The Uncanny Depths | DREDGE

“Open the door to the starry heavens and lay the weary world to rest.”

Fishing, the deep dark, lovecraftian monstrosities, what more could you want in a game? Dredge has these and everything else that terrifies me about the ocean, wrapped in an unassuming indie game with a gorgeous art style. You play as an unknown fisherman, newly arrived in the town of Greater Marrow, tasked with supplying the town with - you guessed it - fish. But fishing in the endless deep is not so simple. There’s a fog rolling in, and underneath the surface lies creatures twisted and warped, waiting for the end of your hook to dip into their domain. If you are to heed any warning, it should be: do not go gentle into that good night. And do not fish on a panic inducing lack of sleep.

Screenshot by ad_serpent via steamcommunity.com

There are plenty of games out there, challenging and harsh in punishment, but Dredge is not one of them. The gameplay is simple, you explore, you fish, you sell what you find. It’s proof that a game needn't be unforgiving to be enjoyable. Easy gameplay allows the atmosphere to thrive, and thrive it did. The art style is melancholy, and coupled with the soundtrack, creates a moody world that feels like a thick mist to move through. On the surface the map is explorable and somewhat familiar, but what lies underneath the hull of your boat is shrouded in unease. When the sun sets, that unease surrounds you on all sides, waiting for a single mistake. The chill that drove straight through me at the sight of the horrors that awaited is one that will not disappear so easily. And perhaps this is in part because of my preconceived fear of the ocean… but I believe even the most seaworthy of folk dare not provoke the monsters of the deep. 

“Of their faces and forms I dare not speak in detail; for the mere remembrance makes me grow faint.” - H.P Lovecraft

Even in the daylight, when everything would appear bright and tranquil, there is still an inkling of that disquiet.  Every instance you cast out your net, there is a catch (pun absolutely intended). Like normal, there may be a regular old cod, or squid, or salmon at the end of your line, but there is a slight chance that it may have unusual properties twisting the creature into a malformed, grotesque aberration. Dredging such a monstrosity is coupled with a range of emotions, from disgust, to curiosity, to even pride, as you add it to your collection. In any other situation you know for sure I am putting that thing back where it came from, or so help me. But the fascination overrides the fear, and against my better judgment, I keep the thing on board with me no matter the consequences. For this I give kudos to the developers for their imaginative creature design, each one more ridiculous than the last, and just as mortified with its own existence. Anticipating the catch is a delight that I will continue to chase until I’ve caught every single one. 

Screenshot by Perry_Lazy_Potato via steamcommunity.com


Spoiler Warning

From this point onwards there will be significant story spoilers. I will always recommend you play the games I’ve mentioned and Dredge is no different. Though I will point out the game does not revolve around the story - even if you know what happens, there is plenty of exploration to enjoy.


The ambience of a game is one thing, but my hunger for stories is an itch that needs to be scratched. Dredge is one of those games that seems to aim for an overall gameplay experience, rather than the need to tell a story. But that is not to say it does not have one. In fact this story was always a fascinating question that sat in the back of my mind whilst exploring the seas. Answers were given like crumbs, too small to discern their origin, but large enough to want more. Who is the collector? Why does he want to collect these strange relics? What happened to the town? Unknowns that remain unknown until the last 10% of the game, and are only truly known depending on optional dialogue and optional collectibles.

That being said, the culmination of everything is explained differently depending on which option you pick at the very end of the entire story. After collecting all the relics, you are faced with a  choice, to give the collector the last relic - and complete his collection for an unknown cause, or to withhold it, and reveal the collectors true nature. Luckily, your choice is not set in stone if you decide the outcome is undesirable. After the credits roll, the game returns you before the point of no return, free to change your mind. But both endings are bittersweet. Ressurrect the body of your dead beloved wife and in the process summon a cthulu-ian beast come to destroy the world, or… not… do that… and sacrifice yourself to the bloody maw of a giant fish. 

Screenshot by MrvKrt via steamcommunity.com

Which one is the ‘good’ or ‘bad’ choice is entirely debatable. Depending on your perspective you may see the sacrifice for the greater good as the favourable ending.  Others may prefer the selfish approach - your own happiness should be your primary concern. As much as we look for a compromise, sometimes, like in Dredge, there isn’t one. It’s easy to sit here behind the screen and say of course I would sacrifice myself, it’s the right thing to do. But in reality, would I not be tempted to save someone I love over a group of near strangers? A priority for personal gain is not indicative of a ‘bad choice’, but why do I feel guilty for even considering it? Some of us move through life forced to choose ourselves over all else. Must we be ostracized for that? I’m not sure what the answer is, but there’s probably a philospher out there whose life work is to discover it. 

The most unfortunate part of the story is that the main plot twist is entirely missable. If you chose to summon the ‘world destroying’ monstrosity and believe that is the end of the game, the other choice may be avoided altogether. Sure, being eaten is not a desireable alternative, but learning that you - unknown fisherman - have been the collector all along? Groundbreaking. This alternate version of his psyche, separated into the reflection of the mirror, seems like a mechanism to separate the real man from influence of the deep. To fight against oneself is the ultimate tragedy. It is possible for players to chose the obvious path, unaware of this truth about our character, and it’s painful. Like reading an entire book and coming to the end without realising the last few pages were ripped out. It is my only criticism in a game rife with complex horrors, unique enemies and an edge that sits in you from the moment you open the game, to the moment you close it. 

My inherent thalassophobia refuses to allow myself the pleasure of fishing, but if I had to imagine what it would be like, it would be a little like this. Alone on an endless ocean, with nothing but the bluest of skies, a few birds for company, and a sinister presence beneath the waves. Like eating icecream left a little too long in the sun, Dredge is a little bit gross, but incredibly and unnervingly and artistically delicious.  

The debut indie game by kiwi developers at Black Salt Games, Dredge is sure to simultaneously mystify and creep you out. If this is anything to judge by, their future projects should be the ones to look out for. Play it on Steam here.

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Love, Loss, and Silver Linings | INMOST

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Presence in the Past | WHAT REMAINS OF EDITH FINCH