monetisation
- One-time purchase, no add-on content
- Players
- Single-player
The short version
Million Depth is the latest release from Japanese studio Cyber Space Biotope, published by PLAYISM, released 11 November 2025 for Windows. Players control Moma, descending a million-floor-deep underground abyss in search of a missing friend using a "biotope jammer" device that freezes time around her whenever she stops moving, crafting custom weapons from scavenged parts to survive encounters that play out as slow, deliberate bullet-hell puzzles rather than reflex tests. The story unfolds across three branching eras, the present, a century later and a millennium later, with choices in earlier timelines rippling forward to reshape events in the ones that follow. Reviewers respond with genuine, specific enthusiasm for how novel the time-freeze-plus-crafting combat feels, repeatedly comparing it favourably to SUPERHOT for its unique take on pacing and to Steins;Gate for its layered, mystery-driven timeline structure.
A detailed and specific minority raises pointed complaints about exactly where that ambition runs into trouble. The most consistently repeated criticism describes a severe, unfair difficulty spike in the game's final timeline, where enemy damage, health and attack density scale up sharply enough that several reviewers who otherwise loved the game describe it as souring an excellent experience right at the finish. A related, smaller thread argues the roguelike layer itself is comparatively weak, citing an exploitable merchant bartering system and a lack of real pressure to diversify builds, while a further thread notes the story leaves meaningful threads unresolved by the credits.
Biggest strengths
- The time-freeze combat mechanic draws overwhelming, specific praise as genuinely novel, with reviewers repeatedly describing it as one of the freshest ideas in the roguelike genre in years and crediting hours of additional mechanics built thoughtfully on top of the core system
- The branching, three-era timeline structure and mystery narrative draw consistent, specific credit, with multiple reviewers directly comparing it favourably to Steins;Gate for how earlier choices ripple forward into later eras
- Art and music earn repeated, specific praise, with reviewers singling out Moma's pixel-art character design, striking full-screen CG illustrations and a soundtrack more than one reviewer bought separately after finishing the game
Biggest weaknesses
- A specific, heavily repeated complaint describes a severe difficulty spike in the game's final timeline, with reviewers citing sharply increased enemy damage, health and attack density that several otherwise glowing reviews single out as souring an excellent experience near the end
- A specific, detailed complaint argues the roguelike layer itself is comparatively weak, with one reviewer describing reaching the true ending on hard difficulty without dying by repeating the same build every run, undercutting the genre's usual demand for build variety
- A specific, independently repeated complaint describes the merchant bartering system as easily exploitable, with reviewers detailing strategies to generate effectively unlimited value through repeated overpayment and rapport-building
Who it's for: Fans of inventive, story-driven roguelites like Steins;Gate-adjacent visual novels crossed with SUPERHOT-style time manipulation, who want a genuinely novel combat system wrapped around a mystery worth following across multiple timelines.
Our recommendation: A genuinely inventive action roguelite whose time-freeze crafting combat and branching timeline mystery earn real, specific praise, worth playing for fans of narrative-driven action games, with the understanding that a detailed minority found its final stretch punishingly unbalanced and its roguelike systems thinner than the rest of the package.
7.5 / 10
A million floors, three timelines, and a girl named Moma
Million Depth is the latest release from Cyber Space Biotope, a Japanese studio published by PLAYISM, released 11 November 2025 for Windows. Players control Moma, who descends into a million-floor-deep underground abyss in search of a friend she believes is somewhere in its depths, armed with a device called a "biotope jammer" that freezes time around her for as long as she herself remains motionless. That single mechanic reshapes everything about combat: rather than reacting to bullet-hell patterns in real time, players stop, study an unfolding threat, and plan a precise sequence of movements and attacks before committing to them, all while managing weapons and shields that steadily degrade and must be repaired or replaced from scavenged parts. Structurally, the game unfolds across three distinct eras, the present, a hundred years later, and a thousand years into the future, with decisions made in earlier timelines rippling forward to reshape events, relationships and even Moma's own fate in the timelines that follow.
A combat idea reviewers call genuinely new
The single most consistent thread running through Million Depth's review corpus is enthusiasm for how fresh its central mechanic feels. Reviewers repeatedly and specifically describe the time-freeze combat system as one of the most inventive ideas they've encountered in the roguelike genre in years, with one detailed review calling it simply "the most unique gameplay mechanic in recent memory" and crediting the design with building many additional hours of mechanics on top of that core idea without it running dry. Multiple reviewers draw a direct, specific comparison to SUPERHOT for how the game ties time's passage to the player's own movement, while extending that comparison further by praising how naturally the mechanic removes the pressure of fast reflexes without making combat feel passive or slow. The narrative draws equally specific, repeated praise, with several reviewers explicitly invoking Steins;Gate and its Steins;Gate 0 follow-up as the clearest touchstone for Million Depth's branching, consequence-driven timeline structure, describing genuine satisfaction in piecing together how choices in one era echo forward into the next. Presentation earns its own specific credit throughout the corpus, with reviewers praising true pixel-art character work, striking full-screen illustrations, and a soundtrack more than one reviewer says they purchased separately after finishing the game specifically to keep listening to it.
