
Steam news
Full Steam announcements and update articles for this title.
Hello everyone,
We have released Version 1.1.4. This update focuses on fixes and optimizations for the fuel storage at docks, multilingual support, and several other issues.
Fixed an issue where the dock fuel storage would fail to recognize non-fuel items and incorrectly consume them;
Improved Windowed Mode so the cursor can no longer move outside the game window, preventing accidental operations outside the game;
Optimized multilingual display issues, including improvements to the Korean localization;
Fixed display issues affecting some of the newly added animals and plants introduced in last week's update;
Fixed various other general issues.
We will continue monitoring your feedback and further improve system experience, mission flow, and overall stability. Thank you for your continued support!
Hello everyone,
We have released Version 1.1.3. This update focuses on fixes and optimizations for the building menu, save issues, animal cultivation tanks, and other related systems.
Added two new plants and two new animals: Stone Bamboo Shoots, Stone Mushrooms, Dolphins, and Sunfish, making the underwater world more diverse and vibrant;
Added new Analyzer systems, cultivation systems, and extraction recipes for the four new plants and animals, providing more gameplay options and making technological advancement easier;
Fixed an issue where items existed in the inventory but did not appear in the building menu;
Fixed an issue where swimming and flying states could become incorrect after loading a save file;
Fixed an issue where animal cultivation tank models could appear in the wrong position;
Fixed an issue where players could occasionally be moved to -100 meters due to save-related problems;
Optimized an issue where cargo boxes on conveyor belts would occasionally fail to read the cargo list;
Optimized an issue where cargo boxes could frequently become overexposed;
Optimized issues where filter outlet images could overlap and where filter outlets could incorrectly display as copper wires;
Fixed various other general issues.
We will continue monitoring your feedback and further improve system experience, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released Version 1.1.2. This update focuses on fixes and optimizations for conveyor belts, character coordinates, multilingual support, the Analyzer, and other related issues.
Optimized the display of item boxes on conveyor belts. Different items now have different colors, making the game visuals more diverse and easier to distinguish.
Fixed an issue where the character’s Y-coordinate could sometimes become incorrect after loading a save file.
Improved multilingual support, including fixes for French and other language-related issues.
Fixed a display bug for Humboldt squid in the Analyzer.
Optimized the behavior of plants transforming into seeds after death.
Improved code error handling and fixed null reference issues.
Optimized the process of loading nearby destroyed floating objects when a room is removed.
Fixed various other general issues.
We will continue monitoring your feedback and further improve system experience, mission flow, and overall stability. Thank you for your continued support!
Hello everyone,
We have released version 1.1.1. This update focuses on fixes and improvements related to save data, character coordinates, building placement, camera controls, memory usage, technology upgrades, and item recipes.
Fixed an issue where inventory save data for Cultivation Bases could become mixed up.
Fixed an issue where the character’s Y-coordinate could occasionally be saved incorrectly.
Fixed an incorrect icon display issue for output filters.
Added the option to rotate the camera using the middle mouse button. The key can be customized in the settings menu and changes take effect immediately.
Optimized the underwater placement conditions for certain buildings, such as the Electromagnetic Catapult, to prevent height differences from blocking progression.
Added terrain flatness checks when placing certain buildings on the seabed.
Optimized memory overflow issues caused by saving and other operations, with particular improvements to the save mechanism for older save files.
Fixed several audio issues.
Fixed several document structure issues.
Fixed incorrect prerequisite technology settings in the technology upgrade system.
Optimized several item recipes, including the Standard Battery.
Fixed other general bugs.
We will continue monitoring your feedback and further improve system experience, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released Version 1.1.0. This update mainly focuses on fixes and optimizations for conveyor belts, recipes, mission rewards, recipe requirements, technology upgrade costs, and various language display issues.
Optimized the conveyor belt item transport system (second iteration);
Fixed a bug where some buildings conflicted with inventory slots when loading recipes;
Optimized certain mission reward items and adjusted early-game values to create a more compact and smoother progression pace;
Optimized the values of certain recipes to improve overall game pacing;
Adjusted item requirements for certain technology upgrades to balance progression pacing;
Fixed multiple language display issues across various localized versions;
Fixed other general issues.
