
Fall-down platformer with Auto-generated stages. Obtain items to help your journey - but beware, you should only bring what you can lose.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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Otomatik oluşturulan aşamalara sahip düşmeli platform oyunu. Yolculuğunuzda size yardımcı olacak öğeleri edinin , ancak dikkat edin, yalnızca kaybedebileceğiniz şeyleri getirmelisiniz.
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Concurrent players on Steam, sampled daily since tracking started.
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有成就 没中文 深渊潜行者深入地牢探险 幽深地牢,静待探索。这里有绝境地貌、凶勐异兽、无尽宝藏,亦有死亡威胁。在这永无止境的深渊之中,你将会寻得何物? 多样道具,助力探险 在地牢里搜寻全新道具,为下一段征程整装待发。搭配出最佳装备组合,征服这座地牢。请注意,角色死亡时,身上所有已装备的道具都将遗失。 瞬息万变的探险环境 潜入越深,环境越是险恶。你所掌握的套路、习得的技巧,在深渊的下一阶段很可能不再适用。是学着在全新环境中求生,还是在殒命之前及时返航?是否要冒此风险,全由你自己决定。
音楽が良い!
"Delve Diver" is one of literally thousands of retro 2D platformers infesting Steam and lowering the average quality of all video games everywhere... and I'm not kidding. Searching for "platformers" on the Steam store page yields over 17,000 results! Is this one of the best of those? Absolutely not. This is a weird bit of amateur garbage from Japan. The game takes the existing, obsolete premise of platformers and makes it worse by removing all of the content and replacing it with procgen, and inverts the game direction so you just dump downwards instead of upwards. None of this helps the old dead genre to come back alive again, and the atrociously poor technical deliver is gamer repellant. Platforming is an old, mostly dead genre, and this lacklustre experience, while it doesn't have an upfront cost, isn't saving the genre... it's no surprise this failed to capture any attention from gamers in the era of immersive 3D gaming. The developers abandoned this 10 months ago. It will never be completed. This unfinished game is just polluting Steam and making it harder for gamers to find genuinely, completely made games. While I couldn't find this on the mobile app stores, everything about it looks and feels like it's a mobile app designed for mobile phones... for PC gaming enthusiasts, it's not going to give you a cutting edge PC gaming experience. That alone is enough to disqualify this from any recommendation. We don't spend thousands building gaming rigs so that we can pretend they're iPhones and play iPhone games and mobile apps. This features really godawful pixelcrap "art" instead of real graphics. It's hard to say if this was because the developer didn't have the skill to do the job of creating 3D visuals, or couldn't afford to hire someone who does, but it also doesn't matter. What matters is that this looks much worse than most other games because of that decision, and that's a major deterrent to gamers. Games like Terraria and Stardew Valley succeeded [i]despite[/i] the bad graphics, not because of them. This wasn't designed for typical widescreen monitors, and, carrying on with a mobile-centric design, it's locked to mobile phone 9:16 aspect ratio. It won't look right on modern PCs as a result of this bizarre decision to publish a PC game that doesn't conform to the standard display form factors. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Now on to pricing and value for gamers. It's free for now, but the developer intends to charge for this if it ever leaves Early Access... but considering the poor public reception, it's likely this will not be one of the 25% of games that ever gets finished and leaves Early Access. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 2 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? What's the verdict? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
Delve Diver is a tightly focused indie action game that embraces simplicity, speed, and risk as its defining pillars. Developed and published by coromin another, the game presents a deceptively straightforward premise: dive downward through an ever-changing abyss, survive as long as possible, and push your personal limits with each attempt. Rather than leaning on elaborate storytelling or layered meta systems, Delve Diver commits fully to moment-to-moment gameplay, building its identity around precision movement, quick decision-making, and the constant tension of knowing that one mistake can erase everything you’ve gained. From the start, the game makes its intentions clear. Each run drops you into a procedurally generated vertical dungeon where the only way forward is down. Platforms, hazards, enemies, and item placements shift every time you play, ensuring that memorization alone will never carry you to success. Movement feels responsive and immediate, encouraging bold jumps and rapid reactions as you weave through increasingly hostile terrain. The downward momentum gives every run a sense of urgency, as hesitation can be just as dangerous as recklessness, and the screen constantly pushes you to commit to your next move. A core strength of Delve Diver lies in its risk-reward structure. Throughout your descent, you encounter items and equipment that can dramatically alter how a run unfolds, offering boosts to survivability, mobility, or combat effectiveness. These upgrades can quickly turn a fragile dive into a powerful streak, but they come with a brutal caveat: death wipes everything away. There is no safety net, no permanent gear retention, and no guarantees that the next run will be as generous. This design forces players to constantly evaluate whether pushing deeper with valuable equipment is worth the danger, or whether caution and restraint might lead to a longer run overall. Visually, the game adopts a clean, retro-inspired pixel art style that prioritizes clarity over ornamentation. Environments are easy to read at a glance, which is essential given the speed and verticality of the gameplay. Enemies and hazards are clearly telegraphed, allowing skilled players to react quickly rather than feel cheated by unclear visuals. While the aesthetic is modest and intentionally minimalist, it complements the arcade sensibility of the game, reinforcing its focus on reflexes, pattern recognition, and mastery through repetition. Difficulty ramps up steadily the deeper you go, introducing denser enemy placements, tighter platform spacing, and more punishing hazards. Early dives serve as a learning space, giving players time to understand movement physics and enemy behavior, but later sections demand near-constant concentration. Success becomes less about luck and more about maintaining composure under pressure, adapting to unpredictable layouts, and making smart decisions with limited information. Reaching a new depth record feels genuinely rewarding, not because the game celebrates it with spectacle, but because it represents a tangible improvement in player skill. That said, Delve Diver is unapologetically narrow in scope. There is little in the way of narrative framing, character development, or long-term progression beyond personal improvement and high-score chasing. For some players, this purity will be a strength, offering a pick-up-and-play experience that delivers consistent challenge without demanding long commitments. Others may find that, after enough runs, the procedural generation begins to feel familiar and the lack of deeper systems limits long-term engagement. The game asks players to find satisfaction in mastery itself rather than in unlocks or story milestones. Ultimately, Delve Diver succeeds by understanding exactly what it wants to be. It is not a sprawling roguelike epic or a heavily system-driven platformer, but a sharp, arcade-style descent built around tension, loss, and improvement through repetition. For players who enjoy compact indie games that reward precision, patience, and nerve, Delve Diver offers a focused and often exhilarating experience—one that proves how much impact can be achieved with a simple idea executed with confidence and restraint. Rating: 5/10
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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