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Row Divers

Row Divers

by hermurx

Rating
87%
Price
$2.99
Average Players
3
Reviews
174
Released
May 16, 2025
2.5D Action Adventure Casual Clicker Dungeon Crawler Idler Indie Procedural Generation RPG Relaxing Resource Management Shooter Simulation Sports Strategy
View on Steam

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About This Game

Row Divers is a short, experimental incremental game about diving into dungeons in the form of rows, shooting enemies, collecting resources, and upgrading your bow to conquer the depths!

What players are saying

▼ Not Recommended 3 hrs on record

Steam really needs a "yes but also no" button. tl;dr - if you're okay with a fairly monotonous 2-3 hour grind to complete this game then it's absolutely worth the price, but it doesn't hold up as a good clicker The core gameplay loop is brilliant and immediately draws you in. It runs well, the talents give you a decent sense of progression, and the price of the game is fairly cheap. However there are a lot of QoL features that a sequel could introduce and there are a lot of weird mechanics and progression milestones that I don't think fit all that well. The talent system feels good to use, but most of the talents (barring [spoiler]the weapon upgrades between prestiges[/spoiler]) are the same iterations of "gain x health for y money" or "gain x damage for y gems". While it feels pretty decent to use, progressing into the talent tree becomes less enjoyable and exciting as you go on because it's the same. The prestige mechanic is another big problem, as its just the exact same row of enemies but with a bigger health value. This is improved with the last prestige but comes a bit too late. It would've been great to see even a small added variety of enemy types (especially since there's a bestiary) or at least some other change apart from that. The game itself is just a fairly long grind of starting, dying, upgrading, getting further, and repeating until you reach the boss and unlock new parts of the talent tree. It's only about 3 hours in total but it felt like a lot longer. ...also why introduce random pillars in the middle of the screen when you can just walk and aim through them? That feels a bit redundant. I love the idea of the game to bits and I really want a sequel or something else that builds on top of it, but there's too little to it and too many cons to recommend it above clickers that are either free or cost around the same.

9 found this helpful Read on Steam →
▼ Not Recommended 0 hrs on record

I'm sorry this is a very poorly designed, low effort game. Progression is exponential. Armor doesn't make sense. Cost of upgrades don't make sense. It is painful to go through the start of the level over and over again, it's painfully boring. Enemy projectiles are useless because of predictability.

16 found this helpful Read on Steam →
▼ Not Recommended 4 hrs on record

Cute idea, it could be great. But it's not. The first 5 seconds of your gameplay will contain the entirety of what you will see in the game. The only thing that changes is that you do bigger numbers. No, being an idler or incremental game is not an excuse for have no game mechanics. Even cookie clicker has strategy.

6 found this helpful Read on Steam →

Reviews are by Steam users and hosted on Steam. Shown here with attribution.