# Blind Drop: Sonar Descent — Endless deep sea arcade dive

> Endless deep sea arcade dive (iPhone/iPad app by Adrian Pulbere.)

- Source: https://appshunter.io/ios/app/blind-drop-sonar-descent/id6764133968 (this page in markdown: same URL + `.md`)
- Developer: [Adrian Pulbere](https://appshunter.io/developer/1890826208)
- Category: Games, Action, Casual
- Price: $0.99
- Age rating: 4+
- Requires: iOS 18.0 · 1 MB
- Languages: American English
- Released: 2026-06-10
- Data updated: 2026-10-24

## What is Blind Drop?

Blind Drop is a one-handed arcade game about steering a probe down a dark trench for as long as the battery lasts.

You can't see the walls. Tapping the screen sends out a sonar wave from the probe, and anything the wave reaches lights up for a couple of seconds before fading again. That's your only way of seeing what's ahead. A short tap gives you a small, cheap ping that travels with you. Holding your finger down for a moment gives you one that covers the whole screen but costs more battery. Dragging left or right steers.

The trench is generated as you fall, so it's different every time. It narrows and drifts, rock juts out from the walls, and every so often a column splits the corridor in two and you have to pick a side. It's also inhabited. Eels lunge from burrows, jellyfish drift across the open water, and deeper down anglerfish wait in the walls with a glowing lure. Sonar only shows where a creature was when the wave reached it, so you're always guessing a little. Bumping into anything takes a chunk out of the battery. The battery also drains slowly on its own, a little faster the deeper you go. Battery caches are scattered along the walls. None turn up in the first 250 metres, since you start fully charged. After that they're most common in the upper stretch and get rarer the deeper you go, and like everything else you only see them when a ping finds them.

Every ping makes a sound, and the walls and creatures it reaches click back from the side they're on. If you'd rather play in silence, sound can be switched off from the main menu.

Apart from a small pause button, there's no interface drawn on top of the game. The probe's own glow tells you how much battery is left (it flickers and sparks when you're nearly out), depth markers are carved into the trench walls every hundred metres, and a band across the shaft marks each of the four depth zones. A line of small, faint diagnostic text along the bottom of the screen is the only text you'll see during a run.

Runs are short, usually a minute or two. There's a Game Center leaderboard for the deepest point reached if you want to compare with other people, and three colour schemes (green phosphor, amber, and a blue wireframe) to pick from on the main menu.

The game has no ads, no in-app purchases and no account. It doesn't collect any data, and it works offline.

## Is Blind Drop safe?

Not enough ratings yet to assess Blind Drop.

## Is Blind Drop legit?

Blind Drop: Sonar Descent appears legitimate, with a few gaps. The AppsHunter Legitimacy Score for Blind Drop is 65 out of 100 points across 7 verification signals from App Store and developer data.


## Version history (last 5 releases)

### 1.2.4 — 2026-10-16

VoiceOver players can now play by touch: during a dive, drag to steer, tap to ping and hold for a deep ping, just as without VoiceOver, and the text etched in the walls is no longer read out. To pause, tap the top right corner. A new sound guide on the main menu (GUIDE, next to the sound switch) lets you hear every sound in a dive and what it means.

### 1.2.3 — 2026-10-13

Menus, the pause screen and the end-of-run report now read out properly with VoiceOver.

### 1.2.2 — 2026-10-09

After a new best depth, the game may occasionally ask if you'd like to rate it. It asks rarely and stops for good after a couple of times. If you enjoy Blind Drop, a rating really helps other players find it.

### 1.2.1 — 2026-10-03

Small update so the game opens straight from App Store event links.

### 1.2 — 2026-10-03

This update fills the trench with things that move, adds sound, and changes how the walls look.

The sliding spikes are gone. In their place are deep-sea creatures. Eels lunge out of burrows in the walls, jellyfish drift through the open water, and further down there are anglerfish and long siphonophore chains hanging off the rock. Sonar works differently on them than on the walls: a ping shows where a creature was at the moment the wave reached it, and the creature keeps moving after that. The only way to see one move is in your probe's own light. Ping an eel up close and it flinches back into its burrow for a moment. Ping an anglerfish up close and it strikes. The anglerfish's lure glows in the dark on its own, and it looks a lot like a battery cache.

The game has sound now. Every ping makes a tone, and each wall, spike, cache or creature the wave reaches answers with a click at the moment it lights up, from the side it's on, so you can hear a wall coming before you see it. There's a low ambient hum that gets heavier as you go deeper, and the probe crackles when the battery is nearly empty. Sound follows the silent switch, plays alongside your own music, and can be turned off from the main menu or the pause screen.

A few other changes:

- There's a sound switch on the main menu, and a small pause button in the top-right corner during a run. From the pause screen you can turn sound off, or leave the run and go back to the menu (a run you leave isn't recorded).
- Spikes are now part of the rock instead of separate triangles stuck to the walls, and come in a few shapes: jagged crags, clusters of teeth and overhanging ledges. Pillars are now rough rock columns.
- The short ping now travels with the probe, so the lit area stays around you as you fall. The long ping still stays where you sent it.
- The trench is split into four depth zones (twilight, midnight, abyssal and hadal), each marked by a band across the shaft. The rock looks different in each one, and so do the creatures you meet.
- Long pings faintly light the far walls of the shaft behind the trench, and every so often something lying back there: a wreck, a whale skeleton, a vent field, an old probe.
- Particles drift past the probe's light, which makes it easier to feel how fast you're falling. The view follows the probe a little to the side, and the probe tilts and leaves bubbles when you steer.
- Slipping past an obstacle without touching it gives a small glint and a light tap. Hitting something throws off chips of rock and leaves a crack that later pings will show.
- When the battery runs out, the last sonar picture freezes and the screen cracks before the end-of-run screen appears.
- The game is lighter to draw: parts of the trench that are off screen are no longer redrawn every frame.

If something looks or sounds wrong after updating, I'd appreciate hearing about it.

## More apps by Adrian Pulbere

- [The Icarus Protocol](https://appshunter.io/ios/app/the-icarus-protocol/id6761677918)
- [The Forgery: Art Quiz Game](https://appshunter.io/ios/app/the-forgery-art-quiz-game/id6761858425)
- [Color Number Maze: Logic Path](https://appshunter.io/ios/app/color-number-maze-logic-path/id6778143113)
- [Cross Cat: Sliding Puzzle](https://appshunter.io/ios/app/cross-cat-sliding-puzzle/id6787757114)

All apps by Adrian Pulbere: https://appshunter.io/developer/1890826208

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-10-24.*
