
Review · 05 Jan 2026
Dave the Diver
An enormously charming game that keeps bolting on systems until the good one is buried.
BeeGamesLiteWriter · Indies, roguelikes, handheldafter 31 hours
Mintrocket · Adventure management · PC, Steam Deck · released 28 Jun 2023 · Main story finished, several side systems abandoned
Played 24% longer than the game usually takes to finish.
Tested on Steam Deck OLED · native · locked 60 fps
Dive during the day, run a sushi restaurant at night. That loop is one of the best in years — everything you catch has a use, every night's service tells you what to hunt tomorrow, and the transition between the two halves is genuinely satisfying in the way a good work day is. For about twelve hours this is a nine.
The loop is excellent and the game does not trust it
By hour eighteen the game has also given you a farm, a fish breeding facility, a weapons research lab, a photography contract, a party of tribal allies with their own progression track, a rhythm minigame, a card game and a plot involving ancient civilisations. None of these are bad. Almost all of them dilute the thing that worked.
There is a version of Dave the Diver that is fifteen hours of diving and cooking with three upgrade paths, and it is a better game than this one. The bloat is generous rather than cynical — you can feel the team having ideas — but generosity is not the same as focus.
- Fish species catalogued
- Most
- Side systems actively ignored
- 4
- Best night's takings
- Around 12,000
The presentation carries a lot
The pixel art is exceptional, the animation is funny without being smug, and the restaurant sequences have a specific escalating panic that translates perfectly to a handheld. The writing is light and mostly lands, which in a genre full of quirk-by-numbers is worth noting.
Where it slips
The story missions increasingly override the loop with linear underwater sequences that are mechanically weaker than the free diving, and the last few hours are almost entirely those. The endgame also introduces a difficulty spike in the form of an escort mission that is out of keeping with everything preceding it.
Inventory management stays fiddly throughout, and on a handheld the cursor-based diving controls never stop being slightly imprecise.
The verdict
Thirty-one hours, twelve of them excellent, twelve good, seven spent wishing it would stop introducing things. Worth playing, and worth stopping when you feel it turn.
The restaurant is the game. Everything else is a bonus that occasionally charges rent.
❦
Read next
Starfield74 hours · 18 Dec 20256.4