Build your expedition
Pilot a sub through five ocean depths, refit your vessel and recruit crew. Descent and Endless modes offer different ways to face the swarm.
Bioluminescent descent shooter
Take one small sub down through five depths where light is the only thing worth having. Shine it and the swarm finds you. Hoard it and they close in unseen.
Free to start. Touch and controller support. Play as a guest or sign in for cloud saves. Optional purchases are available. Questions? Read the FAQ.
The light still remembers you here.
Boss: Shelf Leviathan
Colour without sun. Everything glows or hunts.
Boss: Reef Warden
Flat, cold, and endless. The swarm owns the dark.
Boss: Plain Devourer
Heat, venom, and pressure that bends steel.
Boss: Rift Colossus
The bottom of the world. Nothing here forgives.
Boss: Trench SovereignThe deeper law

Move to survive. Your guns track the nearest threat, so your hands stay on the stick and your eyes stay on the dark.

A wide light shows what is circling you. It also drains your glow and tells the swarm exactly where you are.

When the ring closes, burn glow to push everything back. A light given away pushes the dark back. Sit on it and the swarm closes in.

Each stage ends in the Refit Bay with three upgrades on the table and one reroll. Thirty upgrades across four rarities, from Twin Feed to orbital drones.
Boss fights
Every boss gets an approach, a chase, phases and a death beat. Every enemy down here is a creature that hid its light and turned.



The fleet
Each hull is rigged with its own turning, speed, light and glow regen. Five are earned in the Hangar with run credits. Two come only through Requisition.

Scan specimens and recover objects into the Codex. Side missions on the way down: specimen scan, black box, reef survey, pressure test, mineral extraction.
Captains, specialists and robots fill four berths. Seven permanent perks and hull refits carry between runs. Checkpoints bank your progress.
Open a hunt, share the invite code, and take the trench on together. Quick chat, mute and report are built in.
Online boards per run, a Story mode with voiced narration, and an Endless Descent when the campaign is not enough.
Touch joystick with LIGHT and SHOCK, or a controller. Reduced motion, colour blind modes, haptics.
English, Spanish, Portuguese, French, German, Russian, Japanese, Korean, Simplified Chinese and Arabic. Music for every stratum.
The story
Something on the floor of the world drank the light upward. The Lanternbound sent one small sub, the Lampship, carrying the last unbroken light down through five depths. You are Captain Vael. A spark called Mote rides with you. A hoarded light curdles. A light given away endures. That rule is the game.
Pilot a sub through five ocean depths, refit your vessel and recruit crew. Descent and Endless modes offer different ways to face the swarm.
Guest progress stays on your device. Sign in to sync cloud saves. The Market offers optional Data packs, vessel, crew and cosmetic unlocks, bundles and a monthly Pass. Review the current price and benefits before purchase. Purchased Data is separate from earned Specimen Data.
A React and TypeScript game with a Three.js rendering layer, with native mobile shells. RevenueCat manages purchase access across supported storefronts and web checkout.
Questions and answers
Answers come from the game's own data and code, so the numbers match what you see in play. 104 questions in 8 groups.
Glow is lamp energy, capped at 100. Orbs add 6, a Shock Charge adds 35 and kills add more. Wide Light and shockwaves spend it. With Wide Light off, regeneration starts at 2.6 per second, multiplied by your vessel, research, crew and refit bonuses.
Spend it. A full bar wastes your regeneration, and a shockwave pushes creatures back and clears incoming fire. The run summary shows your glow efficiency, the share of the glow you collected that went into shockwaves.
Your dive ends, the same as when hull reaches zero. O2 drains steadily and faster while you move. Clearing a wave, a boss arriving, glow orbs and hull repairs all give some back. The certification dive has no oxygen limit.
The dive ends. Everything you banked stays with you: Specimen Data, Mineral Cores, vessel XP and Codex scans. Only your place in the current descent is lost. The Abyssal Pass adds one revive per run that can pull you back.
An active Abyssal Pass grants one revive per expedition, shared across stages. When hull or oxygen would end the dive, you return with at least 60% hull, at least 50% oxygen and at least 3 seconds of invulnerability. Hostile fire is cleared. Certification does not use the revive.
Each charge absorbs the next hit completely and gives you a moment of invulnerability. Vessels that start with shields: Bastion (1) and Leviathan's Bane (1). The Standby Shield research adds up to 3 more, and Reinforce Shield adds 1 during a dive.
