Compara los precios de DAVE THE DIVER en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por MINTROCKET. Publicado por MINTROCKET. Lanzado el 28/6/2023. Disponible en PC, Mac, Xbox. Géneros: Adventure, Casual, RPG, Simulation. Puntuación Metacritic: 90/100.

Roughly 40 hours of harpoon fishing, sushi restaurant hustle, rhythm minigames, merfolk casinos, and a surprisingly earnest story about a hefty diver who somehow becomes the most wholesome protagonist of 2023.

I went into Dave the Diver half-expecting a shallow genre mash that would collapse under its own ambitions, and I came out the other side having lost a full weekend and half a Tuesday. The pitch sounds absurd: spend your days harpooning fish in a randomized oceanic cavern called the Blue Hole, then spend your nights running Bancho's Sushi, plating the exact creatures you wrestled down from the deep. On paper it sounds like two different games bolted together with kelp tape. In practice, the two halves feed each other so well that pulling them apart is unimaginable. The diving mechanics anchor everything. Your oxygen tank doubles as your health bar, so getting hit by a shark or an eel costs you precious air, not just HP. Upgrading your suit lets you reach deeper zones, and new gear like protective gloves opens passages you couldn't touch before, giving the Blue Hole a light Metroidvania structure that rewards going back to areas you thought were exhausted. Weapons range from basic harpoons to tranquilizer guns, and the Blue Hole reshuffles its layout on every dive, so you're never running the same corridor twice. Boss encounters deserve a special mention: rather than just beefier versions of regular enemies, each one is a setpiece with its own rules. You'll man a turret to fend off a fish swarm, use a wrecking ball as bait against a boss that damages itself, and face a great white that demands genuine dodge timing. The one legitimate frustration in combat is the 90-degree aiming arc on ranged weapons. In vertical caverns where enemies drop from above and below, it punishes you in ways that feel more like an oversight than a design choice. The restaurant side is far more involved than a throwaway minigame. You manage staff, upgrade recipes with the exact fish you catch (shark-head soup requires an actual shark head, hunted during a dive), and handle VIP customers who arrive with personal narratives and specific meal requests. Success on the restaurant floor funds better diving equipment, which in turn lets you catch rarer ingredients, which unlocks more ambitious recipes. The feedback loop is genuinely elegant. That said, late-game additions like the fish farm and vegetable farm feel grafted on past the point where they can meaningfully reshape your restaurant strategy. They reduce the need to hunt specific species, but hunting specific species was already one of the fun parts. The writing is the quiet standout. Bancho, the chef with a past he reveals piece by piece, is a better-written supporting character than most RPGs manage for their leads. The broader plot involves an ancient race of sea people living beneath the Blue Hole and carries a light comic energy that keeps serious moments from feeling forced. Characters like the enthusiastic environmental researcher and the shady arms-dealer-turned-sushi-investor are sketched with enough personality that their side quests feel like time spent with someone you actually like rather than XP delivery mechanisms. The game does occasionally lean on unskippable cutscene segments, which stings on a repeat dive when you just want to get back in the water. There is also a mid-game pacing dip where new mechanics arrive faster than they find their footing, though this tends to resolve itself once the progression hooks click into place. For players coming in from the RPG or narrative adventure side: the story will not challenge a Disco Elysium veteran thematically, but it earns its ending, and the character work is warm rather than hollow. For anyone drawn in by the sim angle: the restaurant management has real depth and the numbers matter. The Metacritic score of 90 is not accidental. This is a game that knows exactly what it wants to be and executes it with very few wasted moves. Monika, Scout Team

DAVE THE DIVER

DAVE THE DIVER

28 jun 2023MINTROCKET
GamerScout opina

Roughly 40 hours of harpoon fishing, sushi restaurant hustle, rhythm minigames, merfolk casinos, and a surprisingly earnest story about a hefty diver who somehow becomes the most wholesome protagonist of 2023.

