Dive, destroy and escape. TUNNEL DIVERS is a F2P high octane twin stick shooter, where you pilot a close quarters based spaceship that excels in claustrophobic areas. Play online with or against other pilots, create your own levels in the level editor, and wage war against the rogue AI, Watch Dog.
Recent Reviews:
Very Positive - 81% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (65) - 93% of the 65 user reviews for this game are positive.
Release Date:
Oct 13, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hello, my name is Spasman. I'm an amateur game developer who creates games by himself, outside of some occasional freelancer help. I'm here to tell you about the progress of my new project, TUNNEL DIVERS.

The foundation for TUNNEL DIVERS is pretty much done. However, I don't have a lot of opportunities in terms of testing, so I'd like to ask you, the public, to help test my game before I release it. My main goal in Early Access is to find any devastating problems with the multiplayer netcode. Hit registration, lag, connection issues, etc. I am fully ready and able to rewrite large parts of the code if it comes down to it, but heres to hoping I get lucky.

Once those wrinkles are straightened out, then I can start moving towards release with content updates for the multiplayer and releasing a full single player campaign.

I've mostly made small or multiplayer-focused games, so a full campaign is something I'll be new at. I am thinking of releasing the campaign bit by bit, and hearing feedback from the community so I can mold my level design sense and apply it to the final product. Story writing isn't a strong suit of mine either, so I'll probably take a minimalist approach with that.

Lastly, weapon/ship balance and gameplay. Hopefully a competitive community can take off and I can hear about what weapons or ships are too strong, or what maps are poorly designed. I'd also like to hear feedback on the core gameplay, like if its too "flat", boring or fast. I can then tweak (or completely redo) these mechanics to fit the community's needs.

Thank you for joining me on this journey. I hope you enjoy the game and we can work together to make it great.”

Approximately how long will this game be in Early Access?

“As a gamer myself, I can be the first to tell you that Early Access games aren't exactly in my favor. So while I'd love to escape EA hell as fast as possible, it would not be wise for me to be reckless with a release, considering I am only one guy without a dedicated QA team. I learned this the hard way with my last Steam game.

I usually burn my weekends working on this project, so if I keep at it, the game should ease into completion by summer of 2018, at the latest.”

How is the full version planned to differ from the Early Access version?

“The full version will have a complete campaign, tons of ship patterns and afterburner effects, and hopefully a very populated Workshop community.

I would also like to include a handful of multiplayer maps to come with the game and a fully made campaign.

As for ships, I'm not sure what the final count will be. But more will be on the way, I can guarantee that much.”

What is the current state of the Early Access version?

“Like I mentioned earlier, the foundation for the game is mostly done. I think the core gameplay is pretty solid right now, and the game is ready to have content scaled onto it such as new ships and new weapons.

At face value, I think the game plays like a fully completed game. However there will be many bugs and problems to be rooted out before release, and as one person I can't find them all on my own, so I'm humbly asking the Steam community to help me ride this game into a more polished state.

The netcode is widely untested. You may experience latency problems, connection and hosting problems, and hiccups with the Tunnel Servers system. I'm also worried about hit registration problems, as client prediction and everything that goes into what makes hitreg good is probably the most complex part of coding an online game. I will be watching servers hosted by me and hosted by others very closely to see how well the hit registration is doing, and may perform various experiments to see which kind of methods would work best for the game and for Game Maker's network functions.

As with a lot of online games, you will need to portforward to truly host your own server. To circumvent this, anyone who owns the VIP DLC will be able to generate a server of their own on the cloud, however I highly recommend learning how to host a server from your own network as it will probably be much less laggy for yourself and others who may be in your region. I'm still bit of an amateur, so I'm hosting the cloud servers and any regular servers I may have up from my apartment and two virtual private servers.

The level editor is also very usable, and you should be able to make some fully functional levels and upload them to Workshop. The Workshop menu might need some work in the intuitive GUI department but its usable and if you don't like it, you have easy access to the Workshop pages themselves from in-game until I can improve on it.

Lastly, there is full controller support, however I've mostly designed with Mouse/KB controls my whole life. So the default controller bindings might be a bit wacky. However you can do just about anything with the game from a controller (except the level editor), from simply playing the game, to being able to name and host your own server.”

Will the game be priced differently during and after Early Access?

“TUNNEL DIVERS is a free to play game on a competitive level. If you wish to support the game, The VIP Access DLC will unlock extra features that shouldn't give a player a leg up on any freemium players. The VIP Access DLC will remain the same price throughout the game's lifetime.”

How are you planning on involving the Community in your development process?

“I'm going to keep a close eye on the forums and my email for feedback. If you have suggestions or comments or bug reports, you can send me an email at spasman@spasmangames.com”
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Free To Play

Downloadable Content For This Game


Recent updates View all (18)

March 18

TUNNEL DIVERS v0.8.2 is now available + Gather is coming

Dev Log
This update adds the final campaign missions, bringing the campaign development nearly to a close. While I will make changes and fixes to the missions, this pretty much marks that I have achieved all the goals I set out for this game, so we can really start moving towards release.

I humbly ask all players to help me test all campaign missions. If you think a mission is too hard or too easy, if the par time needs adjusting, and so forth. I just wanted to get the rough drafts for each mission out, then we can work together to polish them up.

