Info about DIVE or DIE - Children of Rain:

Official game description:
Explore the Abyssal Pool, an underwater labyrinth of drowned ruins, lost idols, and mutated monsters. Lead a band of desperate survivors with Jack, a haunted man with a singular purpose: to save what's left of humanity.
Evade or fight what lurks in the dark. And try to appease the Maker of Rain before he floods the world in his black tears.
Plunge into the cursed Abyssal Pool, where every descent is a deadly gamble. Navigate sunken ruins, face eldritch horrors in darkness, and race against dwindling oxygen. Knowledge and skill are your only guides in the challenging depths.
Lead desperate survivors where death is permanent and sacrifice is inevitable. Manage health and sanity. Decide who joins, who dives, who dies. No One is safe
Transform your fragile camp into humanity's last refuge. Assign vital roles to your survivors, improve their skillset and craft them new tools & equipment. Balance resources against time to upgrade essential structures. A stronger camp means deeper dives and better chances of surviving another day.
Search for sacred relics scattered across the drowned world. Find them all before the final Flood drowns everything forever.
Time is running out; every day matters. Will you find redemption in the depths, or join the countless souls already claimed by the Black Rain?

Release date: Jul 21, 2026

Categories: Survival Horror, Base Building, Resource Management, Roguelike, Exploration, Lovecraftian Horror, Atmospheric Horror, Management Simulation


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 8.0h
  - Endgame: N/A
  - Reasoning: The evidence includes self-reported playtimes. The quote 'Been playing for almost 8 hours straight' directly supports an 8-hour session length, as it explicitly describes a single continuous play session. Other quotes mention total playtimes (1 hour, 4 hours) but do not indicate completion of the game's story or main content, nor do they provide information about endgame activities. Therefore, gameCompletion, storyCompletion, and endgame are left as null due to lack of supporting evidence.
- Time-to-fun: No data
- Player Archetypes:
  - Casual Progression Seeker (buy)
    - Motivation: Relaxed, unrestricted building and progression without the pressure of failure
    - Playstyle: Experimental, using Endless mode to avoid penalty and focus on fun
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Don't Starve
  - Strategic Management Veteran (buy)
    - Motivation: Mastering difficult resource and mental‑state management under pressure
    - Playstyle: Methodical, willing to sacrifice and learn from losses; focuses on tactical decisions
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Darkest Dungeon
  - Genre Blend Enthusiast (buy)
    - Motivation: Experiencing a novel fusion of two favorite game genres
    - Playstyle: Exploratory, looking for how elements from each reference game are integrated
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Dave the Diver; Darkest Dungeon


