Campaign
Ten levels, four zones, ten bosses
Each level runs a scripted two-act boss encounter: a taunt early in the dive, then the real fight. Beat it and the level banks and rolls straight into the next one.
Coral Reef
Bright, sunlit shallows. You learn to swim, boost and harpoon before the water gets mean.
Kelp Forest
Dense green stalks cut your sightlines. Mines weave through the corridors and the spear gun arrives.
Shipwreck
Eerie wreckage and tight rooms. Enemy variety peaks and there is nowhere comfortable to float.
The Abyss
Pitch black, lit only by bioluminescence. The hardest dives in the game end at the Leviathan Core.
Every dive
First Dive
A gentle shallow reef that teaches movement, boosting and the harpoon. The robo-octopus slides in to taunt you long before it actually fights.
Reef Run
The reef opens up and the mine mix widens. Spiky and electric-patrol mines arrive alongside the first splitters.
Kelp Forest
Narrow passages and layered scenery. Fire mines and the mine-bot chaser start hunting you in two dimensions.
Abyss Drop
Visibility tightens between the stalks. The spear gun upgrade turns the harpoon into a real weapon.
Sunken Ship
A dense minefield crossing. Homing mines lock on after a warning flash and the shield bubble becomes essential.
Volcano Vent
Heat, pressure and narrower routes. Every mine family is on the table and air tanks matter.
Ice Cave
Cold, cramped corridors of wreckage. Electric hazards punish sloppy swimming hard.
Jellyfish Fields
Drifting hazards fill the water column. The Molten Heart fight closes out the wreck.
Whale Path
Darkness broken only by glowing coral and plankton. A fanged bioluminescent horror waits at the end of the light.
Final Depth
The final descent into a volcanic trench. A mechanical abyssal centipede is the last thing between you and the surface.