We will continue monitoring your feedback and further improve system experience, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released Version 1.0.8. This update focuses on fixes and optimizations for conveyor belts, power generation, the technology tree, missions, and various language display issues.
Attempted to optimize the conveyor belt item transportation system (first iteration);
Adjusted the energy values of certain raw materials to make power generation calculations more balanced and reasonable;
Fixed a prerequisite order issue in the technology tree, making research progression more logical;
Fixed mission display issues, providing clearer task guidance;
Optimized display issues across multiple language versions, including Korean and Japanese;
Fixed various other general issues.
We will continue monitoring your feedback and further improve system usability, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released version 1.0.8. This update focuses on fixes and improvements related to plant models, plant IDs, seed generation, plant extraction recipes, conveyor belts, large storage warehouses, and Czech and Dutch text display.
Fixed an issue where some plant model errors caused recipes to fail to be recognized, making progression smoother.
Fixed incorrect ID assignments for some plants, reducing the impact of incorrect plant detection.
Fixed an issue where some plants did not generate seeds after dying, making progression smoother.
Optimized several plant extraction recipes to make the gameplay flow easier.
Attempted to fix issues related to conveyor belts and large storage warehouses.
Improved Czech and Dutch text display, making localization clearer.
Fixed other general bugs.
We will continue monitoring player feedback and improving the systems, quest flow, and stability of Deep Crafter. Thank you for your support!
Version: 1.0.7
Hello everyone,
We have released version 1.0.7. This update focuses on fixes and improvements for Quantum Building display issues, recipe unlocks in the Planet Analyzer, early-game analysis material requirements, and UI display issues in Russian and Portuguese.
Fixed an issue where Quantum Buildings could not be displayed, making progression smoother.
Fixed an issue with plant recipe unlocks in the Planet Analyzer.
Optimized the material requirements for analyzing animals, minerals, and other items in the Planet Analyzer, making early-game progression easier.
Optimized panel display in the Russian version, making the Russian UI clearer.
Fixed some garbled text display issues in Portuguese.
Fixed other general bugs.
We will continue monitoring player feedback and improving the systems, quest flow, and localization quality of Deep Crafter. Thank you for your support!
Hello everyone,
We have released a new update. Thank you for all the feedback you've provided during Early Access. We will continue improving the game experience based on player suggestions and feedback.
Applied an emergency fix for a UI bug caused by issues with the save system;
Corrected text errors in the new tutorial, making the onboarding experience clearer for new players;
Fixed vowel-related translation errors in the German version, providing a smoother experience for German-speaking players;
Improved display issues in the Russian version;
Optimized the Power Grid interface, making different types of power information easier to read and understand;
Fixed various other general issues.
We will continue monitoring player feedback and further improve gameplay systems, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released a new update focused on reducing the difficulty of animal capturing and cultivation, as well as fixing and optimizing issues related to Scene Portals and various display problems. Thank you for all the feedback you've provided during Early Access. We will continue improving the game experience based on player suggestions and reports.
Adjusted the difficulty of animal capturing, including animal movement speed and the method of obtaining items after capture (previously floating up in bubbles, now delivered directly to the inventory), making animal capturing and cultivation easier and more convenient;
Fixed an issue where the storage capacity display of the Large Storage Warehouse was incorrect in saved games;
Adjusted the display method of Scene Portals and improved the visibility of their corresponding Probe Pod locations;
Fixed display issues affecting certain missions;
Fixed display issues in the Tutorial Guide;
Fixed display issues in the Analyzer;
Optimized research requirements in the Analyzer;
Optimized recipes, production times, and other balance-related values for a large number of items and goods;
Fixed various other general issues.
We will continue monitoring player feedback and further improve gameplay systems, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released a new update focused on fixing and optimizing several issues, including an incorrect Large Storage capacity, loading problems, and production times for certain items. Thank you for all the feedback you've provided during Early Access. We will continue improving the game based on player suggestions and reports.
Fixed a bug that caused the Large Storage to have an incorrect capacity.
Fixed an issue that caused the German version to get stuck at 85% during loading.