Attack Core gives +50% cannon damage for 10 seconds and Current Drive gives +40% move speed for 10 seconds.
The minimap marks creatures, bosses, power-ups and objectives around you. A guidance arrow with a distance in meters points at a pickup, an objective or a hunter gate worth heading for.
Two shockwaves, with 32 glow to spare. Each costs 34 glow and the bar holds 100. The shockwave button stays dark until you can afford one.
Campaign, Quick Dive, Dive Planning with Descent or Endless, the certification dive, Fleet Hunt and Story. The table above says where to find each one.
It starts a new dive at the first sector of your last world, using the last mode when available. A locked world falls back to Twilight Shelf; a fresh save starts there in Descent. With a valid checkpoint, Resume Dive returns to the next-stage briefing instead.
When Endless is enabled, open Dive Planning, pick a charted sector and select it. Clearing every campaign chapter also reveals an Endless Descent route below the deepest world. Availability follows the current game configuration.
Five stages: Descent, Pressure, Hold Fast, Deep Push and Apex. The last one is the world boss. Stage 3, Hold Fast, is a timed hold of 2 minutes 30 seconds.
Yes, at stage boundaries. Each cleared stage through stage 4 saves a checkpoint. Resume Dive opens the next briefing if the route and loadout are still available. Losing, abandoning, starting certification or launching a replacement dive clears it. Already banked rewards stay.
Endless-only twists that change the rules of the water for a while: Ink Fog, Frenzy, Riptide, Swarm, Ironshell and Feeding Frenzy. A new one is drawn every five waves.
Optional objectives inside a descent stage: Specimen Scan, Black Box Retrieval, Reef Survey, Rift Pressure Test and Mineral Extraction. The briefing shows which one a stage carries and what it pays.
A heavy, armored creature pursues you while the HUD shows a pressure meter. Following the marked gate route can make it crash into terrain, awarding score and pickups. The marked chase can also expire; distance alone does not guarantee that the creature disappears.
Blackwater minefields. Sweep ahead with LIGHT. Hold the wide beam on a mine to neutralize it; back away when its fuse flashes. They appear in stage 2 of Midnight Reef, stage 4 of Abyssal Plain and stage 4 of Hadal Trench.
Open Story. The prologue is always there, each act appears after you clear its world and the epilogue unlocks once every world is cleared.
Five: Twilight Shelf, Midnight Reef, Abyssal Plain, Hydrothermal Rift and Hadal Trench. They run from 600 m down to 10,400 m, and each ends in a boss.
Clear a world's boss in the Campaign and the next chapter opens at no cost. You can also chart sectors in Dive Planning. Paid first sectors cost between 2,025 and 28,320 Data. Twilight Shelf Sector I is free.
Hadal Trench has the highest base creature-hull multiplier: x2.8, with x1.72 speed and x2.5 score. The selected sector and active mutator can change these values.
Every world is split into six sectors, numbered like 1-1 and 1-2. Each sector has its own difficulty and score settings. In Dive Planning you pay the listed Specimen Data cost once to chart a sector, and it stays charted.
Seven: Lantern Jelly, Glass Squid, Void Octopus, Angler, Ribbon Eel, Viperfish and Rift Crustacean. Angler and Viperfish fire from range, and Rift Crustacean carries armor that soaks part of every hit.
Press Esc, or Menu on an Xbox pad (Options on PlayStation, Plus on Switch), or tap the pause button on a touch screen. Press it again, or choose Resume dive, to carry on. The pause menu also offers Restart stage, Ship systems and Abandon dive.
The game reads the browser's Gamepad API; compatibility depends on the controller and its mapping. The left stick or d-pad moves. Xbox defaults: A or RB shockwave, LT or RT Wide Light, X or LB tether, Menu pause. PlayStation and Switch labels use corresponding positions. Settings can rebind combat actions; navigation buttons remain reserved.
Cannons fire automatically at the nearest creature in range. A boss in range takes priority if there is no creature or the nearest is farther than 40 m. Base vessel range runs from 34 (SV Lumen) to 64 (Leviathan's Bane). Sonar Extender and Deep Reach Array extend range.
It costs 34 glow. It shoves nearby creatures back, damages them and any boss close enough, and wipes hostile fire out of the water. Its radius runs from 1x to 1.15x depending on the vessel, and the Deep Resonance module adds 40% more.
Hold it to widen your lamp. Base drain is 14 glow per second, modified by the vessel and active light-drain effects. Regeneration pauses while Wide Light is active; it falls back to normal light when glow is depleted. A wider lamp increases your detection signature.
