Deepwell is an Undertale-style narrative adventure game that takes about two hours to finish. You play as a blank slate character called “the Cartographer” who has recently arrived in the small forest town of Deepwell, which clings to the southern rim of a massive hole in the ground. Oddly enough, anyone who descends into the hole beyond a certain point gets “blipped,” meaning that they appear at the top of the hole as if nothing had happened. Generations of mystery hunters have sought the solution to this puzzle, but perhaps you might be the one to finally figure it out.
Deepwell is only about two dozen screens large, and there are five main characters to talk to. Most of the game involves engaging in long and meandering conversations with these characters in order to learn their stories. Sokolov manages the town library, and Evan runs the general store. Pierre has created something resembling an art gallery on one side of town, while Lily lives in a field of flowers on the other. At the intersection next to the highway, a robot named Bing helpfully provides information to visitors.
It stands to reason that everyone living in such an isolated town would be a little weird. Aside from Bing, who is essentially a tutorial robot, each character is a self-contained short story that gradually unfolds as you talk with them. Thankfully, there are no wrong conversation choices, nor is there any missable content. The player is free to walk where they like and talk with the characters as they wish while unlocking a few extra conversation topics by interacting with each character’s environment.
On the eastern edge of town is a waterfall that hides a secret cave. Glyphs drawn onto the wall of this cave indicate whether a character’s dialogue has been exhausted. Once the Cartographer has sufficiently spoken with each of the town’s residents, a new path will open deeper into the forest to reveal a sixth character, who tempts the player with the possibility of an alternate (and much darker) ending.
You can actually end the game any time you want by simply heading back to the highway and leaving town. You can also choose to wrap up the story at any point by taking a boat across the lake to see what’s on the north side of the giant hole. Although you’re given a choice in the final section of the game that affects the ending, I think Deepwell ties up its thematic threads quite nicely. This is a story about personal purpose and fulfillment, and about why we need art and mystery. How you approach these themes within the context of the game is up to you.
The graphics are primitive yet charming. I was put off by the crunchiness at first, but the lo-fi aesthetic grew on me. Deepwell contains a surprising number of insert illustrations and cutscenes, some of which are extremely well done. This is especially the case with Pierre, whose gallery of art installations closes with a remarkable set piece. I get the feeling that some players may find Pierre pretentious, but I appreciate his sincerity. And he’s not wrong about how visual glossiness is often a disguise for mediocrity.
Deepwell is akin to a short story anthology that’s easy to pick up for twenty minutes at a time, but I ended up being so fascinated by the overarching narrative that I played the whole game in one sitting. The writing is exceptionally good. It gives me immense joy to know that something like Deepwell exists in the world, and I honestly feel that I’m a better person for having spent time with it.
Deepwell is free to play on Steam here:
https://store.steampowered.com/app/2803660/Deepwell/


