Pacific Theater · 1953 · Depth
You command an experimental submarine with one searchlight, four torpedoes in the rack and air for twenty minutes if nobody panics. Below you: a minefield, a missing carrier and a light that shouldn't be there.
A new game inspired by the 1980s classic. New code, new art, new story.
PBN WIRE RELAY · NAVAL COMMAND · EYES ONLY
FROM: ADM. L. STERN
TO: COMMANDING OFFICER, EXPERIMENTAL SUBMARINE SEA DRAGON
USS NEBRAHOMA LAST HEARD 0412 HOURS, GRID 19-NORTH. NO DISTRESS CALL. NO WRECKAGE. NO OIL ON THE WATER. THE SURFACE FLEET IS BUSY WITH THE COLLECTIVE AND THEIR AIRSHIPS. NOBODY IS LOOKING DOWN. YOU WILL.
FIELD IS SOWN WITH CHAINED MINES OF MANUFACTURE. SURFACE FOR AIR AT YOUR OWN RISK. DESTROYERS OVERHEAD ARE NOT FRIENDLY AND DO NOT ASK.
FIND THE CARRIER. BRING BACK THE BLACK BOX. DO NOT FOLLOW THE LIGHT.
STERN · END MESSAGE
↑↓←→ steer · Space torpedo · P sonar ping · R restart. Air drains as you dive; break the surface to refill, but the destroyers up there drop depth charges. Reach the wreck at 1,500 meters.
Sea Dragon is a 2D side-scroller built to look and light like 3D. Your searchlight is your sight line; everything past it is guesswork and sonar. Missions run from coastal minefields to the deep trench, and the ocean gets stranger the farther down you go.
Final dive · classified
Every chain in the minefield leads down. Every missing ship in the Pacific left a trail. The last mission asks a simple question with a bad answer: who laid the mines, and what are they guarding?
Sonar contacts logged: 0 of 0
Deep Clearance granted. You logged every contact. Enlist below and your beta invite will carry the Deep Clearance stripe, plus first look at the trench level.
We're deciding now. Tap what you'd actually choose. Nothing is charged; it just tells us what to build.
Beta crews get the first builds, a vote on which refits make the cut, and the dev log as the boat comes together.