SINKY SUB

Fifty-one submarines are down there. You start with one.

One life per dive. How far down can you take it?

Coming soon to the App Store iPhone ยท iOS 16+
The Sinky Sub title screen: the yellow submarine bobbing beneath the logo, over a kelp bed. Diving at 255 metres, the yellow submarine threading the gap between two kelp plants. The Hangar, showing a shelf of collected submarine hulls with the yellow one equipped.
The Hangar: twelve submarine hulls on a shelf, the yellow one badged as equipped.

Fifty-one hulls to collect

Sixteen unlock by reaching a depth. Thirty-three are bought with anchors: SHALLOWS at 100 M, REEF at 200, TRENCH at 300, ABYSS at 400, and HADAL and CHALLENGER for the dives that go past 600.

You earn an anchor on every dive that reaches its depth, not just your best one, so a bad streak still leaves you something. A fiftieth SHALLOWS counts as much as your first.

Two of the fifty-one, nobody will tell you how to find.

The sub designer: a hand-drawn cyan submarine on a pixel grid, above three rows of colour swatches and the brush, fill, undo, save and cancel tools.

Draw your own

Five slots in the Hangar are yours to paint. The hull on a grid, twenty-seven colours, a brush, a fill bucket and an undo, plus a name you give it on a keyboard the game draws itself.

Every pixel inside the outline belongs to you, the lookout window included: paint over it, redraw it, or leave the hull blank where it was. Only the outline, the periscope and the propeller stay put, because the outline is the shape the game measures your crashes against.

Save it and you are diving it. Your designs follow you to your other devices. The first slot comes with the game.

Five waters to dive through

Each band is a little tighter and a little quicker than the one above it, and every dive meets the same water at the same depth, so nobody's run is luckier than anybody else's.

  1. The reef: the yellow submarine among coral under a sunlit cave roof.

    The Reef

    0 M

  2. The kelp: tall kelp plants hanging from the cave roof, a jellyfish drifting past.

    The Kelp

    200 M

  3. The minefield: spiked contact mines swinging on long chains from the cave roof.

    The Minefield

    400 M

  4. The kraken: purple suckered arms reaching down from the roof and up from the seabed.

    The Kraken

    600 M

  5. The midnight: the cave almost black, lit only by the submarine's own lamp, the rock edges glowing.

    The Midnight

    800 M

Depth, not points

Your score is how far down you got, run as an odometer that keeps the distance you covered even if the dive ends between two columns.

Built to be fair

Collision follows the drawn art, not a box around it. If you can see daylight through a gap, you fit through it.

Made from scratch

Every sprite, every sound effect and the whole soundtrack were written for this game. No stock art, no asset packs.

Plays anywhere

No account. No internet needed. No timers, no lives to wait for, nothing asking you to come back tomorrow.

One life per dive

Your submarine floats upward on its own. Tap to fire the thrusters and dive. Touch the roof and the run is over.

Two things for sale

Free, with a banner across the top. One purchase removes it for good, and one opens the other four drawing slots. Nothing else, and nothing timed.