Underground Kidz

Deep Trouble

A Delulu Adventure

Deep Trouble hero character

Dodge falling boulders.
Outsmart enemies.
Find the exit.
30 handcrafted underground levels await.

◆  Get it on the App Store
30
Levels
4
Grades
221
Bats
342
Boulders
0
Data Collected

About the Game

Deep Trouble is a love letter to the golden age of arcade puzzle games. Inspired by the legendary Boulder Dash (1984), it drops you underground as a lone adventurer with one goal: find the exit and get out alive.

Sounds simple. It isn't. Boulders tumble with merciless physics, bats patrol dark tunnels, and every decision ripples through the cave. Master the art of controlled chaos — use falling rocks to crush enemies, carve safe paths through packed dirt, and race against the clock through 30 uniquely crafted levels.

Classic Mechanics, Modern Feel
The rock-solid puzzle gameplay you remember, rebuilt from scratch for iPhone and iPad. Every tile texture is handcrafted — no asset store, no shortcuts.
🎮
D-Pad or Joystick — Your Choice
Play with a virtual d-pad or switch to an analog joystick with a single tap on the HUD icon. Both are tuned for tile-precise movement with no ghost inputs.
🦇
Lurking Bats
Dark, winged bats patrol the tunnels following their own twisted logic. Learn their pattern — or lure them under a well-placed boulder.
🏆
Score & Grade System
Every second counts. Complete all 30 levels to receive your final grade: C, B, A, or the elusive S rank.
🎵
Beat-Driven Intro & Step Sounds
The title screen pulses with the beat. In-game, footsteps change sound depending on what you're walking through — dirt crunches differently from open ground. A speaker toggle in the HUD mutes everything instantly.
🔒
Zero Data Collection
No accounts. No analytics. No ad SDKs. Deep Trouble collects absolutely nothing about you. Your underground adventures stay entirely yours.

How to Play

Objective

Find the exit door and reach it before time runs out. You start with 10 lives — when you run out, the game is over.

Controls

D-Pad (bottom-right)
Tap to move one tile. Hold to move continuously after a short delay. Always visible at 25% opacity so it never blocks your view.
Analog Joystick (bottom-right)
Alternative to the d-pad — drag in any direction to move. Tile-precise: dominant axis wins, so diagonal drags snap cleanly to a single direction.
📳
Shake to Give Up
Trapped with no escape? Shake the device to sacrifice your current life and restart the level. Useful when boulders seal you in.
Long Press to Skip
Hold outside the d-pad for 1.5 seconds to skip to the next level. The skipped level moves to the end of the queue — you'll still need to finish it to see the ending.
👆
Tap to Continue
After dying, completing a level, or hitting game over, tap anywhere on the screen to continue.

The HUD

lives
✛/◎control toggle
🔊/🔇sound toggle
LVL:current level
time remaining
SCORE:total

Tap the control icon to switch between d-pad and joystick. Tap the speaker icon to mute or unmute. Both preferences are saved — they carry over between sessions.

Scoring

Per level: time remaining × 5. Scores stack across all 30 levels. Racing for S rank means finishing every level as fast as possible.

Final grade thresholds: S ≥ 70,000  |  A ≥ 40,000  |  B ≥ 15,000  |  C below 15,000.

Physics

Boulders obey gravity — they fall when unsupported, roll off rounded surfaces, and slide off the edge of walls. A boulder dislodged from above will crush anything underneath, including you and your enemies. Learn to use this. It's half the game.

Tips & Tricks

  1. Level 1 is your practice ground. The first level has a generous lives safety net — game over refills your hearts to 10. Use it to experiment with boulder physics without consequences.
  2. Dig sideways before digging down. A column of dirt directly beneath a boulder is a death trap. Carve a horizontal channel first so falling boulders have room to roll clear.
  3. Bats go straight first. Bats prefer to go straight, then turn right if blocked. They're predictable on narrow corridors — memorize their loop and walk past them, or trap them.
  4. Stuck? Shake to restart. If there's no way forward, shake the device to restart the level. You'll lose a life, so use it when you're truly trapped.
  5. Skipped levels come back. Long-pressing skips a level to the end of the queue — it does not remove it. You must complete all 30 to reach the final score screen. Skip strategically, not habitually.
  6. Game over sends you to a checkpoint, not the beginning. If you lose all your lives, you restart from the last level that's a multiple of 5 — so dying on level 8 puts you back at level 5, not level 1. Keep that in mind when deciding whether to push your luck.
  7. Speed is everything. Your score is purely time-based — every second you shave off is points in the bank. Learn the level layout, commit to the fastest route, and move.
  8. Scan before you move. Spend a moment mapping the level. Locate the exit, spot enemy patrol zones, and identify which boulders are about to fall. One moment of observation beats three wasted lives.
  9. Watch your path to the exit. A boulder can seal the door while you're navigating around enemies. Always keep the exit route in mind, not just the immediate threat.
  10. Patience beats panic. Enemies have fixed, repeatable patterns. Watch a bat for two full cycles before committing to a path. Rushing through a patrol zone is how most lives get lost.

Game History

Deep Trouble stands on the shoulders of a giant. Boulder Dash, created by Peter Liepa and Chris Gray and published by First Star Software in 1984, was one of the first games to fuse real-time physics with puzzle design. It sold over one million copies in its first year on the Commodore 64, Apple II, and Atari platforms, and spawned a genre that endures to this day.

