Key art for DIVE or DIE - Children of Rain

Game review

DIVE or DIE - Children of Rain

6.5 / 10

Developer
Drop Rate Studio
Publisher
Dear Villagers
Released
21 July 2026
Platforms
Windows
Genre
Survival Roguelike
Monetisation
One-time purchase, no in-app purchases
Players
Single-player

The short version

DIVE or DIE - Children of Rain sets a genuinely strong table: a haunted survivor named Jack leading a dwindling camp against an eldritch flood, diving into a drowned labyrinth of ruins and monsters while managing morale, oxygen, and the ever-present possibility that a diver won't come back. Reviewers repeatedly reach for the same comparison — Dave the Diver crossed with Darkest Dungeon, with a dash of Dredge's dread — and the atmosphere, art, voice acting, and music consistently earn that comparison's better half. What keeps this from matching its influences is a design that doesn't scale: a single overpowered diver can trivialize most of a run, the Metroid-style map stays essentially static between playthroughs despite the roguelike framing, and the back half repeats content from earlier zones rather than escalating. The ideas here are good enough that the shortfalls read as balance and pacing problems rather than a broken concept.

Biggest strengths

  • The premise of worshipping and appeasing a cosmic threat rather than fighting to defeat it is a distinctive spin on Lovecraftian horror that multiple reviewers single out as one of the game's best ideas
  • Art direction, voice acting, and an original score are consistently praised across the review corpus, with several reviewers calling the atmosphere the game's standout achievement even among its critics
  • The core loop of assigning survivors to roles, deciding who dives and who stays, and living with the permanent consequences of those choices captures real Darkest Dungeon-style tension in its opening hours

Biggest weaknesses

  • Several detailed reviews report that the game's balance breaks down once players find an efficient build: one reviewer describes carrying a single diver through roughly 75% of the game after she began one-shotting every enemy and outrunning every threat, trivializing the survival tension the systems are built around
  • The Metroid-style dive map is reported as largely static between playthroughs despite the roguelike framing, with semi-random loot placement doing little to offset a layout that stays recognizably the same run after run
  • Multiple reviewers describe the game's final zones as direct repeats of earlier middle zones with reskinned enemies, undercutting the escalation a survival game's closing stretch is supposed to deliver

Who it's for: Fans of Darkest Dungeon-style attrition management and Lovecraftian atmosphere who can tolerate a roguelike that doesn't fully deliver on run-to-run variety

Our recommendation: Worth playing for the atmosphere, narrative framing, and opening stretch even knowing the back half loses steam; consider a sale price given the reported late-game balance and repetition issues

6.5 / 10

Appeasing the flood, not defeating it

DIVE or DIE - Children of Rain puts players in charge of Jack, a haunted survivor leading a dwindling camp against the Maker of Rain — a cosmic entity threatening to drown what's left of humanity in black tears. The framing is a deliberate departure from the usual monster-slaying Lovecraftian template: rather than mustering the strength to fight the threat directly, the goal is to search a drowned labyrinth for sacred relics and appease it before the final flood arrives. Reviewers consistently call this out as one of the game's smarter choices — it's a small shift in framing that changes the emotional register of every decision, since success is measured in survival and supplication rather than triumph. That mood is carried by art direction, voice acting, and an original score that earn praise even from reviewers who are otherwise critical of the mechanics, and more than one review notes, almost as an aside, that the game shipped without game-breaking bugs — a detail worth crediting given how often ambitious indie releases in this genre launch rough.

Mechanically, the game splits its time between descents into the Abyssal Pool — timed, oxygen- limited dives through sunken ruins where death is permanent and every encounter is a gamble — and camp management back at the surface, where surviving crew members are assigned roles, trained, and equipped for the next dive. The genre comparison reviewers reach for almost universally is Dave the Diver crossed with Darkest Dungeon, and it's an apt one: the exploratory joy of descending into an unknown space sits alongside the grim calculus of deciding who dives and who stays, with the very real possibility that a beloved crew member simply doesn't come back. In its opening hours, that combination lands close to its influences — several reviewers describe being immediately hooked by the atmosphere and the weight of early decisions, with new dive sites and a craftable "whispering teleporter" opening up the world meaningfully as the camp develops.

Where the tension runs out

The trouble, according to a consistent thread running through the more critical and mixed reviews, is that the game's survival pressure doesn't hold up across a full run. The clearest example is a reported balance failure: at least one detailed review describes a single diver becoming so overpowered that she carried roughly three-quarters of the game solo, one-shotting enemies and outrunning every threat the game could put in front of her — which undoes the tension the entire camp-management layer is designed to create. Resource pressures follow a similar arc. Rain, nutrition, and morale are described as meaningful early hazards that are quickly neutralized once a player builds basic infrastructure like a fishing hut, after which the resource-management half of the game largely stops mattering.

