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DEEP MARROW
Cinematic view

A game by Deep Marrow

Marrowdeep

Hunt. Sever. Extract. Feed the Altar before it fails.

A physics-based VR co-op action-RPG. Team up to descend into hand-crafted gothic overworlds, sever monsters with a fully physical combat system, and bank your trophies before the barrier collapses.

  • Meta Quest 2
  • Meta Quest 3
Reveal Trailer

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Five Pillars

What you'll feel through the controllers.

Signature VR Moment

A Trick Weapon That Lives In Your Hand

Tap the side trigger and the pistol reconfigures inside your physical hand. The compact form sweeps crowds; the extended form drives a single nail through bone with surgical weight.

Mechanical click haptics fire on every transform — not as a UI cue, but as a tactile event you feel through the controller. The longer you play, the more you reach for the transform without thinking.

01

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Tactical Gore

Sever Limbs. Change The Fight.

Dismemberment isn’t decoration — it’s strategy. Take a leg, the walker drops to a crawl. Take an arm, its attacks lose their reach. Take the head, it falls.

Severed limbs become quest objectives, currency, and improvised weapons you can pick up and swing. Combat is a conversation between what you can carve off and what you do with the pieces.

02

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High-Stakes Co-op

Bank The Heart, Or Lose It All

Loot is meaningless until it’s banked. To leave an Anchor Zone you must reach the Extraction Altar and feed it — a sixty-second last stand that scales with everything you’re carrying.

Hearts pool across the team. One player goes down? Their stash is yours to recover, or yours to lose. The Altar makes every departure a co-op moment — not a checkpoint.

03

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Hand-Crafted Worlds

Gothic Zones. No Procedural Filler.

Anchor Zones are static, hand-built environments — cemeteries swallowed by ivy, ruined keeps under a heavy moon. You learn them. You memorize the shortcuts. You earn the verticality.

Environmental storytelling carries the lore: who lived here, what killed them, what the Sanctuary lost when the Bell first cracked. The world has a history — and you’re slowly piecing it back together.

04

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Physics-First Combat

Every Swing Has Weight

Weapons stick in wounds for a fraction of a second. Bone snaps with one haptic profile; a wet drag follows. Sword raises within 200 ms trigger a parry with a counter-shot window.

There are no stat sheets pretending to be combat. Every hit is a physical interaction — what you swing, how fast, what angle, where it lands. The system rewards reading the fight, not winning a die roll.

05

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In Development

From the build.

Real screenshots drop with the trailer. These tiles are placeholders for what's coming.

Cemetery
Coming Soon
The Sanctuary
Coming Soon
Trick Pistol
Coming Soon
Dismemberment
Coming Soon
Crawler
Coming Soon
The Altar
Coming Soon

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Wishlist on Meta Quest Store

The Meta Quest store listing goes live closer to launch. Until then, follow our progress below — we'll send a single email the day wishlist opens.

Wishlist on Quest · Coming Soon Email Notify

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