Optimized the production times of certain items, including chemical products such as Plastic and Rubber.
Fixed various other general issues.
We will continue monitoring player feedback and further improve gameplay systems, mission flow, and overall stability. Thank you for your support!
Hello everyone,
We have released a new update focusing on movement controls, quest progression, language switching, the technology tree, power generation, recipe balance, save loading, and other fixes and improvements. Thank you for your feedback during Early Access. We will continue improving the game based on your suggestions.
Added movement controls using the arrow keys.
Fixed an issue where the quest could not be completed after equipping the Bubble Gun.
Fixed an issue where players could not switch properly between different languages. Multiple language versions should now work more smoothly.
Fixed several errors in the technology tree, making progression smoother.
Adjusted the fuel values for the Energy Power Plant to make power generation efficiency more balanced.
Adjusted several item recipes to make their values more reasonable.
Fixed section/display issues with buildings such as the Dock and Power Plant.
Fixed text errors in English, Czech, Dutch, Spanish, and Traditional Chinese.
Disabled currently unavailable interfaces such as Tachyon Communication.
Fixed the issue where save loading could get stuck at 85%.
Fixed other general bugs.
We will continue monitoring player feedback and improving the systems, quest flow, and stability of Deep Crafter. Thank you for your support!
Hello everyone,
We have released a new update focusing on fixes and improvements for conveyor belts, fuel storage, early-game quests, planting-related UI, localization display issues, and several general gameplay issues. Thank you for your feedback during Early Access. We will continue improving the game based on your suggestions.
Fixed an issue where conveyor belts could incorrectly detect items, improving the smoothness of conveyor transportation.
Fixed an issue where non-fuel items could disappear after entering fuel storage. Non-fuel items can no longer be placed into fuel storage, making the storage logic more consistent.
Fixed a batch of early-game quest issues, including quest display, reward distribution, and quest order, making the early-game progression smoother.
Fixed a slot display issue in the Bio-Extraction Base, making the plant-growing process clearer.
Optimized the power consumption for gathering minerals and plants, reducing early-game pressure.
Fixed display errors in some item and recipe tips.
Increased the number of items granted through quests, including batteries and other key early-game resources.
Optimized content related to “Spacetime Transfer,” including display, localization text, and functionality, making instant transfer more convenient.
Optimized text overflow issues in multiple language versions, with key improvements for English, Korean, Japanese, Spanish, Portuguese, German, Italian, and other languages.
Fixed other general bugs.
We will continue monitoring player feedback and improving the systems, quest flow, and localization quality of Deep Crafter. Thank you for your support!
June 5, 2026, 02:00 UTC will mark the official Steam Early Access launch of Deep Crafter, an indie automation and base-building game set in the depths of an alien ocean world. Players will journey to a planet located 15 light-years from Earth and build a fully automated industrial base from scratch beneath the dark and mysterious deep sea, combining deep-sea exploration with large-scale industrial construction.
The Early Access 1.0 version of Deep Crafter will launch with all planned day-one content available immediately. Pricing and launch promotion details are as follows:
Launch Time: June 5, 2026, 02:00 UTC
Standard Price: USD $17.99
Launch Discount: 10% off for the first two weeks after release
Discounted Price: USD $16.19
The game supports 15 languages, including Simplified Chinese, Traditional Chinese, English, German, French, Japanese, Russian, Latin American Spanish, Brazilian Portuguese, Thai, Polish, Czech, Dutch, Italian, and Korean.
Throughout the Early Access period, the development team will continue gathering player feedback, releasing regular hotfixes, improving gameplay systems and controls, and expanding the game according to the published development roadmap.
Unlike traditional factory-building games set on land, Deep Crafter brings a complete industrial construction system into a dynamic alien deep-sea environment. The game revolves around deep-sea survival and automated industrial development, built around five major gameplay pillars: exploration, resource gathering, technological research, factory construction, and ecological study.
The alien ocean is divided into three major regions:
Shallow Continental Shelf
Mid-Depth Twilight Waters
High-Pressure Abyssal Zone
Each region features unique terrain, ocean currents, environmental hazards, and day-night lighting conditions. Players will gradually unlock new areas, discover hidden resource deposits, underwater volcanoes, deep trenches, and submerged cave systems while uncovering the secrets of this ocean-covered world.