The Game Maker bug that would cause servers to lag has also been fixed, so I'd like to schedule a gather for next weekend, on March 24th. I need a lot of people too join, at least enough to fill 1 server so we can stress test and see if the memory leak fix was really the issue. Once we can confirm that the problem is solved, then I'm going to schedule gathers a lot more frequently, without a fear of seeing a small player turn out.

Lastly, this new Game Maker update got really wacky with the audio, so the audio quality may sound bad. This will be fixed later in the week.

  • Added last 5 campaign missions, including the final boss and ending
  • Added Ironman mode for the campaign, where you only have 1 life and can only use 1 load out. Unlocked by beating the campaign.
  • Added 3 more achievements
  • Added Damage Numbers option to the options menu
  • Added “E-Brake” key binding. Holding down this key will significantly increase your ship’s friction. (Default: R)

Balance Changes
  • Increased the Sting Ray’s EMP wave radius
  • Sting Ray is now immune to being EMP’d
    -- These buffs make the Sting Ray's passive abilities more useful, and offers a counter to EMP spam if necessary.
  • Concussion rockets now fire from the center of your ship
    -- This makes the concussion a lot easier to boost yourself with..
  • Pulsar projectile is no longer destroyed when shot by energy weapons too much
    -- It felt like the Pulsar module would get destroyed too quickly in combat, so now it's a lot more deadly.
  • Reduced knockback when taking damage
    -- This should make the game feel a lot less chaotic, you can still get pushed around but not as much by primary weapons..
  • Changing weapons is no longer blocked mid-fire for fast paced weapons
    -- This was a suggestion and it made sense since the cooldown visual effect never appears on short fire rate weapons.

Campaign Changes
  • Nerfed some campaign enemies (Less accurate, shoots less, etc)
  • Increased mission 10’s par time to 3:00
  • Lowered mission 9’s par time to 3:30
  • Added a secret to mission 6

  • Fixed the evac timer in mission 11
  • Fixed secrets hidden inside secret walls not showing up on the map when you have the map upgrade
  • Fixed the memory leak for sending UDP packets (GMS v1804)

Tunnel Editor
  • Added a object properties menu, hover over an object and right click it to edit it’s properties (Button timers, angle, etc)
  • Fixed logic lines in the map editor displaying incorrectly
  • You can now drag objects with left click if no object is selected from the left menu
  • Alt key now functions backwards when you are dragging an object
  • Changed middle mouse click from dragging objects to dragging the camera in the map editor
  • Explosion logic events will now explode again if they are deactivated by logic gates and activated again.
  • Reduced damage of the hurt logic area
1 comments Read more

March 4

TUNNEL DIVERS v0.8.1 is now available

Dev log
Please make sure your game is updated before starting! Otherwise it will crash trying to connect to my server.

This is because I made improvements to the cloud saving's security, so please let me know if your save gets corrupted and I will be able to restore it for you. Unlikely for it to happen though.

I also improved projectile hitreg, where the projectile will actually hit you when you get damaged by it. Flaring homing missiles is a little better but still not perfect.


  • Added Bot Team option to hosting menu. Use this if you want to play against bots with your buds.
  • Added visual effect for flare cooldowns
  • Added beep for when your module is ready
  • Bots are now enabled for Tunnel Servers. Yay!
  • Increased the Pulsar projectile's speed (it goes farther now)
  • Improved security for cloud saving
  • Improved hit registration for attacking projectiles
  • Removed friendly forcefields from mission 10
  • Fixed The Master’s placeholder subtitle
  • Fixed the evac event not starting in mission 8
  • Fixed being able to restart missions too soon when it ends
1 comments Read more
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About This Game

Welcome to your new line of work, pilot.

TUNNEL DIVERS is an online free to play action game featuring futuristic space fighters that are specialized in destroying hordes of robots in enclosed spaces. With plenty of ships and weapons, claustrophobia won't be the most dangerous thing in the tunnels.

TUNNEL DIVERS is free to play and has no pay-to-win attached. Play online with your friends and against other pilots without feeling disadvantaged because you didn't pay for any DLC. The only one who should be paying are the suits from TAC-CORP!

TUNNEL DIVERS is a lightning fast twin stick shooter, you need to keep your ship on the move while combating hordes of robots or enemy players. Only those with the best reflexes and aim can come out as the top pilot.

Play cooperatively with your friends in missions, run the flag in Capture the Flag or just slaughter your enemies in Dogfight mode. More game modes on the way.

Vaporize your enemies with powerful weaponry, from long range laser guns to destructive miniature nuclear bombs.

Completely customize how your ship of choice is loaded out with weapons and special modules that can give you an edge in a fight. Earn money by completing matches and unlock more and more equipment.

Play missions and competitive levels designed by pilots all around the world. With painless map sharing, you can join a server without worrying if you have the correct files on your computer or not, as the game can automatically pull level files from the Workshop or the server host itself. Using the Workshop is completely free, however you will need to own the TUNNEL EDITOR DLC to create or edit levels.

Enjoy the musical talent of Gergely Kovács, who composed a full soundtrack for the game.

System Requirements

    • OS: Vista, 7, 8, 10
    • Processor: ~2.0GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 550 MB available space
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