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I went into Dave the Diver half-expecting a shallow genre mash that would collapse under its own ambitions, and I came out the other side having lost a full weekend and half a Tuesday. The pitch sounds absurd: spend your days harpooning fish in a randomized oceanic cavern called the Blue Hole, then spend your nights running Bancho's Sushi, plating the exact creatures you wrestled down from the deep. On paper it sounds like two different games bolted together with kelp tape. In practice, the two halves feed each other so well that pulling them apart is unimaginable. The diving mechanics anchor everything. Your oxygen tank doubles as your health bar, so getting hit by a shark or an eel costs you precious air, not just HP. Upgrading your suit lets you reach deeper zones, and new gear like protective gloves opens passages you couldn't touch before, giving the Blue Hole a light Metroidvania structure that rewards going back to areas you thought were exhausted. Weapons range from basic harpoons to tranquilizer guns, and the Blue Hole reshuffles its layout on every dive, so you're never running the same corridor twice. Boss encounters deserve a special mention: rather than just beefier versions of regular enemies, each one is a setpiece with its own rules. You'll man a turret to fend off a fish swarm, use a wrecking ball as bait against a boss that damages itself, and face a great white that demands genuine dodge timing. The one legitimate frustration in combat is the 90-degree aiming arc on ranged weapons. In vertical caverns where enemies drop from above and below, it punishes you in ways that feel more like an oversight than a design choice. The restaurant side is far more involved than a throwaway minigame. You manage staff, upgrade recipes with the exact fish you catch (shark-head soup requires an actual shark head, hunted during a dive), and handle VIP customers who arrive with personal narratives and specific meal requests. Success on the restaurant floor funds better diving equipment, which in turn lets you catch rarer ingredients, which unlocks more ambitious recipes. The feedback loop is genuinely elegant. That said, late-game additions like the fish farm and vegetable farm feel grafted on past the point where they can meaningfully reshape your restaurant strategy. They reduce the need to hunt specific species, but hunting specific species was already one of the fun parts. The writing is the quiet standout. Bancho, the chef with a past he reveals piece by piece, is a better-written supporting character than most RPGs manage for their leads. The broader plot involves an ancient race of sea people living beneath the Blue Hole and carries a light comic energy that keeps serious moments from feeling forced. Characters like the enthusiastic environmental researcher and the shady arms-dealer-turned-sushi-investor are sketched with enough personality that their side quests feel like time spent with someone you actually like rather than XP delivery mechanisms. The game does occasionally lean on unskippable cutscene segments, which stings on a repeat dive when you just want to get back in the water. There is also a mid-game pacing dip where new mechanics arrive faster than they find their footing, though this tends to resolve itself once the progression hooks click into place. For players coming in from the RPG or narrative adventure side: the story will not challenge a Disco Elysium veteran thematically, but it earns its ending, and the character work is warm rather than hollow. For anyone drawn in by the sim angle: the restaurant management has real depth and the numbers matter. The Metacritic score of 90 is not accidental. This is a game that knows exactly what it wants to be and executes it with very few wasted moves.

Monika
Monika · Scout Team

RPGs

Etiquetas

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudFamily SharingDay-Night LoopRestaurant ManagementHarpoon CombatMetroidvania ElementsProcedural DivingSetpiece Boss FightsCozy-Tense HybridNarrative Side QuestsPixel Art

Requisitos del sistema

Mínimos

OS
Windows 7 64 bit
Processor
Intel Core i3 Dual Core
Memory
8 GB RAM
Graphics
NVIDIA Geforce GTS 450 / AMD Radeon HD 3850
DirectX
Version 9.0
Storage
4 GB available space
Sound Card
Windows Compatible Audio Devi…

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Windows 10 64 bit
Processor
Intel Core i5 (Hexa Core) / i7 (Quad Core)
Memory
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Graphics
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DirectX
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Storage
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Reseñas y valoraciones

Metacritic
90

Información del juego

Desarrolladora
MINTROCKET
Distribuidora
MINTROCKET
Fecha de lanzamiento
28 jun 2023

Modos de juego

singleplayer

Idiomas

Subtítulos (11)
EnglishKoreanJapaneseSimplified ChineseGermanSpanish - Spain+5 más

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible DAVE THE DIVER?

DAVE THE DIVER está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó DAVE THE DIVER?

DAVE THE DIVER se lanzó el 28 de junio de 2023.

¿Quién desarrolló DAVE THE DIVER?

DAVE THE DIVER fue desarrollado por MINTROCKET.

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DAVE THE DIVER tiene una puntuación Metacritic de 90/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.