The deep is full of treasure. It is also trying to kill you.
Deepclaim is a game about greed and one honest number: the air in your tanks. You drop your mining submarine through the seabed, drill up ore and lost cargo, and haul it back to the rig at the surface to sell. Every second underwater your air is running out — and the rig at the top is the only place it refills. So every dive is the same quiet question: one more gem, or turn back while you still can?
Twelve seas, each stranger than the last
The Home Shoal is calm and bright. It does not stay that way. As you claim the core of each sea and open the next, the deep turns against you in new ways:
- Silt that collapses the moment you dig out what holds it up, and can bury you.
- Chokedamp that looks like a pocket of clean air and drains your tanks instead.
- Saltcrust you can cut through, but that corrodes your hull if you sit in it.
- A crush depth that climbs toward you the deeper you go — upgrade the hull or be flattened.
Every sea has its own ore found nowhere else, its own palette, its own name for the dark, and its own danger line waiting at the door.
Then the twelve run out and the game doesn't
Take the twelfth and final core and the deep opens beneath it: the Beyond, an endless descent with no floor. The seas cycle and darken, the numbers climb forever, and the only question left is how far down you're willing to fall.
Dig in peace, or fight the deep
At the start of a new career you choose your sea:
- Peaceful. Just you, the rock, and the air clock. Slow, quiet, and yours.
- Perilous. The deep is alive down here. Glowing drifters, lurking anglerfish, and fast hunters roam the caves. Charge one down at speed with your drill leading, or clear the room with a bomb. Drift in slow and heavy, and it bites.
Keep a separate career of each.
An operation that never stops growing
Sell your haul and pour it back into an uncapped submarine, a harder drill, deeper tanks, a stronger hull, a bigger hold, thrust to climb faster. Bank a rarer currency into permanent
Charter upgrades that carry across every future run. Take
contracts from the rig for extra pay, chase
setpieces hidden in the rock drowned wrecks, crystal geodes, sealed vaults — and strip whole veins in one sweep with the
Salvage Arm for a combo bonus.
Things worth keeping
- Twelve unique relics, one hidden deep in each sea, for the shelf at your rig.
- An ore codex that remembers every mineral you've ever pulled from the deep.
- A wall of achievements, each paying a little something back.
Made small, on purpose
Deepclaim is one honest single-player game with no microtransactions, no online requirement, and no fluff, one file, drop it anywhere, and dive. Full controller support is built in. The pixel art and the drifting, tension-aware soundtrack are all generated by the game itself as it runs.
How deep can you claim?[/p]