Every industrial system in Deep Crafter depends on resources extracted from the seabed.
Players can collect resources manually during the early game, then gradually deploy underwater mining drones and automated extraction systems. Ore, oil, seabed crystals, and advanced materials are distributed across different ocean depths, requiring strategic placement of extraction outposts to maintain stable supply chains.
The technology tree serves as the game's primary progression system.
Players unlock technologies ranging from basic underwater power generation and logistics systems to advanced spacetime logistics, interstellar transportation, and biological genetic engineering.
Each technology unlocks new buildings, equipment, production recipes, and transportation methods, helping factories evolve from simple production lines into massive industrial networks spanning entire ocean regions—and eventually multiple worlds.
Leveraging the unique three-dimensional nature of the underwater environment, Deep Crafter goes beyond traditional flat factory layouts.
Players must design production chains across:
Seabed facilities
Mid-water industrial structures
Surface floating platforms
Assembly machines, storage facilities, conveyor systems, robotic arms, and logistics terminals can all be connected into fully automated production networks capable of operating without direct player intervention.
The alien ocean contains unique ecosystems composed of both flora and fauna.
Players can capture marine creatures, cultivate underwater plants, and process biological materials through specialized extraction facilities.
These biological resources provide:
Genetic compounds
Organic active materials
Advanced biomass components
Many of these resources cannot be obtained through traditional mining and are essential for advanced technologies, high-end industrial equipment, and interstellar logistics systems.
The development team has also revealed the complete Early Access roadmap, which will be divided into three major phases:
The initial release introduces all core gameplay systems, including:
Automation Construction System
Technology Tree System
Mission System
Analysis System
Biological Modification System
Advanced Logistics Systems
Tachyon Communication System
Multi-Dimensional Portal System
This update focuses on expanding the deep-sea ecosystem:
New underwater plants, including Stone Mushrooms and Mushroom Trees
New marine creatures, including Dolphins and Goblin Sharks
Additional biological production recipes
New main and side quests
Expanded Analysis System functionality
The first major expansion of the Early Access period introduces:
A new exploration region: Crimson Rock Valley
Additional deep-sea plants and wildlife
New biological production chains
Expanded storyline content
Enhanced Analysis System features
Fully three-dimensional construction mechanics
Floating platforms, ramps, and multi-level factory structures
Additional high-efficiency industrial recipes
Build an Industrial Empire Beneath the Sea
From a lone survivor struggling in the depths to the architect of an ocean-spanning industrial empire, Deep Crafter reimagines factory-building gameplay through underwater construction, ecological research, and long-term content expansion.
Beginning June 5, 2026 at 02:00 UTC, players can dive into the alien deep sea, build vast automated industries, and create their own interstellar industrial civilization.
After years of development, the Steam indie game Deep Crafter, developed by our studio Deep Crafter, will officially enter Early Access on June 5, 2026, at 2:00 AM (UTC). Players will take on the role of the human scientist Mia, arriving on an alien planet completely covered by oceans to search alone for a way to save her daughter and preserve the hope of human civilization. Throughout the game, players will dive deep into the ocean to explore uncharted waters, gather underwater minerals and biological materials, and build a complete industrial civilization dependent on the sea.
Steam Store Page:
join our Discord: https://discord.gg/5XNy99qU6B
By the end of the 21st century, Earth stands on the brink of collapse due to extreme disasters, outbreaks of ancient pathogens, and resource depletion. Humanity launches the top-secret “Project Dawn,” placing its final hope in deep-sea exploration. While leading an expedition to find a cure for her daughter’s mysterious illness, renowned scientist Mia accidentally activates an ancient deep-sea wormhole and is transported to He Bo — an alien ocean planet entirely covered by water. This landless world hides critical resources and unknown technologies capable of curing the plague. Stranded alone, Mia must build factories in the dangerous depths, uncover the planet’s secrets, and search for hope for both her daughter and humanity while holding onto the belief that she can one day return home.
