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.
| Control | Where | What it does |
|---|---|---|
| Move stick | Bottom left | Drag 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. |
| FIRE | Bottom right | Hold it to fire harpoons. Only appears in Hard Mode — on Easy the diver fires on its own. |
| BOMB | Bottom right, next to FIRE | Blows 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. |
| Pause | Top right | Stops 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.
| Mode | The harpoon | Buttons on screen | Who it’s for |
|---|---|---|---|
| Easy | The diver fires the harpoon automatically | Move stick, BOMB, pause | The default. All you do is swim and dodge. |
| Hard Mode | You hold FIRE yourself | Move stick, FIRE, BOMB, pause | Turn 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.
| Hearts | 3 per life. A mine hit costs one and knocks you back. |
| Invincibility | 1.5 seconds of blinking after every hit. |
| Lives | 3 per run, carried across levels — they are a run resource, not a level one. |
| Healing | Hydrogen tanks drift in roughly every 30 seconds and restore a heart. |
| Game over | Lose 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
| Item | Effect |
|---|---|
| Hydrogen Tank | Restores one health heart. Drips in roughly every 30 seconds. |
| Clownfish | +50 score per fish. |
| Spear Gun | Harpoon upgrade — faster, stronger, piercing shots. |
| Shield Bubble | Absorbs one hit outright. |
| Air Tank | Refills oxygen in the deeper levels. |
| Extra Life | A rare +1 to your run lives. |