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Atmospheric horror immersion (weight 0.96): The game's atmosphere is frequently lauded as haunting, creepy, and tense, effectively capturing Lovecraftian and deep-sea horror. Many players note that the sound design, visuals, and overall mood enhance the experience.
- Unique genre blend praised (weight 0.76): Players consistently highlight the game's successful combination of elements from Dave the Diver, Darkest Dungeon, and Dredge, often with a Lovecraftian horror theme. This unique mix is seen as a standout feature.
- Management depth and satisfaction (weight 0.59): Base and villager management, including recruiting, upgrading, and resource gathering, is seen as well-implemented and satisfying. The systems offer depth without being overly complex.
- Engaging gameplay loop (weight 0.47): The core loop of diving, exploration, base building, and resource management is described as fun, addictive, and rewarding. Players enjoy the constant progression and variety offered by different objectives.
- Beautiful art and music (weight 0.47): The hand-drawn art style and harmonious soundtrack receive high praise for their beauty and contribution to the game's atmosphere. Visuals and audio greatly enhance the overall experience.
- Fun exploration and diving (weight 0.38): Exploration and diving mechanics are described as exciting and addictive. The thrill of the unknown and the need to manage resources make dives compelling.
- Sound design enhances atmosphere (weight 0.37): The sound design is consistently praised for its quality and ability to elevate the tense, otherworldly atmosphere. Music effects are noted as particularly impactful.
- High replayability and variety (weight 0.34): Multiple difficulty options, random events, and varied gameplay modes contribute to high replayability. Players note that objectives and events keep the experience fresh across multiple playthroughs.
- Great price and value (weight 0.34): Players consider the game well-priced for its content, often comparing it favorably to similar titles like Dredge. The reasonable cost is seen as a strong positive factor.
- No bugs or technical issues (weight 0.33): Multiple players report a bug-free experience, even after several hours of play. This stability enhances overall satisfaction and trust in the game's polish.
- Interesting story and lore (weight 0.32): The Lovecraftian story and lore are attractive to players, adding depth to the gameplay. The narrative is considered a strong component of the experience.
- Steady progression feels rewarding (weight 0.28): The progression system, from character levels to base upgrades, provides a steady sense of advancement. Every small step forward feels meaningful and encourages continued play.
- Challenging but fair difficulty (weight 0.27): The game offers a good challenge with multiple difficulty levels, and the unforgiving nature of character death and setbacks is seen as fair. Players appreciate the balance.
- Strong controls and mechanics (weight 0.27): Controls are described as precise and rebindable, and mechanics like diver management and altar sacrifices are well-thought-out. This polish enhances the user experience.
- Endless mode and accessibility (weight 0.23): The availability of an endless mode and the ability to turn off the timer are appreciated by players who dislike roguelike time constraints. This feature makes the game more accessible for casual play.
- Improvements from demo version (weight 0.21): Players who experienced the demo note that the full game has improved upon it, and the carryover of progress is a welcome feature. This shows developer responsiveness.
- Great for short play sessions (weight 0.16): Players find the game perfect for short, engaging sessions while also capable of longer playthroughs. The loop is easy to pick up and put down.

Common complaints:
- Unfriendly to casual players (weight 0.3): The game is considered unfriendly to casuals due to tight early resources and the absence of a map in normal mode. Mistakes can easily ruin a first run, adding frustration. (Clusters 2, 24, 27, 34)
- Unwieldy controls and screen tearing (weight 0.23): Controls feel unwieldy, and V-sync causes horrible screen tearing. Without V-sync, microstuttering occurs at high frame rates, hurting the experience. (Clusters 8, 19, 20)
- Insufficient content and length (weight 0.17): Players feel the game lacks enough content to fully enjoy, with runs being short once strategies are known. This limited scope makes the game feel less competitive than similar titles. (Clusters 1, 5)
- Repetitive gameplay loop (weight 0.17): The core loop is described as repetitive, with low variability in resources and enemy spawns tied to fixed locations. This reduces replay value over time. (Clusters 7, 25)
- Limited resolution and aspect ratio (weight 0.16): Only two resolutions (1280x720 and 1920x1080) and 16:9 aspect ratio are supported. Non-native resolutions and devices like the y700 show black bars. (Clusters 18, 32)
- Feels like DLC from demo (weight 0.16): The game seems more like DLC or a minor update from the demo, with little notable progress. This disappoints players expecting more. (Clusters 12, 26)
- Memory issues and language default (weight 0.16): The game cannot run on devices with insufficient memory. The first launch defaults to English, requiring manual language change after the intro. (Clusters 21, 30)
- Unsatisfying art and character design (weight 0.15): The art is not top-tier, with unsatisfying UI and character portraits. The introductory character design looks drunk rather than hopeless. (Clusters 15, 29)
- Monsters can one-shot and corner (weight 0.1): Enemies can one-shot the player and corner them without invincibility frames, leading to unfair deaths. (Cluster 35)
- Annoying lack of survivor slots (weight 0.09): The limited number of survivor slots is frustrating, as it restricts party composition and strategic options. (Cluster 4)
- Not competitive with quality rivals (weight 0.09): Compared to top roguelike Metroidvanias, the content quantity is not competitive, making it less appealing. (Cluster 13)
- Upgrades feel unbalanced (weight 0.09): Workshop and guild are necessary, while medical station and fishing are underutilized, making progression feel skewed. (Cluster 17)
- No save during gameplay (weight 0.09): There is no save file during gameplay, and it's unclear if New Game+ carries over progress, causing anxiety. (Cluster 33)
- Water blessing makes dives unbearable (weight 0.09): The water blessing mechanic makes dives extremely unpleasant, possibly due to movement or visibility issues. (Cluster 36)
- Heavy file size for 2D game (weight 0.08): The game takes up 6GB, considered excessive for a 2D title. This may deter players with limited storage. (Cluster 9)
- Missing QoL after building library (weight 0.08): After building the library, there is no diving map QoL improvement, which feels like an oversight. (Cluster 10)
- First run lost to insanity (weight 0.08): A player almost lost their first run because all characters went insane, forcing a full sacrifice. This highlights a harsh difficulty spike. (Cluster 11)
- Few and non-random daily events (weight 0.08): Daily events are too few and lack randomness, reducing replayability and surprise. (Cluster 14)
- Initial animation must be skipped repeatedly (weight 0.08): The starting animation must be skipped every time after quitting, which is annoying. (Cluster 16)

