WHERE TO DOWNLOAD
Sushi Diver is already available for players on supported platforms. If you have not dived in yet, now is a good time to start: the update will expand underwater runs, add more weapons and progression elements, and make combat noticeably deeper. On the available platforms page, you can choose the best way to open the game, install Sushi Diver, and follow future updates.
NEW COMBAT SYSTEM
The main change in the update is reworked shooting. The diver is no longer limited to a simple attack direction. Now the player can aim in 360 degrees, choose a target, hold a shot, and wait for a more accurate moment. The game will add separate aiming and firing logic: the player can enter aim mode, prepare an attack, cancel it, or shoot. Holding the fire button creates a charged shot: the longer the button is held, the higher the chance of an accurate hit. Releasing too early may send the shot wide. A stabilization bar will appear above or below the diver. It helps show how well the shot is prepared. If the target is above the player, the bar changes position so it does not cover the action on the screen. For the player, this means one simple thing: shooting becomes a deliberate action rather than a random tap. You can fire quickly at a nearby target, or prepare a precise hit against a dangerous fish at range.
CURRENT TARGET SYSTEM
The update adds a current target system. The game will automatically select the nearest suitable target within range, while the player can still switch targets manually. The current target will be highlighted, and a panel near the interface will show its icon, name, and health. This is especially important in fights against dangerous creatures: the player can immediately see who is being attacked, how much health remains, and whether to continue the fight or change targets. The target will also become sticky: it will not reset instantly while the fish is alive and still in range. This makes combat more stable and easier to understand, especially when several creatures are on screen at the same time. Different weapons will have different target capture ranges. For example, the sniper rifle can work from farther away, while the harpoon will feel closer to the classic hunting style.
WEAPONS OVERVIEW
One of the most visible additions is a full weapon system. The diver can now take not only the harpoon into a dive, but also a separate weapon with its own behavior, attack style, and limited number of charges. The weapon will be visible in the diver's hands while aiming. The sniper rifle will have a red laser that shows the attack direction. The rocket launcher will show a loaded rocket. Explosions will gain camera shake, impact effects, and stronger visual feedback.
Ammo arrives together with weapons. These are separate ammunition boxes that can be found during a dive. If the diver has a weapon equipped and its charges are not full, the player can swim to a box on the seabed and refill the current weapon's ammo. This adds another goal during a run: now it is important to search not only for fish and materials, but also for ammo that can extend the fight. Ammo cannot be collected if no weapon is equipped or if the charges are already full. That makes an ammo box a useful find at exactly the right moment: when the player is already using a weapon and wants to continue the dive without returning to the boat.
Open weaponAmmo

The shuriken is the first weapon that starts the new combat progression. It flies in an arc, spins through the water, and is a good introduction to the new aiming system. This weapon opens the way to further crafting: after it, the player can move toward a more serious arsenal.
Open weaponShuriken

The rifle is a more direct and readable weapon for precise shots. It gives the player more control at medium range and helps fight targets that are hard to reach with the regular harpoon. It is a good choice for steady hunting when accuracy and a reserve of charges both matter.
Open weaponRifle

The shotgun fires a spread of pellets. It is useful when a target is close, moving quickly, or when the player wants to cover a wider area in front of the diver. This weapon feels stronger at short range, but it requires careful timing.
Open weaponTactical Shotgun

The net gun changes the approach to hunting: instead of normal damage, it lets the player catch fish in a net. After a successful hit, the catch can be collected through interaction. If the shot misses, the net tears, so this weapon is more about precision and the right moment.
Open weaponNet Gun

The sniper rifle is built for long range and high damage. It will have a red aiming laser so the player can see the shot direction and prepare the attack in advance. This weapon suits dangerous targets that you do not want to approach too closely.
Open weaponSniper Rifle

The dart gun puts fish to sleep for a limited time. The dart remains in the target's body, giving the player a safer chance to approach or change the situation in combat. It is not just a damage weapon, but a control tool that can help during difficult dives.
Open weaponHush Dart

The grenade launcher deals area damage and creates an explosion with a clear visual effect. It is useful against tight groups of targets or large enemies when one precise shot is not enough. The explosion comes with camera shake, so the weapon should feel heavy and powerful.
Open weaponGrenade Launcher

The rocket launcher is the heaviest weapon in the new arsenal. The rocket flies with a swaying trajectory, creates a large explosion, and gives combat a strong sense of impact. This weapon is made for rare but very powerful shots. Using it at the right moment matters.
Open weaponRPG-7

CRAFTING OVERVIEW
The game will receive a clearer system of recipes and materials. New weapons will no longer simply appear in the menu: the player will need to unlock recipes, find resources during dives, and assemble weapons on the boat. Materials can be found on the seabed after the relevant progression stage is unlocked. They will be picked up during a swim, take space in the inventory, and go to storage, where they are later used for crafting.
Wood is a basic material for creating weapons and upgrades. It can be seen as one of the first resources that helps the player enter the crafting system. It is needed for simple and more advanced recipes, so even an ordinary find on the seabed becomes part of future progress.
Open pageWood

