How to play
DEEP DIVE is a pixel-art rescue game seen from the side. In every mission a ship is sinking, and people are trapped in air pockets inside its flooded rooms. You are the diver: swim in through a hole in the hull, find them, clip your spare air line onto each one and tow them out to the rescue bell hanging from the boat's crane, or up to the surface.
Swim with W A S D or the arrow keys. Tap Shift (or K) for a quick kick; hold it to sprint. Hold E, Space or J to act: give a survivor the air line, crank a hatch open (about one second) or cut through debris (about two and a half seconds without the cutter upgrade). Q sends a sonar ping once you own sonar. P or Esc pauses, M mutes and R restarts.
The O2 bar at the top left is your tank. It drains all the time underwater, faster when you sprint or tow someone, and every hit from a hazard knocks a chunk off. The surface and the bell refill it quickly. An air pocket refills it slowly, but you use up that room's air while you breathe it. If the tank empties you black out and the mission ends.
Each survivor has a bar over their head showing how much air is left in their room. When it runs out they hold their breath for 9 seconds (a red countdown). Reach them in time or they are lost. You pass a mission by rescuing at least half the people on board.
Tips and strategy
- Follow the arrows. At the start a yellow WAY IN arrow points to the nearest hole in the hull. While you are towing someone inside a wreck, a green EXIT pointer traces the real route back out to the bell, so you will not swim into walls.
- Go deep first. The survivors furthest from the holes are usually in the most trouble. Reach them while your tank is full.
- Use air pockets as rest stops. Surfacing inside a pocket tops your tank up a little, but it eats the survivor's air. Take what you need and move on.
- Don't sprint everywhere. Holding the kick burns more than twice the oxygen. Tap it to dodge instead.
- Stay inside when sharks are about. Sharks only charge you in open water, and a bite costs 22 O2, the biggest hit in the game.
- Watch for falling ceilings. A flashing marker, dust and a creak warn you about a second before a collapse. Get out from under it.
What's in it
24 missions on six kinds of ship, four of each: fishing boats, ferries, cargo ships with big holds and sliding containers, cruise liners with deck after deck of cabins and fires, submarines that start deep and dark with cramped hatches and eels, and oil rigs that tilt hard. Every wreck sinks to the sea floor over two to three minutes, tilting as it goes.
Hazards: sharks that circle and charge, drifting jellyfish, electric eels that lunge from holes in the walls, fires that burn a room's air until the water puts them out, crates and barrels that slide with the tilt, collapsing ceilings, falling beams and currents that push you around.
Rewards: coins for every rescue and up to three stars per mission, for saving everyone, saving everyone under par time, and taking no damage. Coins buy six upgrades: a bigger tank, faster fins, a stronger flashlight, a faster cutter, sonar (which can be upgraded to ping by itself) and a rescue sled that lets you tow two people at once.
Mayday is the endless mode. Ship after ship goes down, your tank carries over with a small top-up between wrecks, and the run ends when you black out or three people are lost.
Questions
Can I play on a phone?
Yes. Drag anywhere on the left half of the screen to swim with a floating stick, and use the KICK, ACT and PING buttons on the right. The pause and sound buttons are at the top right.
Are the missions the same every time?
Yes. Each ship's layout is built from a fixed seed, so you can learn a wreck and come back for its stars. Mayday ships are different every run.
Does it save?
Yes, in your own browser: your coins, upgrades, stars, unlocked missions, best Mayday score and sound setting. Clearing your browser's site data clears it.