Deep Trouble is Underground Kidz's take on that legacy — a ground-up reimagining that preserves what made the original great while building on top of it for modern iPhones and iPads.

1984
Boulder Dash is Born
Peter Liepa and Chris Gray release Boulder Dash. Rockford the miner digs through caverns collecting diamonds while boulders fall and enemies patrol. A genre is invented.
1984 – 2000s
A Thousand Clones
Boulder Dash spawns dozens of sequels and spiritual successors across home computers, consoles, and eventually mobile. The formula — dig, collect, survive — proves timeless.
2015
Deep Trouble Begins
Underground Kidz starts building Deep Trouble in Swift and SpriteKit, inspired by Apple's new game framework. No asset store, no shortcuts — every tile texture is handcrafted.
2015 – 2025
Life Gets in the Way
Work, family, and the general chaos of being a human being conspire to pause development for 16 years. The cave waits patiently.
2026
Development Resumes & Deep Trouble Ships
After 30 levels, a cast of lurking bats, a beat-reactive intro screen, more boulder physics than is healthy, and an embarrassing number of playtests, Deep Trouble finally arrives on the App Store.

What's Next

Deep Trouble is just the beginning. If there's demand, version 2 is already taking shape in our heads — more levels, a level editor so you can build and share your own underground nightmares, treasures, and bonus items to discover along the way.

And keep an eye out for more games featuring our hero Delulu. The delulu adventure is far from over.

FAQ

Is Deep Trouble free to play?
Check the App Store listing for the current price. There are no in-app purchases, no ads, and no subscriptions — you get the complete game with all 30 levels.
Does the game collect any personal data?
No. Deep Trouble collects zero personal data. There are no accounts, no analytics SDKs, no crash reporters, and no advertising frameworks anywhere in the app. Your gameplay stays entirely on your device. This is declared in the app's privacy manifest (PrivacyInfo.xcprivacy) and verified by App Store review.
The game has no sound — is that a bug?
Two things to check. First, the speaker icon in the HUD — tap it to unmute if the icon shows a crossed-out speaker. Second, Deep Trouble respects iOS's ringer/silent switch. If your phone is on silent, the game is silent regardless of the in-game setting. Toggle the ringer switch on the left side of your device to restore audio.
Can I switch between the d-pad and the joystick?
Yes. Tap the small control icon in the top bar of the HUD — it shows the control you'll switch to (d-pad icon means you're on joystick, joystick icon means you're on d-pad). Your choice is saved and persists between sessions.
I'm completely stuck on a level — can I skip it?
Yes. Long-press anywhere outside the d-pad for 1.5 seconds to skip the current level. It moves to the end of the queue and you'll return to it later. You can also shake the device at any time to sacrifice your current life and retry the level fresh. Note: you must complete all 30 levels to reach the final score screen.
I keep accidentally giving up when I don't mean to.
The shake gesture is tuned to require a deliberate shake rather than a casual bump — light movements while walking shouldn't trigger it. If it's happening too frequently on your device, try holding your phone more firmly during play, or rest it on a flat surface.
The d-pad seems to move my character more than one tile at a time.
A single tap should move the character exactly one tile. The d-pad does repeat movement when held (after a ~350ms delay, then every 120ms). If you're seeing unexpected multi-tile jumps on single taps, please contact support with your iOS version and device model — that would be a bug we want to fix.
What iOS version is required?
Deep Trouble requires iOS 18.0 or later and works on iPhone and iPad. The game is landscape-only and adapts to all modern screen sizes. It is not available on Apple Watch or Apple TV.
How is the final grade calculated?
Your total score is the sum of (time remaining × 5) across all 30 levels. Grade thresholds: S ≥ 70,000 | A ≥ 40,000 | B ≥ 15,000 | C = below 15,000. S rank requires fast, efficient play on every single level — good luck.
How do I beat the later levels?
The Tips & Tricks section above has everything you need, but the short version: scan before you move, use boulders as weapons against enemies, never stand below unsupported boulders, and shake early when you're trapped rather than waiting for the timer.

Privacy Policy

Effective date: June 2026  ·  Published by Underground Kidz

Deep Trouble does not collect, store, transmit, or share any personal data — ever.

What we collect

Nothing. Deep Trouble has no user accounts, no login, no registration, and no profile of any kind. The app does not include analytics SDKs, advertising frameworks, crash reporters, or any third-party tracking code.

On-device data

Game state (your current level, lives, and score) exists only in memory while the app is running. Nothing is written to disk between sessions — closing the app resets the game. No data ever leaves your device.

This website

This page uses no cookies, no tracking pixels, and no third-party scripts. No personal data is collected by visiting it.

Contact

Questions about privacy? Email support@deeptrouble-game.fneumann.com — we'll respond promptly.

Deep Trouble's privacy declarations are also documented in the app's PrivacyInfo.xcprivacy manifest, which is reviewed by Apple as part of App Store submission.

Support

Found a bug? Got a question not answered above? We read every message and use the feedback to improve the game. Deep Trouble is a small indie project — your reports genuinely matter.

Contact
support@deeptrouble-game.fneumann.com

When reporting a bug, please include your iOS version, device model, and which level number you were on. A description of what happened (and what you expected) helps a lot. Screenshots are always welcome.