Key art for Unto Deepest Depths

Game review

Unto Deepest Depths

6.5 / 10

Developer
McCollum Games
Publisher
McCollum Games
Released
11 December 2025
Platforms
Windows
Genre
Turn-Based Tactics / Roguelite
Monetisation
One-time purchase. No in-app purchases or DLC at time of writing.
Players
Single-player only

The short version

Unto Deepest Depths asks players to build a party of distinct unit types and lead them through small, one-screen tactical battles governed by a single strict rule -- every unit must both move and attack on its turn, no exceptions. Steam's audience calls it entirely positive at time of writing, with reviewers repeatedly praising how much puzzle-like complexity the developer squeezes out of that one constraint, comparing the resulting tension favourably to chess and Sokoban-style forced-action puzzles.

That reception comes with an important caveat: the review sample available at time of writing is very small, and even within that small, enthusiastic sample, several reviewers flag real friction points -- swingy run-to-run difficulty, an unforgiving start-from-scratch structure on death, and a request for basic quality-of-life features like an auto-attack option for units with nothing useful to do on a given turn.

Biggest strengths

  • The core rule that every unit must move and attack each turn draws consistent, enthusiastic praise for generating genuine puzzle-like tactical depth from a simple, easy-to-learn premise
  • Reviewers repeatedly describe a satisfying "just one more run" loop, several specifically comparing the tension of careful positioning to chess or Sokoban-style forced-action puzzles
  • Distinct unit types with genuinely different movement and attack ranges give real strategic variety within small, one-screen battles, several reviewers praising the resulting build depth

Biggest weaknesses

  • The review sample available at time of writing is very small, meaning broader consensus on balance, longevity and technical stability is still forming
  • Multiple reviewers report difficulty swinging widely within a single run, describing moments of feeling unstoppable followed abruptly by unwinnable map-and-enemy combinations
  • A permadeath structure that sends players back to the very start on a loss draws mixed reaction even among positive reviews, some finding it appropriately tense and others frustrating

Who it's for: Tactics and puzzle fans who want a small, focused game built around one clever constraint rather than a sprawling systems-heavy strategy epic, particularly anyone who enjoys Sokoban or Into the Breach-style forced-action puzzle tension. A poor fit for players who dislike permadeath roguelites that send you back to the start on death, or anyone wanting a large, settled review consensus before buying.

Our recommendation: A strong, cheap pick for tactics fans who want something small, sharp and genuinely different from typical grid-tactics design -- the core "move and attack every turn" constraint earns real, consistent praise from an admittedly small early audience. Worth knowing that the review sample is still thin and the game's permadeath structure and swingy difficulty won't suit everyone, so anyone risk-averse about roguelite structure should try the demo first.

6.5 / 10

Unto Deepest Depths builds its entire tactical identity around a single, strict rule: every unit on the board must both move and attack on its turn, whether or not that action actually accomplishes anything useful. Developed and self-published by McCollum Games, it launched as a full, non-Early-Access release on 11 December 2025 at a low asking price, following a period of public playtesting that had already given a small group of players hands-on time with the concept. Steam's audience response so far is entirely positive, though the review count remains small enough that this should be read as an early, enthusiastic signal rather than a settled consensus -- worth stating plainly before anything else.

One rule, a surprising amount of depth

The clearest throughline across the available review corpus is genuine admiration for how much tactical complexity the developer extracts from that one forced-action constraint. Reviewers repeatedly describe battles playing out like puzzles rather than conventional tactics encounters, since every unit's mandatory move-and-attack forces careful, several-steps-ahead planning to avoid wasting actions, exposing flanks, or catching allies in friendly fire. More than one reviewer reaches for board-game comparisons to describe the resulting feel, one explicitly likening certain units to chess pieces and another comparing the deterministic, puzzle-solving tension to Sokoban. Distinct unit types -- warriors, archers, spear-wielders and mages are named specifically across reviews -- carry genuinely different movement and attack ranges, giving positioning decisions real weight even within battles that typically play out on a single small screen rather than a sprawling map.

A run structure reviewers call tense, in both good and frustrating ways

A specific, recurring theme across the review corpus concerns stakes. The game's roguelite structure sends players back to the very beginning on a loss, and reviewers are split on how that lands even within an otherwise uniformly positive sample -- several describe the permadeath reset as giving every single move genuine weight and tension, appreciating that it prevents players from coasting once a run is going well, while others describe the same structure as occasionally frustrating when difficulty swings sharply within a single playthrough. More than one reviewer specifically notes that steamrolling through the early game doesn't guarantee safety later, since certain late-run map and enemy combinations can turn a comfortable lead into a sudden loss with little warning -- read by some as maintaining valuable tension throughout, and by others as a balance rough edge worth smoothing out.

