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Deep Regrets solo review

Cover of the game "Deep Regrets" features a ship silhouetted against a green sea with a tentacle emerging. The tone is mysterious and adventurous.

Deep Regrets already stood out to me as a really interesting game in a multiplayer setting, but its solo mode takes things in a completely different direction. Rather than trying to replicate that same experience, it leans into something closer to a campaign-style, roguelite progression system, and honestly, it feels like a completely different game built on the same foundations.

In the solo mode, you’re surveying the seas, cataloguing each of your catches as you go. Each run sees you heading out, catching what you can, and then returning to upgrade your gear, improving your chances for the next outing. Over time, you’ll build up better equipment, stronger tackle dice, and push further into the depths, all with the long-term goal of discovering and recording every fish the game has to offer.

What I really like about this is how it shifts the focus. Instead of competing or reacting to other players, it becomes a much more personal experience. There’s something quite relaxing about it, just heading out, seeing what you can find, and gradually working towards completing your catalogue. At the same time, there’s still a sense of excitement in chasing those unknown catches, especially when you’re close to ticking something new off your list.

The structure of each run is simple, but effective. You head out, fish, make the most of what you’ve got, and then come back to invest in future attempts. That loop is where the game really finds its rhythm. You’re constantly thinking about how to improve your next run, whether that’s upgrading your rod and reel, picking up new equipment, or improving your tackle dice so you can go after bigger, tougher fish.

The roguelite progression works really well here. Each run feeds into the next in a meaningful way, and even a “bad” run usually feels like it’s moving you forward in some way. Unlocking better gear and gradually opening up access to deeper waters gives the game a strong sense of momentum, and it’s what kept me coming back for more. There’s a real satisfaction in seeing your setup improve over time and knowing you’re better equipped for whatever comes next.

It also does a good job of balancing that relaxed feel with moments of tension. You might head out thinking you’ve got a solid plan, only for things to not quite line up the way you hoped. Maybe the fish you need just don’t appear, or you don’t quite have the right setup to deal with what does. That unpredictability keeps each run feeling fresh, even if the overall structure stays the same.

That said, the shift away from the multiplayer experience is very noticeable. This doesn’t feel like a solo version of the same game, it feels like a different game entirely that happens to use the same core mechanics. For me, that’s both a positive and a negative. On one hand, it makes the solo mode feel like a true, fully realised experience rather than something tacked on. On the other, if you’re coming in expecting the same feel as the multiplayer version, you might find it a bit jarring.

Where Deep Regrets does start to show some cracks is in repetition. Because of the randomness in what fish appear, you can end up chasing that one elusive catch for multiple runs in a row. When that happens, the experience can start to feel a bit samey, especially if you’re not making much progress between attempts. You’re still going through the motions, still upgrading where you can, but it can feel like you’re waiting for the game to give you what you need rather than actively working towards it.

That feeling is especially noticeable later on, when you’re trying to complete your catalogue. Early on, everything feels new and exciting, but as your list fills out, those last few missing entries can take a while to show up. It doesn’t completely take away from the experience, but it does slow the pacing down and can be a little frustrating if you hit a run of bad luck.

Even with that, I found myself coming back to it. There’s something very easy about setting it up, playing through a run, and seeing how far you get. It’s not overly demanding, but it still gives you enough to think about to stay engaged. It fits nicely into that space where you want something a bit more involved than a quick filler, but not something that’s going to completely drain your brain.

Final Thoughts

The solo mode in Deep Regrets is a really interesting take on how to adapt a game for solo play. Rather than just scaling things down, it builds something new, a more relaxed, progression-driven experience that still has moments of excitement and discovery.

It won’t replace the multiplayer version if that’s what you enjoy most, but it doesn’t really try to. Instead, it offers something different, something you can dip into at your own pace, gradually working towards a long-term goal.

For me, that’s a big part of its appeal. It’s become something I can pick up when I want a more laid-back experience, without losing that sense of progression and purpose. The roguelite structure gives it staying power, even if the repetition occasionally creeps in.

If you enjoy solo games that focus on gradual progression, collection, and improving over time, there’s a lot to like here. Just be prepared for a bit of repetition along the way, especially when you’re hunting down those last few elusive catches.

Zatu Review Summary

Deep Regrets

Deep Regrets

$54.92

$54.92

Zatu Score

80%

Rating

Artwork
star star star star star
Complexity
star star star star star
Replayability
star star star star star
Interaction
star star star star star
Component Quality
star star star star star
Edwyn Stanyer
Zatu Games
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