Gameplay feedback:
- Darkest Dungeon crossover (weight 0.54): The game blends Darkest Dungeon's atmosphere and mechanics with a diving simulator, creating a unique mix of stress management and exploration.
- Underwater horror exploration (weight 0.41): The game features Lovecraftian horror, scary underwater enemies like 'it that crawls', and deep sea exploration with a sense of dread.
- Dave the Diver comparison (weight 0.35): Compared to Dave the Diver but with a darker, more serious tone, blending diving gameplay with horror elements.
- Base building and management (weight 0.34): Players highlight colony management and town building as key features, including resource management and base building mechanics.
- Diving with oxygen timer (weight 0.28): Diving is limited by an oxygen supply, requiring players to manage time and resources while exploring and finding lost items.
- Endless mode available (weight 0.15): An endless mode provides replayability, allowing players to continue beyond the main campaign.
- Altar sacrifice system (weight 0.15): An altar sacrifice system unlocks new abilities or content, adding a ritualistic progression element.

Performance notes:
- Limited resolution options. (weight 0.1): Players report that the game only supports 1280x720 and 1920x1080 resolutions, which is restrictive compared to common monitors with other aspect ratios.
- V-sync causes tearing. (weight 0.1): Enabling V-sync causes screen tearing, which degrades the visual experience for users who attempt to synchronize frame rates.
- Stuttering without V-sync. (weight 0.1): Disabling V-sync results in microstuttering and a shaking effect, leaving players with no smooth visual option.
- RAM requirement barrier. (weight 0.1): Insufficient RAM prevents some players from running the game, highlighting a barrier for users with lower-spec systems.
- Runs well on Linux. (weight 0.1): The game runs without issues on Linux, suggesting a more stable experience on that platform compared to others.

Recommendations:
- Strong general recommendation (weight 0.28): Multiple reviews give the game a strong, enthusiastic recommendation, calling it a 10/10 or saying it is good and worth playing.
- Try it risk-free (weight 0.18): The game is easy to try, with a demo available and nothing to lose but time. Players are encouraged to give it a shot.
- Play without guides (weight 0.14): Playing without guides enhances the thrill and discovery. The timer mode is recommended for the first playthrough to maximize tension.
- Worth full price (weight 0.13): The game provides good value for money. One review says it is worth full price, and another highlights its low cost, demo availability, and endless mode.
- Great for thalassophobes (weight 0.08): The game is highly immersive and terrifying for those with a fear of the deep sea. Playing in a dark room with headphones enhances the experience.
- Not for claustrophobes (weight 0.08): The game's atmosphere and setting may be difficult for players with claustrophobia.
- Avoid if heart issues (weight 0.08): The game contains intense scares that could be problematic for players with heart disease or high blood pressure.
- Scary with headphones (weight 0.08): Easily scared players should avoid using headphones, as the audio design intensifies the fear.
- For Darkest Dungeon and Lovecraft fans (weight 0.08): The game is strongly recommended for fans of Darkest Dungeon and H.P. Lovecraft's cosmic horror themes.
- Fun but requires experimentation (weight 0.08): The game is enjoyable but demands experimentation and adaptation, which can be a barrier for some players.
- Wait for cheats (weight 0.06): One review suggests buying the game only after cheats or trainers are available, possibly due to difficulty or frustration.
- Frustrating for monster-fighting fans (weight 0.06): Players used to action-oriented monster-fighting games may find the game's mechanics and pacing frustrating.
- Shows gameplay in video (weight 0.06): One review includes a link to a first 30 minutes video to help potential buyers see how the game starts.
- Flee from new threats (weight 0.06): A gameplay tip advises that it is better to flee from unfamiliar threats rather than engage, emphasizing survival tactics.

