Saturation Diving — Saturation Diving Walkthrough — Every Site, Dive & Loop
Walkthrough Updated 2026-08-30

Saturation Diving Walkthrough — Every Site, Dive & Loop

Saturation Diving drops you onto an underwater station in a 50-person co-op deep-sea horror loop: dive, mine, survive, upgrade, repeat — only deeper and darker each time. This walkthrough covers the whole loop from your first training dive to the deepest sites, based on the official game description, the in-game monster logs and documented community play.

What do you do in Saturation Diving?

You play a saturation diver employed to clear the deep-sea oil pipelines. Red Sanguinite ore grows on the pipes and chokes the flow to the surface, so each dive has one job: descend, break every vein off the pipelines with your pickaxe, bank the haul in the diving bell, and get back up alive. The ore is the salary — it funds the suit, tool and storage upgrades that let you survive the next, darker site, where the wildlife has opinions about divers.

That is the core answer to “what do you do”, but the game around it has four more systems:

  • A monster log bestiary — eighteen documented threats with danger ratings and survival rules (see the monsters list).
  • A badge board — fifteen badges from first dive to stripping the entire map of Sanguinite (see badges).
  • Co-op roles — someone can stay in the bell on sonar, watching the radar while others mine.
  • Collectibles — hidden tapes for the Music Box and a Mysterious Log on Crash Plateau.

The dive loop, step by step

  1. Brief at NSA Atlantica. The station is your safe zone: diving bell, storage unit and the supply interface where every upgrade is bought.
  2. Ride the bell down. Dives start at roughly 200 metres on the training site. The instructor covers sprint stamina, currents and the golden rule — if you can see it, move slowly and crouch.
  3. Clear the pipelines. Break the Sanguinite veins off each pipe. Clearing all pipelines is the mission; the ore you collect is the currency.
  4. Manage stamina, light and noise. Sprinting drains stamina; light attracts the Mothray Eel; movement draws the blind hunters. Mining sounds, oddly, do not — walking, running and jumping do.
  5. Bank your haul at the bell. The storage unit inside the bell keeps your ore safe. If a monster is on you, crouch, break line of sight and back to the bell — do not sprint past it.
  6. Extract and upgrade. Deposit at NSA Atlantica, buy upgrades, then take the next dive deeper. The badge structure (three, six, eleven and fifteen levels in one dive) shows how long a strong run can chain.

The five dive sites, in order

Locations are fixed — the same sites every run, no randomization.

  1. The Flats — the Gulf of Mexico training dive. Stone columns and pink coral, a Crownspine among the columns, Fire Worms in the shallows. Learn currents here.
  2. Crash Plateau — the wreck field. Red sand, ship debris, The Hooks hanging over the scrap and a Grimreef on the seabed. The Mysterious Log rests here.
  3. Blue Hole — the deep blue sand basin. The diver-mimic Life Line stalks it and the Mothray Eel punishes light. Dim everything.
  4. Glacier Scar — the frigid dead environment. White sand, giant ravines beside the bell, Brineglass sheeting the ground. One slip ends the run.
  5. Cragmire — the red-water magma site, documented right after the August 28 update. Burns on touch, but the biggest Sanguinite deposits in the game.

And below all of them: the Holes — cave entrances in the seafloor that the official description calls the deep sea holes. Linger at one and an adult Crownspine, five times normal size, comes up to end the dive instantly.

Survival rules the walkthrough runs on

The full survival playbook lives in the survival guide, but the short version that carries every site:

  • Movement is what gets you caught. Crownspine hunts by feel, the Lantern Star’s red light means freeze, and crouching past a hunter beats outrunning it.
  • Light is a double-edged tool. The Mothray Eel knows who dropped the flare. Keep lights holstered on Blue Hole.
  • Stare at what whispers. Balor retreats when watched; the Sywren’s gaze is the trap — break it by shaking your head and looking away.
  • The bell is not a panic room. Grimreefs enter it. The sonar operator has a harpoon gun, and five shots dropped one.

When to upgrade

Between dives, spend at NSA Atlantica. The upgrades guide has the full order, but the walkthrough version is: Nickel Pickaxe first (mining speed throttles everything), Pressure Recovery and Lightweight next (stealth and escape), then Storage to snowball each haul. The Tactical Gear badge proves six slots exist — filling them is the mid-game. Full tier rankings are on the best gear list.

After the loop

Once deep dives feel routine, the game’s endgame is the badge board and the collectibles: the monster log completion (The Collector), the map-wide Sanguinite clear past level six, the P.L.O.P, the Music Box tapes and Crash Plateau’s Mysterious Log. The game is in beta and updates often — the update timeline tracks every confirmed change, and the codes page stays honest about what exists (spoiler: still nothing).