Deep City by MilkiWay
A city survives, deep below the crushing weight of the ocean.
Fragile. Flickering. Alive.
It rests on something vast... and not entirely still.
Structures decay. Ground trembles. Not everything down here is caused by the sea.
To escape collapse, you must build a submarine and journey onward — though no one truly knows what lies ahead.
The ocean keeps its secrets.
And some of them were never meant to be found.
Buildings can only be constructed inside the Dome. Upgrade the Generator to expand the Dome.
Upgrade the generator to the maximum level. The generator consumes Uranium and Oxygen. Uranium is mined at the Uranium Deposit, and Oxygen is produced in the Food building, along with Food
For a confident start, try building Food and Uran right after the first generator upgrade. Good luck!
Inputs:
Left Click – Interact / Build / Select
Hover – Inspect elements

| Link | https://milkiway.itch.io/deep-city |
| Original URL | https://ldjam.com/events/ludum-dare/57/deep-city |
Ratings
| Overall | 435th | 3.56⭐ | 52🧑⚖️ |
| Fun | 522th | 3.25⭐ | 52🧑⚖️ |
| Innovation | 501th | 3.14⭐ | 52🧑⚖️ |
| Theme | 243th | 3.99⭐ | 52🧑⚖️ |
| Graphics | 285th | 3.97⭐ | 52🧑⚖️ |
| Audio | 233th | 3.66⭐ | 52🧑⚖️ |
| Humor | 591th | 2.375⭐ | 46🧑⚖️ |
| Mood | 375th | 3.66⭐ | 52🧑⚖️ |
| Given | 40🗳️ | 84🗨️ |
Maybe I’m missing something? Not sure if it’s a bug or if I’m doing it wrong.
You should make a video of how the game is played, or work on the explanation of the point of the game.
These type of games for a Jam are difficult to play as they take time to get involved and actually make them work.
That is why I try to keep my entries simple.
Good game :D
The ending surprised me. The gameplay is similar to Frostpunk.
The game is not too long, but not too short either.
The beginning is the hardest part of the game, then everything goes pretty smoothly
Everything about this is great!
The sound design is awesome, the little details, the ending, everything!
At first, I didn’t really understand what was going on with the generator — it kept exploding all the time. I only figured it out after reading your description and seeing the tip about building the Farm and the Nuke at the start.
After that, I got to relax a bit, just listening to the game’s ambient sounds, thinking about the monsters deep below (the sound design there is great!), and waiting to collect all the metal and other resources.
But in the end, I couldn’t figure out how to build paper — so I never got the submarine and couldn't finish the game :(
The atmosphere is really great, sells the underwater feeling. It's cool stuff expanding your bubble to build further. Very sick interpretation of the whole "building underwater" fantasy.
I wanna give special credit to the sound/music/mixing. It's awesome. I love the music a lot. There's a great pairing of textures, with the ethereal whale sounds, contrasting with the harsh digital machinery. Really need and sets the mood super well. But it was when I scrolled off into the deep ocean that I realized all the really cool sound design and dynamic fades. Really well done putting all of that together.
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So others have given similar feedback, but this game is extremely confusing at the beginning. It is so difficult for a user without any aid to figure out what's going on and why they keep dying over and over. But it has nothing to do with the game's balance, or even lack of tutorial. It is a problem with the UI, and its effectiveness at conveying information.
The worst of it is that when you die, there is no indication of what killed you. It doesn't say whether you ran out of power or air or anything. It also hides the UI immediately, so you can't see what was happening at that time. It's a big part of why the beginning is so confusing for so many. Even late into the game, I encountered what seemed to be a bug that killed me for no reason. But there is no way to know
It is difficult to learn through playing. Not just because of no tutorial, but a lot of info is hidden or hard to navigate. Info about a building's resources is only displayed when you get ready to build it. You stop running out of air by clicking the "food" button, etc
With the beginning, you have this issue where players **must** learn to build Uranium and Farm at the beginning of the game. I think if you make this more prominent or clear in the game's description, it will save people a lot of this initial confusion. For me, it lead to a lot of frustration in my learning process.
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Overall, you pulled this off fantastically I really enjoy the way things are built out with the different resources and buildings. And of course, there are so many wonderful things to say aesthetically. The gameplay was a lot of fun, and I genuinely crave playing it. For me though, the learning process was pretty frustrating
I hope you make some updates some day because I would absolutely buy a full polished release of this!
It is a wonderful feat with the sound, it looks great. It is such a cool interpretation of the deep sea. And it plays into a really cool imagination. Very much to enjoy about this. Well done!
And give the player more time to figure it out before he loses.
@swooty This isn’t just feedback — it’s a full-on review, and I’m honestly a bit shocked (in a good way) by it. We’re aware that the UI still has its issues and challenges — this was our first experience creating a strategy game. But we really wanted to dive deep into the theme, using technical solutions through sound and gameplay. Admittedly, some of it still feels a bit “rough around the edges,” but I’m really glad you immersed yourself in the game that much.
@disvent It’s possible that you built a different type of building on “Fabric” — it’s actually a resource too. We know it’s not as obvious as we’d like it to be, but still, thank you so much for playing our game.
The first several attempts I couldn't seem to build anything al all, then game over hits. Upgrading the tower first also kills you.
After reading this thread it seems you have to very quickly upgrade the tower then place a farm and uranium mine, but then couldn't seem to do anything else and ran out of something and died.
It feels like there is a great game in here but it is just not intuitive.
Giving the player a slightly longer "runway" in the beginning, with simple pointers as to what the loss condition is (when you run out of uranium, oxygen, or food, or whatever - I still don't know all the ways you can lose :laughing:), would help considerably.
I really like the art style, the music, and I think the theming is very good (are the subs a tip of the hat to the Kirov airships from Red Alert 2?). The ending cutscene was quite nice, and the whole game feels very atmospheric, especially with the SFX and slow, somber piano arpeggios. Implementation-wise, since this is primarily centered around fitting buildings into a confined space, it'd be nice to be able to rotate buildings and if they had tighter hitboxes so the player could make the base look "pretty" while they're completing their objectives. Of course, being able to control actual units would be great too - although it's a jam game, and making an RTS is usually outside the scope of sensible projects - especially if you have only a small team/duo :smile:
All in all I like it and this has a lot of potential to be expanded into a more fleshed-out game, with a little bit of exploring, maybe the ability to put down additional reactors so you can build more bases and expand out a bit further while managing your resources.
Others already written to you. But FTUE feels a little uneven. You want to build something right away and then upgrade it. Personally, I missed the tooltip with descriptions of building icons. As for me, quartz has been mined for a long time :)
Like some other players I did not understand at fisrt how the base exploded, maybe make it more clear but overall I had some fun and laughed a bit when I saw the ending screen, nice work :v:
Overall, good job. This has some potential to be a legit release.
Мир всё-таки держится на черепахах!
Очень хорошая градостроительная игра, мне понравилось ^_^