Your submarine
This is the star of the dive. Tap or hold to raise its bow and climb; release to let it sink.
The sub begins with five hull sections. Repair damage with red vials and protect it with careful steering, rockets, and the defense field.
Snap Sub is a short dive. Steer the sub, clear the mines, and see how deep you can go.
On a computer, these keys work in the browser game. They do not replace tap or click on a phone.
Enter still types in Join, Link, and Rankings fields. It only starts a dive or fires when you are not typing in a box.
This is the star of the dive. Tap or hold to raise its bow and climb; release to let it sink.
The sub begins with five hull sections. Repair damage with red vials and protect it with careful steering, rockets, and the defense field.
These vials drift through mine gaps. Touch one with the sub to collect it.
The red vial repairs hull damage. Some repair two sections. If your hull is already full, it awards 5 points.
The gold vial adds one rocket, up to five. Fire it at mines or depth charges to clear a path and earn points.
The green vial appears in deeper levels. Activate it for a short protective field that clears nearby hazards.
The heads-up display keeps the run information and available actions at the edges of the screen.
Score is the current run. Level rises every 10 points. Best is your highest local score.
×3
Appears when rockets are available. Tap it to launch one, or press Enter, F, or Right Arrow on a keyboard. The number shows how many rockets remain.
×2
Appears from level 10 when a field charge is available. Tap it, or press G, for two seconds of protection that clears nearby hazards.
Five lights show remaining hull. They shift from green toward red as damage increases. No lights means the run is over.
The four engine lamps show the speed tier. The needle and KN number show travel speed. Both increase as the levels get harder.
Use the music-note button to mute or unmute. Open the gear to adjust music and effects volume or manage the rankings account.
Watch the warning color and silhouette. Later levels introduce faster and more powerful attacks.
A red warning light means lethal contact. Hitting either the mine or its chain ends the run immediately.
Response: steer through the gap or destroy the mine with a rocket or field.
A green warning light means a nonlethal sting. Contact removes one hull section and briefly stuns the sub.
Response: regain control quickly and look for a red hull-repair vial.
Enemy torpedoes begin in later levels and travel toward the sub from the right. A hit removes one hull section.
Response: climb or dive away; an active field destroys the torpedo.
The color shows maximum point-blank damage: green 1, yellow 2, orange 3, and red 4 hull sections. Damage falls with distance from the blast.
Response: keep clear of the blast, shoot the charge from a distance, or use a field.
The cave closes around the route as the dive speeds up. Striking the rock ends the run immediately.
Response: use short taps and watch the full passage, not only the next mine.