It is the LIGHT button. Hold it for as long as you want the beam. The button only appears on touch devices; everything else works the same.
When a loose rock is in reach, PULL hooks it and drags it along as cover against enemy fire. DROP lets go. On a keyboard use Enter or F; on an Xbox pad use X or LB, and the same position on other pads.
Press 1 to 3 to install a module straight away, or use the arrow keys and press Enter. R rerolls. On a gamepad, the d-pad or left stick moves, A installs and X rerolls (Cross and Square on PlayStation).
Ten selectable languages: English, Español (Latinoamérica), Português (Brasil), Français, Deutsch, Русский, 日本語, 한국어, 简体中文 and العربية. Open More, then Settings, and change Language on the Ship Systems screen. Translated interface strings follow that setting; untranslated text, including this manual and some narrative, remains in English.
Yes. Colorblind mode offers Off, Deuter, Prot and Trit, and it starts off. The modes are for deuteranopia, protanopia and tritanopia.
Yes. Reduced motion suppresses combat shake, hit-stop effects and moving boss cinematics. Boss title cards still appear. It starts off, and motion effects also respect your device's reduce-motion setting.
Open More, then Settings. On the Ship Systems screen, use the sliders for Master, Music, Effects and Dialogue. There is also a mute switch, and Menu voice guidance reads menus aloud when you switch it on.
Vibration feedback on devices that can do it. The Haptics switch is on by default.
Open More, then Settings, and choose Replay tutorial on the Ship Systems screen, or use the button of the same name in the Pilot Manual. It runs the certification dive again.
Five, one for each world: Shelf Leviathan (Twilight Shelf), Reef Warden (Midnight Reef), Plain Devourer (Abyssal Plain), Rift Colossus (Hydrothermal Rift) and Trench Sovereign (Hadal Trench).
Stages of the fight. Bosses have between 2 and 4 phases, with the Trench Sovereign having the most. Each new phase raises projectile damage and speed and shortens the delay between patterns.
A countdown of 90 to 140 seconds depending on the boss. When it runs out the boss speeds up, adds a burst to most attacks and fires faster shots, so a slow fight gets harder.
Watch the warning marker around the boss. Aimed volleys show a lane first, and every attack waits at least 0.8 seconds before it fires. A shockwave also clears hostile fire out of the water.
Boss kills add 250 base Specimen Data and a score bonus. Only the final world boss clears a chapter and opens the next one, if any; optional hunters do not. Cmdr. Voss: +50% Data from boss kills.
Yes. A Skip button sits on the letterbox during a boss reveal and during the kill cam. Both are short and end on their own if you leave them.
On stage 5, Apex, the last stage of a world. Two escort waves come first, then the boss arrives and gives you a little oxygen back. There are five of these fights, one per world.
Seven: SV Lumen, Mako, Bastion, Wraith, Tempest, VANTA Prototype and Leviathan's Bane. Four can be commissioned with Specimen Data and two are sold only in the Market.
The SV Lumen, a Surveyor, is the starting active vessel. It has 1 cannon, 100 hull and 2 drone bays. The starting fleet includes SV Lumen.
Open the Hangar and select a hull. Choose Commission Vessel when available. Prices run from 4,000 Specimen Data for Mako to 24,000 for Tempest. VANTA Prototype and Leviathan's Bane are sold in the Market instead.
It depends on your style. Bastion has the toughest hull, Mako is the fastest, Leviathan's Bane reaches farthest, Tempest fires fastest and VANTA Prototype is the quietest in the dark.
Yes. Select any vessel you own and choose Set Active. Crew assignments are saved per vessel, so each hull keeps its own crew.
Base drone bays run from 2 to 3 per vessel; crew can add capacity. Drones come from refit modules: Orbital Drone and Choir of Augurs. Modules appear only when they can improve the current drone setup.
Thirteen: four captains, six specialists and three robots.
A vessel takes one captain, plus specialists and robots up to its berths. Berths run from 3 to 6 crew per vessel. Every crew member adds a stat bonus, and only captains carry a named ability.
Open the Crew Bay, select a crew member and choose Recruit when available. Prices run from 1,200 Specimen Data for Gunner Tereza "Tez" Kul to 8,000 for Cpt. Sable. Cmdr. Voss is sold in the Market only.