Other player notes:
No miscpoints

Emotions:
- Excitement (weight 0.18): Players are thrilled by the combination of Lovecraftian horror with base management and diving mechanics, drawing comparisons to Dave the Diver and Darkest Dungeon. The deep sea setting, tense atmosphere, and rewarding progression with loot recovery from dead divers fuel a strong desire for more content.
- Satisfaction (weight 0.14): The game's fusion of genres, immersive map design, and well-implemented management systems like hideout expansion and recruiting provide a rewarding gameplay loop. The atmospheric drawing, sound, and straightforward resource management leave players feeling their expectations are met.
- Fear (weight 0.09): Underwater combat with big monsters, frequent scares, and sanity loss mechanics create a spooky atmosphere. Encounters with Eldritch horrors and the constant threat of being eaten generate genuine fright.
- Frustration (weight 0.08): Technical issues like V-sync causing screen tearing, insufficient memory for some players, and controls feeling unwieldy hinder enjoyment. Losing carefully raised characters to one-shot monsters without invincibility frames, along with limited content and missing quality-of-life features like a diving map, add to the frustration.
- Tension (weight 0.08): Sound-based navigation where sounds can approach the player, sanity loss affecting both character and player, and the constant threat of losing a run maintain high stress. The hostile underwater world and creepy atmosphere keep players on edge.
- Appreciation (weight 0.04): Players value the cohesive design, from the art style and atmosphere to the Lovecraftian lore. The tension and exploration are highlighted as standout elements that contribute to a strong overall experience.
- Enjoyment (weight 0.04): Engaging expedition and monster mechanics, along with a growing appreciation for the game during extended play, provide consistent fun. The horror factor and psychological elements enhance the experience.
- Interest (weight 0.04): The intriguing atmosphere, fear elements, and many undiscovered areas and mechanics keep players curious. The game's presentation and depth encourage further exploration.
- Amazement (weight 0.03): The successful blend of Darkest Dungeon, Dave the Diver, and Lovecraftian themes results in a beautiful and unique game. Players are amazed by how well these disparate elements come together.
- Admiration (weight 0.03): The game's strong identity, seamless fusion of horror and base building, and stylistic similarities to Darkest Dungeon earn admiration. Players appreciate the developer's vision and execution.
- Engagement (weight 0.03): Detailed mechanics and exploration drive lengthy play sessions, with objectives providing varied gameplay. The addictive loop keeps players invested for hours after release.
- Disappointment (weight 0.03): Some feel the art and UI are not top-tier, and performance issues mar an otherwise great game. The lack of significant change from the demo and the missing voice narrator also disappoint.
- Love (weight 0.01): The full release is seen as greatly improved, skillfully blending themes and mechanics. This emotional response reflects strong approval of the final product.
- Encouragement (weight 0.01): Players urge others to dive in without guides, embracing the unknown. The sentiment emphasizes experiencing the game fresh and without preconceived strategies.
- Relief (weight 0.01): The inclusion of an endless mode alleviates concerns about time limits, offering a less pressured way to enjoy the game.
- Pleasant surprise (weight 0.01): The game's price being lower than expected is a welcome surprise, increasing accessibility and perceived value.
- Fear/enjoyment (weight 0.01): Thalassophobia, the fear of deep water, paradoxically enhances the experience for some players, adding to the game's immersive horror.
- Annoyance (weight 0.01): A lack of survivor slots limits roster management, causing irritation among players who want to recruit more characters.
- Hope (weight 0.01): Players are optimistic about future DLC or workshop mods expanding the game's content and longevity.
- Surprise (weight 0.01): Unexpected scares throughout the game catch players off guard, adding to the thrill and memorable moments.}