Game info

How Deep Dive Danger plays

A diver, a harpoon, three hearts and an ocean that will not stop scrolling. Here is every system in the game.

Controls

A stick for your left thumb, buttons for your right. That’s the whole game.

ControlWhereWhat it does
Move stickBottom leftDrag it any direction to swim. Up to rise, down to dive, left and right to move. It is analog — a gentle push drifts you, a full push sprints.
FIREBottom rightHold it to fire harpoons. Only appears in Hard Mode — on Easy the diver fires on its own.
BOMBBottom right, next to FIREBlows up every mine on screen. The dots around it show how many you have left. Out of bombs? Tapping it offers you a video for one more.
PauseTop rightStops everything. Carry on, start the level again, or go back to the menu.

The stick is analog. How far you push it is how fast you swim, so you can creep between two mines or bolt for open water. Let go and the diver sinks slowly on its own — underwater, nothing stays still.

Easy or Hard

One switch in Settings, and it changes how many buttons you’re holding.

ModeThe harpoonButtons on screenWho it’s for
EasyThe diver fires the harpoon automaticallyMove stick, BOMB, pauseThe default. All you do is swim and dodge.
Hard ModeYou hold FIRE yourselfMove stick, FIRE, BOMB, pauseTurn it on in Settings when you want to aim your own shots.

Core systems

One thumb, full control

An analog stick in the bottom-left corner. Push it anywhere — up to rise, down to dive, left and right to swim — and the further you push, the faster you go. Let go and the diver sinks slowly: underwater, nothing ever holds still.

Harpoon, always loaded

The diver carries a harpoon from the first frame, with unlimited ammo. On Easy it fires by itself so you can focus on swimming; switch on Hard Mode and you hold FIRE yourself.

Hearts, lives and invincibility

Three hearts per life, three lives per run. A mine hit costs one heart, knocks you back, and grants 1.5 seconds of blinking invincibility to recover in.

Bombs — the panic button

Every run starts with three bombs. One tap detonates every mine on screen with a flash and a shockwave, and each one still pays out its score.

Score is currency

Run scores bank into a persistent balance you spend in the store. Destroying mines, clearing levels and clean no-damage runs all feed the wallet.

A boss on every level

Each of the ten levels runs a scripted two-act encounter: the boss slides in to taunt you early, then returns for the real fight. Beat it and the level banks.

Health, lives and score

The top-left corner carries a health bar, your score and your remaining lives. The bar drains as hearts go.

Hearts3 per life. A mine hit costs one and knocks you back.
Invincibility1.5 seconds of blinking after every hit.
Lives3 per run, carried across levels — they are a run resource, not a level one.
HealingHydrogen tanks drift in roughly every 30 seconds and restore a heart.
Game overLose every life and the run ends. Your score still banks to your wallet.

The mine roster

Mines drip in from the right and escalate with depth. The roster is split in two, and levels alternate between them — so no two consecutive dives feel the same.

Static Mine

Bobs roughly in place and slowly creeps toward your depth to close the gap.

Electric Patrol Mine

Sweeps a fixed axis, crackling, while drifting toward the diver.

Homing Mine

Flashes a warning triangle, then tracks you after a short activation delay.

Spiky Mine

Armoured shell — takes more punishment before it pops.

Fire Mine

Trails a live flame layer that burns the water around it.

Red-Core Mine

Per-level variant with a hot glowing core and more health than the rest.

Splitter Mine

Breaks apart on death — killing it makes your problem smaller and more numerous.

Mine-Bot

A relentless two-dimensional chaser with blinking red eyes. One is alive at a time on odd levels.

Sentinel

The heavy armoured watcher with a pulsing red cyclops eye — the even-level chaser, slower but far tougher.

Collectibles

ItemEffect
Hydrogen TankRestores one health heart. Drips in roughly every 30 seconds.
Clownfish+50 score per fish.
Spear GunHarpoon upgrade — faster, stronger, piercing shots.
Shield BubbleAbsorbs one hit outright.
Air TankRefills oxygen in the deeper levels.
Extra LifeA rare +1 to your run lives.