A final timeline several reviewers say turns unfair
Set against that praise, the single most consistent and detailed complaint in Million Depth's review base concerns a difficulty spike late in the game. Multiple reviewers, including several who otherwise rate the game highly, describe the final of the three timelines as a significant and unwelcome shift in balance, with one detailed review citing enemy damage roughly 1.5 times higher, attack cooldowns roughly halved, and enemy health around 2.5 times higher than in earlier timelines, compounded by a system where losing "Grace points" during a difficult fight strips away perks and further weakens the player's subsequent rewards, creating what that reviewer describes as a vicious, self-reinforcing cycle. That same reviewer, who otherwise enjoyed roughly eleven hours with the game including its demo, specifically frames this late spike as the reason they ultimately can't recommend it despite enjoying nearly everything that came before. A separate, more measured review corroborates the pattern without going as far, describing "difficulty modifiers" intended to increase challenge in roguelike runs as failing to meaningfully add difficulty compared to the timeline-driven spike itself, suggesting the game's late-game tuning may be an intentional but under-communicated design choice rather than a bug.
A roguelike layer some reviewers found thinner than the rest of the package
A further, smaller but specific and detailed thread of complaints concerns Million Depth's roguelike systems rather than its core combat idea. One detailed review reports reaching the game's true ending on hard difficulty without dying, using the same build, gold swords with stacked attack and defense, in every run, arguing the game never genuinely forced them to adapt to what they found along the way, a criticism that cuts directly against one of the roguelike genre's defining expectations. That same review describes a specific, exploitable strategy involving the game's wandering merchant, where overpaying for cheap items repeatedly builds enough rapport to unlock steep discounts, effectively generating unlimited in-game value. A related, independently repeated complaint concerns the weapon-crafting system's reliance on randomised part availability, with one detailed review arguing the limited, RNG-gated selection of components pushes players toward functional optimisation over genuine creative expression, despite crafting being one of the game's most consistently praised systems overall.
A story that leaves its own mysteries unresolved
A final, recurring thread concerns narrative completeness. Multiple reviewers who otherwise praise Million Depth's Steins;Gate-flavoured mystery specifically note that the story leaves real, unanswered questions even after clearing every timeline, with one detailed review describing "plot holes" and a structure that leans too heavily on players filling in gaps themselves rather than resolving them directly. Several reviewers frame this less as a flaw than as an opening for future content, explicitly hoping for a sequel, expansion or further update to flesh out the world's remaining mysteries, a sentiment that reads as consistent with the game's own subsequent history of post-launch content updates expanding on its systems.
Value
At NZ$24.99, Million Depth sits at a fair price for a roguelite reviewers commonly report finishing in the 8-to-12-hour range for a full clear across all three timelines, with a genuinely novel combat system and a mystery-driven narrative most of the review base considers well worth that time investment. The Very Positive score, 667 positive against 46 negative across 713 reviews, reflects a review base won over by an inventive, well-executed central mechanic and a story with real ambition, tempered by a detailed minority whose specific complaints about a punishing final-timeline difficulty spike and a comparatively thin roguelike layer are worth weighing seriously before buying. For fans of narrative-driven action games looking for something that genuinely doesn't play like anything else on the market, Million Depth is a strong, distinctive recommendation.
Pros and cons
Pros
- The time-freeze combat mechanic draws overwhelming, specific praise as genuinely novel, with reviewers repeatedly describing it as one of the freshest ideas in the roguelike genre in years and crediting hours of additional mechanics built thoughtfully on top of the core system
- The branching, three-era timeline structure and mystery narrative draw consistent, specific credit, with multiple reviewers directly comparing it favourably to Steins;Gate for how earlier choices ripple forward into later eras
- Art and music earn repeated, specific praise, with reviewers singling out Moma's pixel-art character design, striking full-screen CG illustrations and a soundtrack more than one reviewer bought separately after finishing the game
- The weapon-crafting system draws specific credit for depth, with reviewers describing scavenging and combining parts into custom weapons as a satisfying, well-paced core loop that keeps introducing new options across a full playthrough
- Accessibility options including a story mode and adjustable difficulty modifiers draw specific praise, with reviewers noting the time-freeze mechanic itself makes the game approachable for players who don't usually enjoy fast-reflex bullet-hell combat
Cons
- A specific, heavily repeated complaint describes a severe difficulty spike in the game's final timeline, with reviewers citing sharply increased enemy damage, health and attack density that several otherwise glowing reviews single out as souring an excellent experience near the end
- A specific, detailed complaint argues the roguelike layer itself is comparatively weak, with one reviewer describing reaching the true ending on hard difficulty without dying by repeating the same build every run, undercutting the genre's usual demand for build variety
- A specific, independently repeated complaint describes the merchant bartering system as easily exploitable, with reviewers detailing strategies to generate effectively unlimited value through repeated overpayment and rapport-building
- The story draws a specific, repeated complaint for leaving meaningful threads unresolved, with multiple reviewers describing a "fill in the gaps yourself" structure that leaves real questions unanswered even after finishing every timeline
- A smaller but specific complaint concerns the weapon-crafting system's reliance on randomised part availability, with at least one detailed review arguing this limits genuine creative freedom and pushes players toward function over any personalised aesthetic