[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/steel_diver.jpg]]
A TwoPointFiveD [[AddedAlliterativeAppeal side-scrolling submarine simulator]] from Creator/{{Nintendo}} for the [[UsefulNotes/Nintendo3DS 3DS]]. You pilot one of three subs (an adorable little compact sub that can [[BoringButPractical fire torpedoes vertically]], a medium-sized submarine which is JackOfAllStats, and a [[CoolBoat four-torpedo-tube heavy sub]]) through a variety of stages, dodging depth charges, naval mines, and [[HotSubOnSubAction enemy submarines]] along the way. A gyroscope-enabled periscope minigame and a multiplayer turn-based strategy mode round out the package.

In 2014, a (mostly) free-to-play sequel, ''Steel Diver: Sub Wars'' was released. Unlike the first game's 2.5D presentation, ''Sub Wars'' is in full 3D with a first person view from the sub. The main focus is the game's surprisingly fun 4 vs. 4 multiplayer, which some have likened to ''VideoGame/AceCombat'', if ''Ace Combat'' was underwater and about submarines. It helps that the multiplayer (and the first two missions of the game's single player campaign) are free to download, with the rest of the single player and a few extra subs being unlocked for 10 dollars.
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!!The following tropes appear in this game:
* AdvancingWallOfDoom: The eight time trial of the first game features one chasing you 2/3rds of the way in.
* AttackItsWeakPoint: [[spoiler:The Sea creature's shell is impervious to torpedoes but if you can maneuver them into the opening it will retreat and eventually give up entirely.]] The "advanced enemy battleship" has a hatch underneath it in addition to all its bombs, torpedo launchers and depth charges that releases giant homing torpedoes and [[BigBulkyBomb over sized depth charges]] that will quickly total your submarine. The hatch, like the rest of the vessel only takes ScratchDamage from your torpedoes, however, if you can slip in some while it's opening to release its' payload...
* BoringButPractical: Sure, the small ND 0-1 Manatee sub only has one torpedo tube, no pitch wheel, [[ArsonMurderAndJaywalking and is painted a rather ugly color]], but as it turns out being able to fire straight up comes in handy.
* CamelCase: One of the submarines, the ND 0-3 [=BlueShark=]
* TheCameo: Peppy Hare from ''VideoGame/StarFox'' makes a cameo in ''Sub Wars'' when advertising the full version and it's features. Similar to the bunnies in ''VideoGame/StreetPassMiiPlaza''.
* CollisionDamage
** Coming into contact with enemy vessels is not advisable. In the event you submarine gets stuck on one, it will not take continuous damage however. It's possible to land you submarine, most easily the ND 01 Manatee, on top of enemy battle ships by going fast enough to jump out of the water. Self repair still activates!
** Most sea creatures are harmless, but coming to close to a whale will cause minor damage to your submarine.
* TheComputerIsACheatingBastard
** The "Steel Commander" AI is fairly fair, truth be told, but during mission mode, purposefully surfacing and letting enemy aircraft see you before diving underneath enemy ships is usually not a valid strategy, as their explosives tend to pass through their allies and hit you. "Neutral" hazards such as the statue heads of "the depths" are always valid enemy submarine killers however, even if you were the one to trigger them.
** Your own torpedoes can't hit off screen targets, but enemy submarines can shoot yours from such distances and angles.
** While enemy vessels seem immune to mines, enemy torpedoes do destroy them, so you can still kill two birds with one stone.
* CosmeticAward: After completing a mission you are taken to a quick bonus round of "periscope strike" where you can earn decorations for the submarines you control as you sink enemy vessels. [[SubvertedTrope However]], get enough of a certain decal and it will start [[AceCustom powering up your submarine]].
* CriticalAnnoyance: Albeit, the real "siren" submarines of the eighties would have used, the one that's been [[StockSoundEffect immortalized]] by Hollywood movies. "Mayday!"
* CriticalHit: In "Periscope Strike", most vessels types have a specific spot which will leave the words "critical hit" on the screen if struck with a torpedo.
* DeadlyWalls: You are controlling a submarine, after all. At most, you can park a sub on a flat surface if you touch down very gently. Otherwise it will take damage.
* DestructibleProjectiles: Shooting depth charges, mines, bombs and even other torpedoes, homing or otherwise, is a valid tactic in mission mode.
* DifficultySpike: The first game's "Preemptive Strike" mission is the first that is less about navigation and more about keeping your submarine intact in very hostile waters.
* DownTheDrain
** The time trials of the first game seem to take place in drains, or at least terrifically large pipes.
** "Enemy Stronghold" starts UnderTheSea, as most levels have been before entering said Stronghold, which seems to be a be ninety percent underwater factory converted to a military base.
* EveryoneKnowsMorse: The only way to communicate in ''Sub Wars'' is through Morse code. Thankfully, there is a chart that tells you how to spell out each letter and messages are in regular letters. The single button chat system is, supposedly, more convenient than using the touch screen to type.
* EverythingsBetterWithSparkles: When you have enough of a decal to get a power up from it, it will start to sparkle
* ExcusePlot: [[ExtyYearsFromNow In the year 19XX]], a rogue nation threatens world peace. A coalition submarine force has been assembled to take them on. You're part of it.
* FogOfWar: Given that Steel Commander is based on ''Tabletopgame/{{Battleship}}'', there is a lot of guess work regarding the position of enemy vessels. Submarines can use sonar to make the process easier, at the cost of a turn.
