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Review: Million Depth Pairing a Roguelike With Alternate Timelines I Genius

Million Depth might not be the absolute best roguelike I’ve played in 2025, but the way it plays with alternate timelines and realities with its runs certainly perhaps makes it the most unique. The concept of the first run being one possibility, and latter ones showing a few different options, adds another layer of well, depth, to continuing to head deep into earth. So even if other parts of Cyber Space Biotope’s game feel a little fiddly, the idea of getting to see other outcomes made me stick with it.

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Things begin in the near future and start with a mysterious message in a text box from A-87600 that says, “Please. Don’t come here.” From there, we see Moma at a ship control station noting the planet they are near was once called Earth. Moma’s all alone now, sadly. But it turns out A-87600 was a friend of hers on Earth that she exchanged messages with, before those stopped. During an apocalypse, some of humanity took to the stars and others headed underground. Moma’s roots stemmed from the former, while the person she talked to was from the latter. Out of loneliness and concern, Moma heads to Earth and underground in search of answers. 

I don’t want to say anymore, to avoid spoilers. But the results are fascinating, as are how things can change narratively between runs.

Once underground, each layer is essentially a short stage for Moma to explore. As she dives deeper to each one, we get a possible choice of where she would go next, as well as a hint as to what it would offer. We might see enemies ahead, opportunities to work on her Biotope Jammer weapon, find someone to buy items from, and learn more about what happened. While this is an active game, enemies only attack and move when we move Moma and her Biotope Jammer. Also, we do need to gather charge and keep energy up, as that drains as she heads down. 

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That Biotope Jammer is one of the most interesting elements of Million Depth. As we explore and fight, we gather parts. Depending on the direction in which we build and parts we place, the weapon’s attack, defense, and speed will change. So it sort of starts as a hammer-shaped device, but you could turn it into a spear, trident, or spiked shield, with each design decision affecting its potency and stats. While this is 2D and sometimes Moma will be dropped in positions where the dangerous or pointy bits aren’t facing foes, it will still deal applicable damage regardless. 

As Moma heads downs, you’ll see certain scenes or trigger some encounters. Depending on how you respond, certain things can change and you might see specific situations and endings. Like I mentioned earlier, there’s also the idea of timelines and other possibilities coming up depending on what you do. The first playthrough basically is setting up the general concept, with new possibilities stemming from that. There is even a timeline with nodes that gradually fill on on additional runs.

I will say that because of the nature of the game, I really appreciate the options you get when you start a Million Depth run that can help mitigate the roguelike options. Story Mode lets you have an unlimited number of retries, ensures your weapon is durable, makes enemies weaker, and heals you if you do need to retry, while even the Normal option gives you three retries. There is a true Roguelike Mode with no option to retry and possibilities to raise the difficulty level, so nobody is left out. But with the concept being as interesting as it is, I appreciated that option being there for people. 

But as fascinating as the concept is, some of the technical details and design decisions do keep it from feeling really smooth and seamless. Cyber Space Biotope doesn’t do a great job of explaining things and an improved tutorial that spends more time really going over crafting and interacting at shops would be fantastic. The timeline is very helpful once you can play around with it, but the UI for it looks bad. Some ended up tied to more obvious bugs. I’d sometimes choose a spot when heading to the next level, but it wasn’t what was shown. I had to keep an eye on how much room I had left when shopping since a few times I’d buy stuff, but then not get it and lose what I spent on it because it turned out Moma’s inventory was full.

The concept behind Million Depth and its approach to runs and different timelines is fascinating. It feels really different than other roguelikes. The downside is that the experience sometimes doesn’t feel polished. Some elements aren’t explained well, the UI isn’t the best in its complex situations, and there are still some bugs here. But I feel like it is worth it even when it isn’t at its best just yet, and after a few patches it should be in a great place. 

Million Depth is available for the PC. 

Million Depth

The concept behind Million Depth and its approach to runs and different timelines is fascinating.


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Author: 360 Technology Group