Metal is one of the key materials for weapons. It shows that new gear is not gained instantly, but through resource gathering and gradual development. For the player, it adds an extra goal to a dive: not only catch fish, but also collect useful parts.
Open pageMetal

A gear is a more technical component. It fits weapons where mechanics, precision, and complex assembly matter. Materials like this make crafting clearer visually and logically: stronger weapons require not only basic resources, but also special parts.
Open pageGear

A spring is an additional part for weapon recipes. It helps show that the arsenal is assembled from different components, not from one universal resource. Together, wood, metal, gear, and spring create a simple, readable loop: the player dives, finds materials, returns to the boat, buys a recipe, crafts a weapon, and equips it before the next dive. Important unlocks will be accompanied by separate item reveal screens. When the player receives a recipe, weapon, or valuable material, the game will present it as its own reward moment.
Open pageSpring

SQUIDS
Squids will no longer be just ordinary fish. They will have their own behavior: patrol, reaction to the player, escape, aggression, and ink attacks. A squid can now notice the diver, turn toward them, dash, and release an ink cloud. After that, the player's screen may darken for several seconds. This creates a new danger: even if the squid does not look like the main enemy, it can ruin the situation at the worst moment. If a squid is trapped in a corner near the player, it may attack with ink or slip through the diver and try to escape. For the player, this adds a new type of tension: not every threat simply bites or chases. Some threats block vision, disrupt orientation, and make combat harder to control.
Open pageSquid

SHARKS
Sharks will also receive updated behavior. Their attack becomes more flexible: they can now dash with a 360-degree turn instead of attacking only in a simple direction. Some large species will become visually more compact so fights stay readable and do not cover too much of the screen. The bite effects for the orca and black shark will become clearer, and contact with dangerous creatures will feel stronger. There will also be a reaction to bathyscaphes and other large sources of movement: even dangerous creatures may be scared by motor noise and swim away from the arrival point.
BATHYSCAPHES AND START POINTS
Bathyscaphes will become more important for deep exploration. They will help the player reach new zones faster and choose where to begin a dive. When a bathyscaphe arrives, fish react to its noise and movement. Small fish and large creatures fear the motors and swim away from the arrival point. This makes the bathyscaphe's appearance a noticeable event in the world, not just a change of player position. The player will see a carousel for choosing a start point: available bathyscaphes, locked points, and depths still waiting to be unlocked. Open points show where the player can already go, while locked ones show which routes are still ahead. This adds a stronger sense of progress. The deeper the player advances, the more starting options open up. Instead of always moving from the same point, new routes, new depths, and faster access to important zones appear.
Open pageBathyscaphe

SKINS AND DIVER LOOK
The game already had hats, and this update adds a separate skins panel. The player will be able to change not only the headwear, but also the diver's overall look. The update includes 9 skins: purple, yellow, red, blue, orange, green, cyan, white, and black. Some skins will be available through progression, some through special offers, and a few variants will remain unique rewards. As before, some cosmetics can be earned through gameplay activities, including daily tasks. This keeps the feeling that the diver's look grows together with progression instead of existing separately from the game. The new skins panel will make customization clearer: the player can see available variants, choose the desired style, and quickly understand which looks are already unlocked and which still need to be earned.
Purple Diving SuitOpen page
Yellow Diving SuitOpen page
Red Diving SuitOpen page
Black Diving SuitOpen page
TUTORIAL AND ONBOARDING
A large part of the update concerns the first minutes of play. Tutorials will become more stable and clearer: step-by-step hints, visual markers, and better explanations of the combat interface, knife, inventory, and first sushi bar actions will appear. It will be easier for the player to understand when to press the fire button, when to hold it, how to use the knife, where the inventory is, and how the game moves from the first swim into full progression. Situations where onboarding could break or leave the player in an unclear state will also be fixed.
UI, INVENTORY AND REWARDS
A current weapon tab will appear during a dive: the player will see the harpoon, equipped weapon, its icon, name, and number of charges. Items, weapons, and materials will receive clearer icons, 3D previews, and reveal screens. When the player finds something important underwater, the game can pause gameplay and show the reward separately. Notifications about new crafting materials will also appear, helping the player understand what was found and why it matters.
OFFERS AND STARTER PACKS
Offers and starter packs will also be reworked in the update. Players will see new packs connected with weapons, bathyscaphes, deep routes, the rocket launcher, skins, gems, coins, chests, and no ads. The focus is not only on purchase, but on clear reward presentation: the player should immediately see what is being received and how it affects further progress.
WHAT CHANGES FOR THE PLAYER
The update makes Sushi Diver a richer game. Dives become more active, weapons more varied, enemies more dangerous, and progression clearer.
The player will see:
- more precise and flexible shooting
- target selection and enemy health
- 8 weapon types
- ammo that can be found on the seabed
- crafting and materials
- dangerous squids with ink
- updated sharks
- bathyscaphes and deep start points
- skins and hats
- an improved tutorial
- a clearer reward and weapon interface.
Sushi Diver becomes deeper — literally and mechanically.
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