Apartment 4C
You
A hull cleaner on the Keel Ring, known only by your room number. Nobody important, which is exactly why you're useful.
A first-person life in a city under the sea.
The surface got too hot, so people moved under it. You live in Apartment 4C on the Drift's lowest ring, and your job is to keep its hulls clean.
The game
The Drift is a city of four hundred halls hanging under the sea. It has no engines. It steers by rising and sinking until it finds a current going the way it wants to go.
You are one of its hull cleaners. Nobody calls you by name, only by your room number. Each morning you ride the lift down to The Hatch, drop through the moon pool and scrub the algae off the hulls for shells.
Then the city stops turning. The Helm starts planning expeditions, and the dispatcher at the Dive Office starts asking you for favours further out, and deeper down.
Scrub the hulls ring by ring for shells, and spend them on clothes, decor for your apartment and your first sea scooter.
Your suit is rated to 300 m. Depth modules take it to 500, 750 and 1,000. Past your rating the suit strains, and past that the pressure takes you.
Dig ore, cut kelp and lever salvage out of old wrecks. Every place in the sea sits at its own depth, and the rarer finds lie deeper.
Smelt at the furnace, build at the fabricator and upgrade at the tinker bench. Set your benches down wherever you like in The Hatch's workshop.
The drawings for new gear are out in the water: rubbings of old maker's plates, sealed Survey lockboxes, and notes that come down the message tube at night.
Something enormous circles out in the murk. It turns away if you get close.
The story
The surface, which everyone calls the ceiling, became too hot, too bright and too loud to live on, so people went under. The Drift is the biggest of the cities below: forty thousand people and no engines.
For generations it rode the same loop of trusted currents. Then, at the top of the loop, it kept going. The water is colder than it should be, and the Helm won't say where the city is.
The game follows you through about fifty days, from your first shift on the hull to the edge of the map.
The forecast board still shows numbers, but they're wrong. The water is too cold for this depth.
The fish are ones nobody has a name for. At night, when the city sinks and the sparks rise, something bigger rises with them.
The Helm says there's no cause for alarm. They're planning expeditions past the city's edge to see where we are.
You won't be on them. You clean the hull.
Wiki
A field guide that stays clear of spoilers. Depths are in metres below the ceiling.
Ten rings of halls hang down a central spine, about four hundred halls in all. Three of them you can walk through. The only way into the sea is the moon pool in The Hatch, and nobody goes up.
The surface. Bright, hot and out of reach.
Kelp gardens and glass domes under the light.
Halls branching off the spine, with garden domes between them.
More halls and hubs, joined by walkways.
The Market Hall: the Kiosk, the Shell Exchange, Kelp Tea, Fresh Catch, Kelp Noodles, the repair stall, and the Dive Office window at the far end.
Where the city is run from. You hear the Helm through the hall speakers.
Homes, hubs and walkways.
Homes, hubs and walkways.
Homes, hubs and walkways.
Pump housings, cargo decks and floodlights.
Hall 4, with your Apartment 4C, and next door The Hatch: dive lockers, the moon pool, the vehicle bay and a workshop you fit out yourself.
Sand under the city. Your first dive starts here.
Every place sits at its own depth, shallow round the city and deeper toward the map's edge. The dashed lines are the depths your gear is rated for.
A rocky rise beside the Shelf, kelp all the way to its top.
The sand plateau round the city: dunes, reefs, sea stars, crabs and garden eels, and the wreck of the Petrel.
Ramps and ledges stepping down from the Shelf's edge, between everything else.
Where the city's refuse ends up: curled hull plates, crates, a broken lift car, scrap half sunk in the mud.
Torn halls lying in a bowl behind a lip of rock. Nobody says whose they were.
A basalt shelf of vent chimneys and molten pools, with a cave beneath it down to 750 m. Bring heat plating.
A grey plain below the lava's edge, where the water is thick with ash.
A basin that lights itself: lantern trees, jellyfish and glowing spores.
Cold grey mud, cracked crust, bacterial mats and brine pools that shine like mirrors.
A dark plain at the edge of the map, with a trench to 1,700 m. Only a vehicle goes this deep, and your headlamp won't be enough.
The people you'll hear from, and one you won't.
Apartment 4C
A hull cleaner on the Keel Ring, known only by your room number. Nobody important, which is exactly why you're useful.
The Dive Office
The voice on the intercom and the man behind the Dive Office window. He gives you every job. Dry, tired, and more on your side than he lets on.
The city's council
Heard through the hall speakers and read off the forecast board. They say there's no cause for alarm.
Hall 4
Kneels at the bench by the post boxes by day. Some nights stands at the window, watching something rise.
Out in the murk
Shy and enormous. They circle at the edge of your lamp and turn away if you get close. Nobody has seen one whole.
Progress is measured in metres. Better gear lets you go deeper, and deeper water holds what you need for the next piece of gear.
| Fitted | Rated to |
|---|---|
| Basic suit | 300 m |
| Depth module Mk I | 500 m |
| Depth module Mk II | 750 m |
| Depth module Mk III | 1,000 m |
| Vehicle | Top speed | What it is |
|---|---|---|
| Sea Scooter Mk I | 8 m/s | Held in both hands. Your first way to cover ground. |
| Sea Scooter Mk II | 11 m/s | A white manta wing with two front lights brighter than any headlamp. |
| Mini Sub | 14 m/s | A glass cockpit and an arm that scrubs hulls, cuts ore and grabs salvage. Rated to 1,200 m. |
| The Tender | 7 m/s | Built in five stages. A home you drive from its helm, with a hold you fit out with your own benches. Rated to 2,000 m. |
Gallery
Work-in-progress stills from the game. Select one to see it larger.
Devlog
How the game is coming together, post by post.
From the developer