---
title: "DEEPSEA — Abyssal Descent"
url: "https://aigamehub.app/en/games/deepsea-c89eb0"
source: "https://github.com/daforce1984/deepsea"
source_type: "github"
play_url: "https://daforce1984.github.io/deepsea/"
platform: "both"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude Opus 5.5", "Claude Code"]
game_languages: ["ko"]
author: "daforce1984"
author_handle: "daforce1984"
category: "Adventure"
categories: ["adventure", "simulation"]
tags: ["deep-sea", "exploration", "first-person", "open-source", "webgl-alternative", "webgpu"]
added: "2026-10-24T02:45:43.924Z"
updated: "2026-10-24T02:46:18.333Z"
locale: "en"
content_locale: "en"
---

# 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.

## Description

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.

## Original post

Photoreal first-person WebGPU deep-sea dive to 4,000 m — custom engine, built with Claude Opus 5.5

Topics: claude, claude-opus, deep-sea, game, ocean, threejs-free, webgpu, wgsl

# DEEPSEA — Abyssal Descent **Play:** https://daforce1984.github.io/deepsea/ (Chrome / Edge with WebGPU; phones supported) **Source:** https://github.com/daforce1984/deepsea A photoreal first-person dive from a boat deck down to the 4,000 m abyssal plain, running on a custom WebGPU / WGSL engine written from scratch (no three.js, no game engine) — about 8,000 lines of JavaScript + WGSL. Built with **Claude Opus 5.5** in Claude Code. ![Surface](docs/surface.png) ## Highlights - **Ocean:** GPU FFT ocean (Tessendorf, 3 cascades × 256²), HDRI sky, GPU foam simulation (262k particles) that merges and tears, bubble plumes that rise and feed surface foam. - **Humpback lobtail:** spring-driven body bend, one tail slap over the fluke's real footprint, up to 400k spray drops simulated in a compute shader, drop-rain sound from real water-drop grains in an AudioWorklet. - **Depth-driven light:** Jerlov clear-ocean absorption (red gone by 10 m, blue by 250 m), adaptive exposure, torch with shadows. - **Encounters by depth:** dolphins, bait ball, mantas, sharks, turtle, oarfish, megalodon, giant squid, siphonophores, anglerfish, grenadiers on the floor — big animals shed wake vortices that swirl the marine snow. - **Audio:** HRTF spatial sound on deck and underwater, helmet breathing, depth call-outs. - **Mobile:** touch stick, gyroscope look, portrait or landscape. ## Controls Desktop: WASD swim · E/Q down/up · Shift boost · F torch · Space wrist gauge / dive in · Enter cinematic descent · V free look · L English/한국어 · ` debug event panel. Mobile: left thumb to move, drag or turn the phone to look, on-screen buttons. ## Run locally ``` python3 tools/serve.py 8795 # then open http://localhost:8795/index.html ``` ## Credits 3D models are CC-BY 4.0 / CC0 (see `assets/models/*/SOURCES.txt`), sky HDRI from Poly Haven (CC0), sounds from Pixabay (see `assets/audio/SOURCES*.txt`).