A specific, practical quality-of-life request

A narrower but concrete complaint concerns the friction of the core rule itself. At least one detailed review requests a basic auto-attack or skip option for units that have no meaningful action available on a given turn, noting that the strict move-and-attack requirement currently forces players to manually target and confirm an attack that accomplishes nothing -- occasionally even hitting their own units by mistake in the process of fulfilling the rule. It's a small, specific piece of feedback rather than a fundamental critique of the design, but it points at a genuine rough edge in an otherwise well-regarded core loop.

A modest presentation built for clarity over spectacle

Presentation draws comparatively little discussion across the review corpus, which several reviewers frame as its own kind of compliment -- the deliberately simple, old-school graphical style is repeatedly described as clean and functional rather than a selling point in its own right, prioritising legibility of unit ranges and threat zones over visual flourish. That clarity matters more than usual for a game built around forced, mandatory actions, since misreading a unit's attack range can mean an unavoidable wasted turn or an accidental hit on an ally; more than one reviewer specifically credits the game's mouse-over tooltips and range indicators for making that information easy to parse at a glance despite the modest art budget. A branching event map between combat encounters, drawing an explicit comparison to Slay the Spire's node-based structure from at least one reviewer, adds a light layer of run-to-run variety around the core battles without asking the presentation to do more than it comfortably can.

What the achievement curve suggests

Global achievement data offers a useful, independent check on how punishing the game's roguelite structure actually is in practice. The first boss encounter sits at a healthy 59.0% of all owners, but that figure drops sharply with each subsequent boss -- 44.7%, then 29.1%, then 17.7% for the fourth -- and the achievement for actually winning a full run sits at just 10.1% of all owners. Achievements tied to reaching deeper post-victory difficulty tiers fall away almost to nothing, clustered around 0.4% each. That data corroborates the review corpus's description of a genuinely difficult, permadeath-driven structure where most players who pick the game up don't see a complete run through to the end, consistent with reviewers who single out its swingy difficulty and unforgiving reset as real, if not dealbreaking, friction points.

Final verdict

Unto Deepest Depths is a small, sharply-designed tactics roguelite that gets real, specific mileage out of one clever constraint -- forcing every unit to move and attack every turn transforms simple, one-screen battles into genuine puzzles, and the reviewers who've found it so far are enthusiastic about the result. Its permadeath structure and occasionally swingy difficulty won't be for everyone, and a specific request for basic quality-of-life improvements like auto-attack options is worth taking seriously, but at its low price this is an easy, low-risk pick for tactics and puzzle fans willing to look past a still-small review base. Recommended for anyone drawn to forced- action tactical puzzles in the vein of Into the Breach or Sokoban, with the caveat that broader consensus on balance and longevity is still forming.

Pros and cons

Pros

  • The core rule that every unit must move and attack each turn draws consistent, enthusiastic praise for generating genuine puzzle-like tactical depth from a simple, easy-to-learn premise
  • Reviewers repeatedly describe a satisfying "just one more run" loop, several specifically comparing the tension of careful positioning to chess or Sokoban-style forced-action puzzles
  • Distinct unit types with genuinely different movement and attack ranges give real strategic variety within small, one-screen battles, several reviewers praising the resulting build depth
  • A low asking price relative to its focused, replayable design is repeatedly cited as making the game easy to recommend even by reviewers who note its short overall length

Cons

  • The review sample available at time of writing is very small, meaning broader consensus on balance, longevity and technical stability is still forming
  • Multiple reviewers report difficulty swinging widely within a single run, describing moments of feeling unstoppable followed abruptly by unwinnable map-and-enemy combinations
  • A permadeath structure that sends players back to the very start on a loss draws mixed reaction even among positive reviews, some finding it appropriately tense and others frustrating
  • At least one detailed review requests a basic auto-attack or skip option for units with no useful action available, since the game's core rule currently forces a wasted attack anyway

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 7.5 / 10
  • Visuals 6 / 10
  • Progression 5.5 / 10
  • Value 6 / 10
  • Originality 7.5 / 10
  • Replayability 6.5 / 10