Source: Steam Community (opens in a new tab)
Progression Overhaul (Phase 1)
- Completely redesigned progression economy — PSI, Pearls, Drift, and Void Cores
- 155-node PSI Grid with 8 upgrade branches
- 129-node Pearl Grid with permanent upgrades that survive ascension
- 76-node Drift Shop across 4 categories (Workshop, Reliquary, Submarine, Depths)
- Ascension requires 50% PSI Grid completion + PSI threshold
- Void Tree redesigned as endgame permanence system with OMEGA ending
- 30 Void Nexus nodes across 5 branches
- BUY ALL and AUTO-BUY toggles on all upgrade grids
- Infinite capstone upgrades on every tree branch
- Upgrade pinning to track specific nodes
Deep Dive & Arsenal (Phase 2)
- Deep Dive endless mode — replaces O2 with a pressure meter that builds over time
- Deep Dive milestone rewards at 100m, 200m, 300m, 400m, 500m
- 4 exclusive Deep Dive artifacts earned from milestones
- Emergency O2 reserve mechanic — extra seconds when your tank hits zero
- Shield system — absorbs boss hits, counter-pulse damages bosses on block
- 5 arsenal abilities: Torpedo (homing projectile), Concussion Blast (AoE stun), Mine Drop (proximity mines), EMP Burst (freeze all fish), Beam (sweeping laser)
- Boss stat requirement gates — visible DPS, O2, pressure, and shield checks on milestone bosses
The Trench — Zone 6 (Phase 3)
- New zone: The Trench — the deepest abyss with no O2, only crushing pressure
- 3 unique Trench fish: Blink Stalker (teleports on hit), Fission Eel (splits into copies), Void Phantom (invisible until close)
- 2 Deep Dive exclusive fish: Phase Drifter and Split Shade
- Trench Horror boss with pressure waves, void zones, and homing orbs
- 6 Trench-exclusive artifacts forgeable from Trench Salvage
- Zone 6 shop with unique upgrades and Trench currency
UI Overhaul (Phase 4)
- Consolidated 13 tabs into 4 main tabs with sub-tabs
- Horizontal tab bar with animated transitions
- Dive controls redesigned — zone preview with sub and fish, info panel below
- Notification dot system — tabs glow when you can afford upgrades or have new content
- 20 submarine skins and 16 cursor designs in Cosmetics
- Full settings panel: audio sliders, display modes, UI scale, graphics toggles
- Interactive tutorial for new players
- Comprehensive How to Play guide
Performance & Dive HUD (Phase 5)
- Unified dive HUD panel system — PSI counter, combo display, depth meter, ability bar
- Circular O2/Pressure gauge with brass needle, zone-colored arcs, and tick marks
- Ability cooldown bars on the ability button bar
- Zone shop integration with per-zone currencies
- Ability SFX — unique procedural sounds for all 5 abilities
- Forge confirmation modal for expensive operations
UI Consolidation (Phase 6)
- Merged Artifacts & Forge into a single unified tab
- Each artifact card shows three states: owned (upgrade), forgeable (forge button + cost), or undiscovered
- Forgeable artifacts from locked zones hidden to prevent spoilers
- HUD-style Artifacts header with salvage counter, stats, and pity progress
- Redesigned Progress tab with 3-column milestone grid and stat cards
- Upgrade grids vertically centered, sub-tabs centered
- Zone Mastery scrolls with upgrades instead of stealing viewport space
Fish AI Overhaul (Phase 6)
- Minnows flock in schools — scatter when cursor approaches, reform after
- Fish flee from nearby deaths — visible chain reactions with AoE
- Sharks chase your sub with speed bursts
- Puffers inflate on cursor proximity, push nearby minnows away
- Jellies pulse rhythmically — burst forward, drift, repeat
- Eels lurk still, strike fast when you pass, then retreat
- 4 depth tiers adjust spawn rates — tougher fish deeper
- Minimum fish count of 50 so later zones stay populated
Keybind Remapping (Phase 6)
- Rebind all 6 actions in Settings (Torpedo, Concussion, Mine, EMP, Beam, Surface)
- Click to rebind — collision detection auto-swaps conflicting keys
- Modifier keys blocked from binding
- Ability bar dynamically shows custom keybinds
- All settings persist across sessions
Combat Depth (Phase 6)
- Boss phase transitions — 0.5s invulnerability at 60% and 30% HP with particle burst
- Attack telegraph — red arc fills before boss attacks for dodge window
- Torpedo smoke trails, concussion double-ring distortion, EMP electric arcs, beam burn particles
- Depth atmosphere — vignette tightens with depth, progressive water darkening
25-Boss System
- 25 milestone bosses across 5 zones at depths 20m, 50m, 90m, 130m, 180m
- 5 unique zone final bosses with custom abilities
- Trench Horror as the ultimate Zone 6 boss
- Boss trophy wall in Bestiary with progressive reveal
- Bestiary with CREATURES, BOSSES, and MILESTONES tabs — 7 kill tiers per species
Artifacts & Forge
- 45 artifacts: 6 per zone + 5 global + 4 Deep Dive exclusive
- Forge system — craft artifacts from salvage, upgrade to Lv.10 for 5x effect
- Pity system guarantees drops after 200 kills or 30 treasure
- Rarity tiers: Common, Rare, Epic, Legendary
Steam Integration
- 100 Steam achievements across 12 categories
- Achievement popup notifications in-game
- Window mode support: Windowed, Fullscreen, Borderless (F11 toggle)
Audio
- 19 procedural SFX generated via Web Audio API
- Ambient underwater drone with depth-reactive frequency
- Native audio playback through Godot
- Separate Master, Music, and SFX volume controls
Polish & Performance
- Larger O2 gauge for better readability
- Restyled speech bubbles with HUD panel styling
- Power-up orbs can't overlap bottom HUD
- Per-frame performance optimizations in game loop
- 3 save slots with auto-save
- Offline PSI earning while away