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Still Wakes the Deep Review – Horror, Rust, and Eldritch Nightmares on a 1970s Oil Rig

  • Writer: Niels Gys
    Niels Gys
  • Aug 23, 2025
  • 3 min read

TL;DR

A North Sea oil rig turns into the world’s loudest haunted house; imagine The Thing stuck on scaffolding while the weather tries to kill you out of spite.




Villain Power Ranking

The villain is… everything. The storm, the steel, and an eldritch “absolutely not” slithering through the pipes. It doesn’t need a haircut; it needs a hazard sign. You wouldn’t invite it on a bank job—you’d run, trip, scream, and then run faster.



Scare Factor

Dread-first, jump-second. You’ll grip the pad every time the rig groans like it’s about to fold in half (because it is). 8/10: “pants at risk, consider dark laundry.”



The Prey & Law IQ Test

Cops? None. It’s the 1970s on a North Sea platform—no cavalry, no signal, no OSHA help line (only their beloved yellow paint). Enemies aren’t masterminds, but they’re relentless, and the environment outsmarts everyone.

Opposition IQ: Brutally practical. 



Gameplay & Chaos Factor

  • Core loop: Run, climb, squeeze, stealth, fix something terrifying, then leg it again. No combat—survival by wits and door handles.

  • Freedom vs Railroad: Laser‑linear thriller with clear signposting (yes, legally yellow).

  • Brains Needed: Light puzzles and spatial awareness; more “keep calm, don’t slip” than “solve Fermat.”

  • Difficulty: Fair checkpoints; Story Mode exists if you mainly want the tale and the terror.

  • Fun Factor: If you like narrative horror that squeezes your lungs, it sings. If you crave sandbox murder-sim, this is a sermon on not dying.



Style & Atmosphere

Grim 70s industry chic: orange hi‑viz, steel grating, and sideways rain. Audio is thunderous—much of the “music” is the rig ripping itself apart. It’s gorgeous, soggy, and miserable in the best way.


Villain Performance Rating

  • You as villain: Not a villain—just a very damp electrician staying alive with bravado and ladders.

  • The Big Bad: Cosmic HR policy: “No survivors.” Terrifying, stylishly unknowable. Join the cult? Hard pass.

  • NPCs: Convincing, sweary Scots who sell the crisis. Performances and accents do heavy lifting. (BAFTA hardware agrees.)



Mayhem Quality Control

Highlights are white‑knuckle escapes, exterior catwalk slogs in hurricane conditions, and claustrophobic crawls where every bolt looks like a grave marker. Fewer “gotcha” jumps, more “my palms are waterfalls.”



Criminal Mastermind Score (CMS)

  • Villain Power & Style: 8.5/10 (nature + nightmare = divorce the ocean)

  • Scare Factor / Tension: 8/10 (sustained dread over cheap shocks)

  • Brains Required: 5/10 (keep moving, use cover, breathe)

  • Freedom to Be Bad: 2/10 (you’re prey, not predator; very guided)

  • Fun Factor: 8/10 (tight, tense, handsome)

  • Outcome Satisfaction: 7.5/10 (story-first experience with a tidy runtime ~6 hours)


Overall CMS: 7.3/10 — A maritime nightmare worth surviving, preferably in dry trousers.



Best Criminal Lessons to Steal

  • When the sea starts singing, don’t duet—evacuate.

  • Yellow paint isn’t hand‑holding; it’s survival flirting. Follow it. PC Gamer

  • If a door says “keep closed,” assume it’s guarding Scotland’s angriest secret.



Final Verdict

A ferociously atmospheric sprint through steel and storm—more terror ballet than brawler—and one of the slickest “don’t die” tours you’ll take this decade.



Mini‑FAQ — Still Wakes the Deep

Q1: Do I get guns or glorious villainy?

Nope. This is hide‑and‑hustle survival, not a power fantasy. You’re the snack; the rig is the shark.


Q2: How hard and how long?

Moderate tension, generous checkpoints, optional Story Mode. Expect roughly a long evening or two (~6 hours).


Q3: Platforms and state of the port?

Launched June 18, 2024 on PC, PS5, and Xbox Series X|S (also on Game Pass). PC had some launch‑week performance grumbles, later improved—but check your rig.

 
 
 

Comments


About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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