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Video Game / Stranded Deep

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You find yourself comfortably seated in the cabin of your private jet, enjoying a nice, calm flight. You get restless, decide to make yourself a martini, and suddenly everything starts going to hell. Your plane goes down, the cabin rips apart, and suddenly you're struggling to find the surface in a dark, murky ocean. One quick scurry into a life raft later and you're... well, you're stranded deep in the middle of seemingly uncharted waters. You wade over to an island, jump onto shore, and start your survival experience.
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Stranded Deep, created by Beam Team Games, is a rather straight Survival Sandbox title set in a vast, randomly generated ocean of islands and shipwrecks. You're tasked with finding and managing resources, building a shelter, and eventually, finding means of rescue.

The game released in Early Access on Steam on January 23rd, 2015, and is still in development.

Examples you'll encounter in Stranded Deep:

  • An Axe to Grind: An effective method for felling trees, though equally employable as a weapon. Crude axes can be crafted, while actual, manufactured axes can sometimes be found among wrecks.
  • Bat Scare: At night, fruit bats will swarm in the sky. While they are harmless, their screeching can be frightening.
  • Bottomless Bladder
  • Breakable Weapons: Justified Trope, given that many of the creations are crude and handcrafted.
  • Clothing Damage:
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    • The player character's shirt, pants, and necktie are in tatters from the crash.
    • Also before the crash, oddly enough.
  • Creepy Crows: Seagulls, but they serve the same function.
  • Endless Game: In Early Access, currently the only mode of play is a Sandbox, and it only ends when the player dies.
  • "Far Side" Island: A subdued variant. Many of the islands are extremely tiny and have few resources available.
  • Flare Gun: Can be found in shipwrecks. Mostly useful for brief illumination of dark areas. As of the current version, it's otherwise pretty useless.
  • Howling to the Night: Bats do it.
  • Hyperactive Metabolism: And how!
  • Infinite Flashlight:
    • Averted with the Flashlight, ironically. Played straight with the Torch, the game's hands-free variant.
    • The lighter. Though the light it emits is rather pitiful, its fuel never runs out.
  • Item Crafting: The game's main gimmick is it's crafting menu. Uniquely, it also counts items in a radius around the player, not just what is possessed in inventory.
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  • MacGyvering: Four engine parts, a stick, and some duct tape to make a functioning motor. 'Nuff said.
  • Notice This: Most items/objects bear either a light glowing outline or an overlaid name text to indicate interactivity.
  • Robinsonade: Deserted islands and all!
  • Scare Chord: While the majority of the game lacks music, an ominous, low theme will begin playing whenever sharks are nearby...
  • Scenery Porn: The islands are positively beautiful.
  • Shout-Out: A volleyball with a bloody handprint can rarely be found on islands.
  • Survival Sandbox: The main mode of play.
  • Threatening Shark: There are sharks in the ocean. And they are bad news.
  • Wide Open Sandbox: The only method of play currently made.

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