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Maker daforce1984

DEEPSEA — Abyssal Descent

A first-person photoreal deep-sea dive from a boat deck down to the 4,000 m abyssal plain, built on a custom WebGPU/WGSL engine, with encounters by depth and spatial audio.

Made with AI Claude Opus 5.5、Claude Code

DEEPSEA — Abyssal DescentPreview of DEEPSEA — Abyssal Descent
Go play ↗Go to the maker's site ↗Source code ↗Maker's profile: @daforce1984 ↗

About this game

DEEPSEA — Abyssal Descent is a browser game running on a custom WebGPU / WGSL engine (no three.js or game engine), about 8,000 lines of JavaScript and WGSL. The player starts on a boat deck and dives to the 4,000 m abyssal plain, passing depth-graded light based on Jerlov clear-ocean absorption, and meeting dolphins, bait balls, mantas, sharks, a turtle, oarfish, a megalodon, a giant squid, siphonophores, anglerfish and grenadiers on the seafloor. Features include a GPU FFT ocean with foam and bubble plumes, a humpback lobtail spray simulation, HRTF spatial sound with helmet breathing and depth call-outs, adaptive exposure and a torch with shadows. Desktop controls: WASD to swim, E/Q down/up, Shift boost, F torch, Space wrist gauge/dive in, Enter cinematic descent, V free look, L to switch English/한국어. Mobile supports a touch stick, gyroscope look, and portrait or landscape. It runs in Chrome or Edge with WebGPU, phones supported, and can also be served locally with the included Python script. The author states it was built with Claude Opus 5.5 in Claude Code; 3D models are CC-BY 4.0 / CC0, sky HDRI from Poly Haven (CC0), sounds from Pixabay.

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