Yes, by raising your vessel level: Gunner Tereza "Tez" Kul at level 4, Harpooner Dao at level 9, Engineer Brant at level 15, SNAIL-9 at level 23 and CANDLE at level 30. Claim each reward from the refit path in the Hangar.
No. A crew member serves on one vessel at a time. Choose Transfer on their card to move them, and they leave their old berth.
A Market bundle that adds Cmdr. Voss, Cpt. Sable, Demolitionist Okonjo and AUGUR to your roster at once.
Up to three eligible modules each time your dive level rises. You install one. Fewer appear when the pool runs low, and no refit opens if it is empty.
A successful reroll replaces the choices with up to three other eligible modules and spends one reroll. You start every refit with one base reroll. Field Analyst adds 1 per rank, up to 2 ranks; crew can add more.
Each eligible legendary module has draw weight 3, compared with 56 for a common module. The catalog contains five legendary modules. Your exact chance depends on which modules are enabled, uninstalled and useful for your current drone setup.
Installed stat upgrades combine for this expedition, including resumed stages. Repairs apply immediately and shields can be consumed. Capacity limits still apply. A module is not offered twice in one expedition, and modules do not carry into a new expedition.
Pick up Hull Repair (30 base hull, modified by crew), install Hull Patch (repair 30 hull immediately, up to maximum hull), or return to the service dock where available. Maximum-hull modules also repair the hull they add.
30 modules in three families: offense (16), defense (6) and systems (8).
Research is a permanent upgrade. Hull systems cost Specimen Data and improve every vessel: Standby Shield, Honed Cannons, Living Light, Pressure Plating, Field Analyst, Deep Thrusters and Specimen Tagger. Extraction systems cost Mineral Cores and improve mining.
47,803 Specimen Data covers all 28 hull system ranks, and 484 Mineral Cores covers every extraction rank. The tables list the current cost of each rank.
A second currency, earned by finishing the Mineral Extraction side mission. Cores only buy extraction research. They never mix with Specimen Data.
Locate mineral seam: follow the extraction bearing and approach the marked rock. Vessel anchoring: thrusters locked while the drill rig deploys. Extraction in progress: diver control active, defend the fixed vessel. Mineral core secured: vessel controls restored.
Earned ranks persist in your save and apply to new dives with any vessel. Resumed expeditions retain their saved loadout. Purchased ranks depend on verified ownership. The Research Bay shows the current rank and maximum.
A level shared across your whole save, from 1 to 30. Every dive adds XP. Levels 2, 4, 6, 9, 12, 15, 19, 23, 27 and 30 pay out Specimen Data or a free crew member.
6 XP per kill, 260 per boss, 40 per cleared stage and rounded depth divided by 4. A terminal win adds 180. Completed or lost dives have a 24 XP minimum; stage checkpoints do not. Rewards already banked at checkpoints are not paid twice. Abandoning does not settle unfinished-stage XP.
Level 30, reached at 332,704 total XP. The final milestone, Rekindler, gives CANDLE.
19,600 Specimen Data across five stipends, and five crew members: Gunner Tereza "Tez" Kul at level 4, Harpooner Dao at level 9, Engineer Brant at level 15, SNAIL-9 at level 23 and CANDLE at level 30. Claim them from the refit path in the Hangar.
Destroy the creature and fly into the specimen sample it can leave behind. The Specimen Scan side mission also scans the species it marks. The Codex tracks seven lifeforms in all.
A welcome-back gift. Stay away for about 24 hours and Home offers a Rekindle button worth 24 Specimen Data, growing to 100 after about 5 days away. Tap it to claim.
The Abyssal Pass lets you claim 400 purchased Specimen Data once a day. Without it, the only timed reward is the Rekindle bonus after a long break.
Yes, eighteen of them, but only on the Steam version, where they unlock as you play. The game itself shows no achievement list.
Specimen Data buys vessels, crew, research ranks and sector charts. Mineral Cores buy extraction research. Purchased Specimen Data sits in a separate wallet. Fleet Hunts pay Fleet Specimen Data into a fleet ledger.
Stage checkpoints and terminal results bank earned Data. Base Data is 5 per chip, rounded depth divided by 20, 250 per boss kill and 60 per cleared stage. Crew, research, the active mutator and verified Data boosts can change the result. Previously banked rewards are not paid twice.
No. Data from a dive is banked when a stage ends or the dive is lost, so a failed dive still pays what you earned. Only your progress through the current descent is lost.
Data you bought or claimed from the Abyssal Pass. It stays in a separate wallet and is spent with Use purchased data on vessels, crew, destinations and research ranks. Data you earn in dives is spent in the Hangar, Crew Bay and Research Bay as usual.
