Games and entertainment decision

ABYSM - Dive the Deep Sea

A capable developer can reproduce the core descent, audio, and local unlock in a few weeks, but matching the original app's proprietary art, audio, translations, App Store presence, and polish is nontrivial—keeping the paid product is reasonable if that full experience matters.

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Built by Apoorv, who ships 5 products in this index

You pay

Not priced

No pricing page we fetched carried a figure, so there is nothing to compare against. The build side is still real.

You’d pay instead

$100one-off104 h to build

$0/mo4 h/mo upkeep

No published price to break even against.

No open-source build does this yet

Nothing published replaces this one, so a replacement starts from an empty file. Here is what it would have to cover.

What a replacement has to do

  • Descend through depth zones, observe procedurally generated ambient audio and pixel-art creatures, and unlock deeper zones via a one-time in-app purchase.

What it still won’t have

  • Original pixel art and visual polish (© Apoorv Darshan)
  • Proprietary procedurally generated ambient audio and its tuned mixes
  • App Store listing history, ratings, and discovered audience
  • Included translations (16 languages) and existing localization work
  • Developer goodwill, name, and copyright-covered content

What remains hard

  • Product polish and ongoing maintenance
Read the build prompt

First-year cost

No published price

ABYSM - Dive the Deep Sea does not publish a price we could read, so there is nothing to compare against. What building costs is below.

Money you would actually spend

Keep paying
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Subscription price × seats × 12

Build it
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AI build —APIs + hosting —

Time you would spend

—

—

What you would spend

What we assumed

The verdict above measures whether you could build it. This one is only about money.

Runnable build prompt

Not run yet
Build a single-player iOS app in Swift + SpriteKit (or SwiftUI+SpriteKit) that recreates a minimal ABYSM experience: implement vertical scroll/descend of a procedurally populated 2D scene, show depth-based creature/landmark cards, play procedurally varied ambient audio loops per zone, persist dive position and unlock state locally, integrate a one-time non-consumable in-app purchase via StoreKit (include restore), support basic controller input and haptics, and ship with one language. Out of scope: reproducing the original art assets, multi-language localization beyond one language, analytics, server-side components, and social features. Include error handling, unit/UI tests for purchase and persistence flows, and a simple CI build for TestFlight.
How we checked1 sources · 2/3 runs agreed · evidence score 52

How the score was reached

  • Partly verdict base52
  • Evidence score52

The base comes from the verdict. Everything under it is a check that either happened or did not, and each one is a fact frozen in this record rather than a judgement made at render time - so the same evidence always produces the same number.

How scoring works →

Cited sources · 1

Every page the run actually retrieved.

Integrity checks

What held up, and what did not.

! 2 of 3 runs agreed; the verdict is the majority✓ Citations limited to fetched pages! 1 moat recorded