
Submarine Survivor
A solo-dev auto-shooter that earns its place in an overcrowded genre by wrapping five-minute deep-sea missions in a surprisingly layered meta-progression, though the grind after the first boss may test your patience.
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About Submarine Survivor
My first honest instinct when I saw another Vampire Survivors clone drop into my queue was to flag it and move on. Solo developer The Bat Flight almost let me do exactly that. Almost. What pulled me back was the structure, because Submarine Survivor does not just plop you in an arena and ask you to outlast a timer. Instead, each run is built around a hex-style mission map, where you pick five-minute dives one node at a time, raise a threat threshold, and only summon the boss when you decide you are ready. That small choice, the ability to delay the confrontation, gives the loop a rhythm that most auto-shooters skip entirely. The combat itself follows the genre blueprint: your sub moves, your weapons fire automatically, you position to let the hits land. Where it distinguishes itself is in the weapon mixing. Reviewers and players have singled out the build variety as a genuine draw, with combinations running from torpedoes and harpoons that fit the theme to plasma balls, laser beams, and melee broadswords that absolutely do not, but feel absurdly satisfying regardless. Alongside the in-mission weapon pickups, a chip-slot system lets you bolt modifiers onto your loadout, and multiple unlockable submarine models each carry distinct stat profiles and active abilities, so switching hulls is not purely cosmetic. The visual side holds up too: a cartoony, clean art direction with bright projectiles punching out against inky black water keeps the screen readable even when things get chaotic. Here is where I have to be straight with you. The meta-progression layered on top of all that is a genuine weak point. There are shells, ores, blueprints, randomly generated equippable chips, research trees, and a cash-based passive upgrade system, all scattered across a menu that even dedicated players have described as confusing to navigate after hours of play. None of these systems are broken, but they pile up awkwardly, and the payoff per hour of grinding slows to a crawl once you clear the first of three bosses. That difficulty spike is not really a skill wall, it is a stat wall, and the loop of replaying missions for incremental blueprint gains can wear out its welcome fast. The developer has been active post-launch, shipping several patches that addressed movement precision, enemy spawn rates, and submarine unlock costs, which counts for something, but the core progression pacing still benefits from patience you may or may not have. For a game at this price tier, the overall craft level is genuinely above average. The presentation is cleaner than most budget-bracket auto-shooters, the run structure adds real decision-making between dives, and the bonus wave option after a cleared mission, a tougher two-minute extension that rewards blueprints if you survive, is the kind of optional pressure valve that shows the developer was thinking about player agency. It is not a genre-shifter, and it does not pretend to be. But for anyone who has developed a taste for the survivor-style loop and wants something that respects the formula without being sloppy about it, this one is worth the time to work through the messy menu and see what builds open up. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 64bit
- Memory
- 1 GB RAM
- DirectX
- Version 11
- Storage
- 1500 MB available space
- Graphics
- DX11, DX12
- Processor
- x64 architecture with SSE2 instruction set support
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Game Info
- Developer
- The Bat Flight
- Publisher
- The Bat Flight
- Release Date
- Dec 16, 2024