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Long Dives

Long Dives

by KazooKat · Published by Go Do Corp.

★ 100%
Price N/A
Avg Players 0
Reviews 1
Released August 2026
2DArcadeCasualColorful
Offline progress

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Long Dives sends your mining operation into the ocean depths across ten levels, with full automation and offline progression powering growth while you're absent. The core loop involves upgrading your outpost, decoding an Archive system, and negotiating dark covenants to unlock new mechanics. Suited for players who enjoy layered incremental systems with meaningful milestones and a gothic sci-fi aesthetic.

About this game

Players, last 36 days

Peak 3 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▲ Recommended 2 hrs
Really solid idle incremental, has with a great underwater pixel art aesthetic. It starts out simple enough but as you dive deeper, it helps to plan out your resources rather than just watching numbers go up. There is an automation system which is really nice once you unlock it. It lets you can set up rules to handle buying and selling surplus, which takes out micromanaging. The reset haven't felt like a chore, and progression overall has felt nice.

One thing I like is how it respects your time with decent offline gains. There is plenty of content to play through between the tech trees and the challenge runs, which are a cool built in system too. There are different tech branches that gives you decision on how to build, and the challenge dives look like they'll make you think ahead before diving right into them.

It's been running smooth on Linux Mint. The dev has been responsive as well.
0 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 23 — Daemon Rule Cards and Procurement Daemon

9 days ago
Your Exchange daemons are rule cards, and the Procurement Daemon has a purchase feed and editable building targets. Full notes below. Rule cards The Exchange daemons are cards you write. Each card watches one resource, or all of them, and acts while its conditions hold: buy or sell at a rate, or post a limit order that waits in the book. Your Buy-Low and Sell-High daemons are the first two cards, with the numbers you had set. Nothing changes until you edit them. Signals: price vs anchor, price vs the 5-minute average, the regime, a whale in the book, your stock. Two conditions per card. Five presets: Dip buyer, Spike seller, Slump accumulator, Storm seller, Whale tail. Choose one from Presets, then press Add, then change what you like. Click a card's name to rename it. Names can be up to 32 characters. Each card shows when it last fired, how many orders filled, and what it earned. Active cards have a green stripe for buy or gold for sell. Targets use resource colors. Net earnings are green or red. Waiting orders show a resting order tag, and orders a card posted say so in the trading window. Research Rule Engine I and II add a third and a fourth slot. Signal: Average and Signal: Whale add the two new signals. Smart Orders lets a card post limit orders. Tuned Thresholds and Flow Control let you edit a card's numbers, as they did the daemons'. Procurement Daemon The Activity feed shows up to 10 purchase entries from this session, newest first. Purchases of the same building within one second are grouped. The feed clears on load, Dive, Ascend or Covenant. Blueprint is a grid with a sprite, owned count and target for each unlocked building. Use - and + to change a target by 1, or Shift-click to change it by 10. Targets stop at 1,000. Settings sit in a column beside the grid. In a narrow window, they sit below it. Daemons window The tabs stay above the scrolling body and use different colors. Auto-sell has one row per unlocked resource, with its icon, name in its resourc...

Update 22 — Contracts Setup

21 days ago
Contracts have a window of their own. Full notes below. Contracts Contracts are their own window now: your rank, the active delivery with its timer, and the board with expiry, offers and Reroll. Open it from the new Contracts button on the top bar. The button shows how many offers are waiting. A fresh board still pops the window. Accepting an order no longer closes it, since the delivery lives there. Between boards it shows the countdown to the next one. The Exchange header no longer carries the rank, offers and delivery chips. The Rift The shard rule is spelled out: Ascending pays 1 shard, +1 at 2.5K lifetime pearls, +1 at 10K, +1 at 22.5K. The Collect, Bank and next-cycle challenge buttons sit under "Ascend now". The window used to print "Ascension is ready:" with nothing after it. Every tip in the window says what happens in one sentence. Top bar The top bar wraps to a second line on narrow windows instead of scrolling sideways. Fixes Tab or Shift+Tab gave a button keyboard focus and every letter and digit hotkey went dead until Escape. Only a text box eats hotkeys now.

Update 21 — The Signal

26 days ago
The Signal The Signal has a readout. Once the Archive is decoded again after an Ascension, the strip under the top bar shows its meter, four frequency pips and the live multiplier. Hover it for what tunes each one. Four frequencies, each ×1.5 on Signal decode: finish the Echoes Below charter, finish The Hollow Vigil charter, recover the Signal Lamp, embrace a Void Resonance once. Resonance: hold one run at Depth 8 or deeper and the Signal decodes up to ×3 faster, full at 90 minutes. A Dive resets it. Challenges Three tiers per challenge: bank 1, 25 or 500 pearls in one dive under the handicap. Each tier is a permanent perk on that challenge's theme: +2% / +5% / +10%. Cold Dark lifts power, Silent Running lifts autosell, Iron Sub speeds daemons, Dead Sea tightens the spread, Lead Boots trims depth gates, Barter lifts sales, Overpressure softens hazards, Glass Cargo lifts Markets, Overclock lifts production. A dive that reaches a new tier pays ×1.5 pearls per slot. Two slots still stack. The Challenges window shows tier pips and the next threshold per challenge. Existing clears count as tier 1. Windows Windows open below the top bar and above a bottom-docked panel, and can't be dragged over either. A tutorial lesson closes every other floating window, the building inspector included. A pending event decision comes back on its own once the lesson ends.Fixes The Signal could not be reached in practice: nothing showed its progress, and re-decoding the Archive after Vault attunements fed it almost nothing. It has a readout and the multipliers above now. Contracts: a production-sized order no longer grows with your contract rank, and asks about 30 seconds of production instead of 60. Contract income was outrunning the rest of the economy by a wide margin at high rank. Iron Sub, Lead Boots, Overpressure and Glass Cargo paid their ×1.5 first-clear bonus for a first pearl the handicap never touched. Tiers 2 and 3 are where they bite. A tutorial lesson could be covered by the ...

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