* FragileSpeedster The compact crew of 11 ND 0-1 Manatee is built more for maneuverability than high speed or acceleration, but given contact with almost anything is always dangerous this tend to result in it moving through missions the fastest. It can't take as much punishment as the [=BlueShark=] or Serpent however.
* GetBackHereBoss: "Enemy Stronghold" sees you chasing a submarine from its construction site. However, it will face you if you fail to destroy it before cornering it.
* HotSubOnSubAction: Inevitable, really.
* InstantWinCondition: To win "Steel Commander" you have to sink all five of the opposition's supply ships...or you could just wreck their submarine.
* InterfaceScrew: Springing leaks tend to lock your controls until they are plugged. You can easily end up taking more damage than expected if a leak happens to open up and you [[CycleOfHurting cannot fix it before you can change course to avoid further damage.]]
* {{Invisibility}}: The masker makes homing torpedoes go off course in the first game, as well as letting you pass by timed mines without setting off their countdown but in the second it acts more like this.
* InvincibleMinorMinion: In mission mode, some submarines attack you from the background where, unlike periscope strike mode, you can't return fire. Air planes and helicopters tend to be this by default as well.
* JackOfAllStats: The midsize crew of 24 ND 0-3 [=BlueShark=] has less maneuverability than the Manatee, fewer torpedoes than the Serpent, no water to air missile and can't sustain as much damage as Cruz's boat. But it will get around obstructions quicker than the Serpent and can take more hits than the Manatee.
* JungleJapes: "Jungle Canal", which is big enough for even a 38 meter submarine to navigate, albeit clumsily.
* KingMook: "The Advanced Enemy Battleship" of "Preemptive Strike" is a larger version of the battleships that have already been hassling you every other mission, with more weapons and a tougher hull.
* MacrossMissileMassacre: The advanced enemy battle ship of "Preemptive Strike" has an attack where it retreats to the background and peppers the entire area with air to sea torpedoes.
* MightyGlacier: The large crew of 40 ND 0-5 Serpent is the least graceful target you can control, but it will keep running at the point your other sub options would have been sunken, has the best pitch wheel for lining up shots and it carries the most torpedoes.
* OxygenMeter: Your submarine's air supply will never decrease so long as you don't use your masker. If you do, however you may need to surface to replenish your vessel's breathable air.
* PunnyName: The captain of the ND 0-1 Manatee is Luc Fisher, the ND 0-3 [=BlueShark=] has Ben Triton and the ND 0-5 Serpent has Dante Cruz
* RacingGhost: The first game's mission mode lets you race a ghost, either of yourself or of the development team.
* RammingAlwaysWorks: Battleships and destroyers are not above ramming your submarine if you surface in front of them, although most will also take damage from colliding with you. The last submarine of "Enemy Stronghold" regularly uses a ramming attack.
* RegeneratingHealth: No health pickups or extra lives here. Luckily for you, your submarine will slowly repair its structural damage when it is above water during, provided you're in mission mode. It will also more vulnerable to attack in such a position and you can't stay too long anyway because time's a tickin'!
* SeaMine: The classic spiky ball has two flavors. One that explodes when you run into it and another that starts a timer when anything large enough is in it's general vicinity. A third is dropped in a spread by the advanced enemy battle ship of "preemptive strike", which explode on their own after awhile.
* SeaMonster: [[spoiler:The unidentified sea creature of "The Depths", which has been sinking submarines but is less actively hostile than territorial]]
* SlippySlideyIceWorld: "The Arctic Circle", the first locked mission. There is even a giant ice flow that has to be pushed out of your way with torpedoes.
* TimedMission: All the mission mode missions have a time limit that gets more lenient as their number increases.
* TimeTrial: As an alternative to the numbered missions of the first game. Since all the regular missions are timed anyway, the trial courses are designed specifically to test you on certain aspects of the controls or other game mechanics.
* TurnBasedCombat: Steel Commander, being based on ''Tabletopgame/{{Battleship}}'', has two opponents taking turns as they attempt to locate and sink naval vessels. However, the sinking of any vessels located has to be done in real time with manual aiming, and their is a time limit as the opponent attempts to move their vessel out of range, or return fire, depending on what was matched up with what.
* TwoPointFiveD: Only it's in stereoscopic 3D, which makes it... 2.75D?
* UnexpectedCharacter: [[spoiler: Vehicle, in this case. A later update for "Sub Wars" adds the Blue Marine from ''VideoGame/StarFox64''.]]
* UndergroundLevel: "Undersea Cave" is exactly that, although it becomes a LethalLavaLand HailFirePeaks when an underground volcano erupts, forcing you to hightail it to the exit(or rather, alternative entrance to the enemy stronghold). "The Depths" are another example
* UnderwaterBossBattle: It has a couple boss battles, so it's a given, first with you both underwater and then with the boss above it and you below.
* UnderwaterRuins: in "The Depths" they serve as obstacles for you to clear, and potential traps to destroy enemy submarines.
* VideoGame3DLeap: You could either control the submarine on a 2D plane from a third person perspective or move up and down while pivoting from a first person periscope perspective in the first game. ''Sub Wars'' is all first person free three dimensional movement.
* WaterGeyserVolley: Underwater geysers sometimes serve as aid and more often serve as hindrances but in either case will push your submarine around.
* WaveMotionGun: The last submarine of "Enemy Stronghold" has one.
* WeakSauceWeakness: Two of your mission mode submarines can only fire in one direction and none of them can change direction easily(although all can move in reverse), something every boss enemy you encounter will take advantage of.
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