Yes. Datastream Uplink and Abyssal Pass add together, giving 2x Data from every run with both. Specimen Tagger increases base yield by up to 50% at full rank, and crew may modify that yield. These factors multiply before the result is banked.
400 purchased Specimen Data to claim each day, +50% Specimen Data from every run, one free revive per run and a different exclusive hull finish each month. It renews automatically until you cancel, and you can cancel with Manage subscription in the Market. The monthly finish rotates through six styles: Ember Tide, Glacial Lumen, Violet Surge, Verdant Bloom, Crimson Abyss and Hadal Aurum.
Catalog reference prices range from $0.99 to $99.99. The connected store supplies the actual price and currency. Listed Data packs contain 500, 3,000, 7,000, 16,000, 45,000 and 100,000 Specimen Data across six sizes.
No. Earned Specimen Data unlocks five of seven vessels, twelve of thirteen crew members, hull research and sectors. Extraction research uses earned Mineral Cores. VANTA Prototype, Leviathan's Bane and Cmdr. Voss are Market-only. Paid finishes are cosmetic.
No. This version has no ad network connected, so no ads play. The game has two spots built for an optional rewarded ad, the run summary and the refit chamber. They stay hidden unless an ad provider is connected.
Open the Market and choose Restore purchases at the bottom of the screen. You need to be signed in to your pilot account, because purchases belong to the account.
Sign in, finish a dive and choose Submit to leaderboard on the run summary. The server accepts the submission before the board refreshes; only top-ranked scores fit in the Global list. Guests can read the board and keep local dives under Your Runs.
The 25 best dives saved on this device, ranked by score. It works offline and without an account.
A shared boss fight. One pilot creates a private hunt and shares an invite code, others join, and the fleet leader opens the gate. Everyone fights the same boss together.
Yes. Fleet Hunt needs a registered pilot identity for live crews, callouts and server-settled rewards. Solo dives work as a guest; checkout, cloud saving and score submission also require an account.
Create a private hunt, then choose Copy invite code and send the code. Friends enter the 10-character code under Join. The leader starts the hunt when everyone is in.
Only with quick callouts, chosen from a fixed list under Fleet callouts. There is no free text. For anyone in the roster you can pick Mute callouts, Block pilot or Report pilot.
Fleet Specimen Data, paid by the server when the hunt completes. The hunt screen shows how much each signal pays before you start, and your fleet balance after you finish.
Tap their name in the fleet roster and choose Report pilot. Pick a reason: harassment or abusive behaviour, offensive call sign, cheating or exploits, spamming callouts or something else. The report records the hunt and your account for moderators to review.
No. Choose Guest for solo play with progress saved on this device. Guests can read the global Sonar Net board. An account enables score submission, cloud saves, Fleet Hunt and checkout.
There are three ways in: Email, Username and Register. Email sends a 6-digit code to your address. Username takes a username and password. Register creates one.
For an email account, an address you can read and the 6-digit code we send. For a username account: use 3 to 24 letters, numbers, dots, dashes or underscores. Password must be at least 6 characters.
Sign in, open Account and choose Delete account. Confirm with your password or an emailed code. Deletion is permanent. It removes your cloud save, Sonar Net scores, Fleet Hunt records and purchased-data wallet. Purchases made through the App Store or Google Play stay with your store account.
Choose Sign out in Settings or on the Account screen. You return to a local profile. Your cloud save stays on the account, and signing back in brings it back. Use Restore purchases in the Market after signing in to check available store history and restore verified purchases.
If your account has an email address attached, choose Email, enter that address and the code we send, and set a new password. A different address does not recover a username-only account; use Contact for help.
Clearing site data deletes local saves, including guest progress and unsynced changes. A signed-in account can load its last successfully synced cloud save after signing back in.
Signed-in saves are stored locally and sent to the cloud when connected. Signing in elsewhere loads the account's available save. Offline changes need a successful sync before another device can see them. Guest saves stay on this device unless carried into a new email account.
Auto fullscreen on dive asks your browser or device for fullscreen when a dive starts. It starts on. Switch it off under More, then Settings (the Ship Systems screen) if you prefer a window.
Open More and choose Contact. On a wide desktop screen, More opens from the round button on the Home screen. A form opens with seven topics: help with the game, purchases and billing, report a bug, account and saves, ideas and feedback, privacy or data request and something else. You never need to look up an address.
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