The roguelike framing takes a similar hit. Despite death being permanent and runs being pitched as variable, multiple reviewers report that the Metroid-style dive map stays essentially the same between playthroughs, with only semi-random loot placement to differentiate one run from the next — a significant shortfall for a genre where run-to-run variety is usually the whole point. That staleness compounds toward the end: several reviewers specifically call out the game's final zones as direct repeats of earlier middle-game areas with palette-swapped enemies, meaning the part of the game meant to escalate tension instead delivers content players have already seen. None of this erases what works — the atmosphere, the framing, and the opening hours are praised widely enough that this reads as a game whose ambition outran its balance testing, rather than one built on a flawed idea.

What the achievement data shows

Global achievement completion tells a story consistent with the reviews: milestones tied to the early game sit comfortably above 65-70%, but completion falls off steadily through the mid-game achievement tiers, dropping into the 40s and below by the achievements associated with later zones and advanced systems. That gradual decline, rather than a sharp cliff, matches the reported experience of a game that's compelling early and gradually loses its grip as balance and content repetition set in, rather than losing players to a single specific wall.

A timer some players will want to turn off

One specific design choice is worth calling out on its own: the game runs on a hard day counter — 40 days on easy difficulty by default — and a diver's death costs the camp a full day of that budget regardless of how far into a dive it happened. At least one reviewer describes feeling genuinely torn about this system, noting that the artificial time pressure pushes play toward finding an efficient "meta" route through the available upgrades rather than encouraging the slower, more exploratory survival instincts the atmosphere and narrative seem to want to reward. That same reviewer flags, almost as a footnote, that there is a menu option to disable the timer entirely, along with an in-game strategy for slowing its effective pace — worth knowing about upfront, since the difference between "tense survival clock" and "frustrating optimization puzzle" seems to come down largely to whether a given player leaves that option on or off. It's a small thing, but it's the kind of detail that materially changes which of the two experiences described across this review a given player is likely to have.

Final verdict

DIVE or DIE - Children of Rain has real ideas working in its favor: a Lovecraftian premise built around supplication rather than combat, a genuinely tense opening blend of diving exploration and camp-management stakes, and presentation that earns its comparisons to far more established genre touchstones. It's held back by a scaling problem that lets a single strong build flatten the challenge, a dive map that doesn't vary enough to justify its roguelike billing, and a back half that recycles earlier content instead of building on it. For players drawn to the atmosphere and willing to enjoy the strong opening on its own terms, it's a worthwhile purchase; those hoping for a survival game that stays tense and varied from first dive to last may want to wait for a balance pass.

Pros and cons

Pros

  • The premise of worshipping and appeasing a cosmic threat rather than fighting to defeat it is a distinctive spin on Lovecraftian horror that multiple reviewers single out as one of the game's best ideas
  • Art direction, voice acting, and an original score are consistently praised across the review corpus, with several reviewers calling the atmosphere the game's standout achievement even among its critics
  • The core loop of assigning survivors to roles, deciding who dives and who stays, and living with the permanent consequences of those choices captures real Darkest Dungeon-style tension in its opening hours
  • Exploration opens up meaningfully as the camp develops, with new dive sites and a craftable "whispering teleporter" giving reviewers who push past the early game more to do than the initial loop suggests
  • The game shipped with no game-breaking bugs at release, a detail multiple reviewers explicitly call out as unusual and worth crediting for a release of this scope

Cons

  • Several detailed reviews report that the game's balance breaks down once players find an efficient build: one reviewer describes carrying a single diver through roughly 75% of the game after she began one-shotting every enemy and outrunning every threat, trivializing the survival tension the systems are built around
  • The Metroid-style dive map is reported as largely static between playthroughs despite the roguelike framing, with semi-random loot placement doing little to offset a layout that stays recognizably the same run after run
  • Multiple reviewers describe the game's final zones as direct repeats of earlier middle zones with reskinned enemies, undercutting the escalation a survival game's closing stretch is supposed to deliver
  • Resource pressures like rain, nutrition, and morale are described by more than one reviewer as trivialized quickly once basic infrastructure like a fishing hut is built, removing the resource-management stakes the opening hours establish
  • Progression is described by several reviewers as opaque and occasionally frustrating, with the sense of discovery giving way to optimizing around a known "meta" build order rather than open-ended survival decision-making

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Sound 8 / 10
  • Progression 5.5 / 10
  • Originality 7 / 10
  • Replayability 5 / 10
  • Story 7.5 / 10