The mysterious deep sea features diverse environments including glowing shallow-water zones, high-pressure abysses, geothermal vent regions, and ancient coral reefs, each with distinct ecological layers. The ocean is rich with mineral resources such as iron, copper, and titanium, along with abundant oil reserves. Far beneath the surface lie rare minerals, negative-energy substances, healing elements, and energy entities scarce on Earth, all serving as the foundation for survival, construction, and technological breakthroughs. The seas are also filled with coral, microorganisms, aquatic plants, and countless marine creatures waiting to be discovered in the depths below.
Starting from basic mineral resources, players can use automated collectors to gather and process materials while freely combining modules for power generation, smelting, manufacturing, and storage. Construct multi-layered automated production bases capable of resource refining, component manufacturing, and equipment production in a complete industrial loop, automatically producing survival supplies, advanced equipment, and scientific research materials.
He Bo is home to a wide variety of native marine organisms with vastly different forms, ranging from microscopic parasites to gigantic leviathans. These creatures are both dangerous and highly valuable for research. Capture and analyze biological samples to unlock special technologies and crafting recipes, develop anti-toxin medicines and advanced energy devices, and extract rare healing elements capable of combating the ancient pathogen. Advance the core objectives of “Project Dawn” and fight for the survival of Mia’s daughter and humanity itself.
Deep Crafter Early Access will officially launch on June 5. The Early Access version will include core deep-sea regions, foundational construction systems, and early-stage biological research content. Future updates will continue to expand the game with new ocean zones, technologies, and story chapters based on player feedback. Dive into the alien deep sea, build an industrial empire, and protect hope against impossible odds!
Our team’s self-developed deep-sea automation-building game — Deep Crafter — officially debuts today at Steam Next Fest!
The free playable demo is now available, along with our brand-new trailer. We invite every engineer to plunge into an alien abyss 15 light-years away and build your own steel empire from scratch.
Playable Demo:
Next Fest Trailer:
Reimagining Space: Weaving Steel Veins in the Abyss
Unlike traditional automation games that stack on flat plains, Deep Crafter takes you into a three-dimensional, ever-changing deep-sea world. Here, resources are scarce, environments shift wildly, and vertical space becomes your greatest challenge. From seabed mining bots to vertical lift systems, it’s not just about laying conveyor belts — you must orchestrate everything in a fluid, 3D water column.
Where each building sits, how every pipeline runs — all test an engineer’s foresight. As your operation grows, only precise logical layouts can keep industrial civilization running in the crushing depths.
Dive Into the Unknown: The Charm of Procedurally Generated Seas
In Deep Crafter, exploration never stops being productive. Procedurally generated deep-sea maps mean every dive brings fresh challenges. As depth increases, terrain structure, resource abundance, and ocean current rhythms directly affect your efficiency.
Some special zones hide rare materials — and may even unlock groundbreaking production paths. Here, exploring means discovering smarter industrial logic.
Life-Powered “Bio-Industrial Loop” – Our Favorite Core Idea
Life itself is part of the production line. You’ll create a recyclable bio-cultivation system where electromagnetic launchers, pipelines, and culture medium bases work in precision harmony, letting alien plants continuously yield key raw materials throughout their life cycles.
This “modular bio-industry” design turns life from mere backdrop into high-efficiency, scalable productivity you can plan and expand.
From Basic Processing to a Fully Automated Empire
We want players to feel pure satisfaction — where logic rules all. When your first production line hums automatically, when intricate logistics networks rhythmically pulse in the dark depths, you’ll move beyond tedious micromanagement into higher-level industrial decisions: streamline existing chains, or reserve room for thousand-fold expansion?
Witnessing order emerge — that’s the magic of Deep Crafter.
Now It’s Your Turn to Command the Deep
Can the fire of human industry be rekindled in an alien abyss? We can’t wait to see the brilliant ideas from engineers at Steam Next Fest. Join our official community to take part in themed events!
Official Discord: https://discord.gg/QW5s364nFk
Give the demo a try, add Deep Crafter to your wishlist, and help fuel our development journey!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Deep Crafter, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Deep Crafter statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.