
painting the descent…

painting the descent…
the ship is still in pieces. wishlist the descent.

the trailer
All that can save you now is your advanced nanite technology, your wit and your will. Take hold of the creatures in the ocean, recover the pieces of your ship, return home.

the objective
01Hull PlateGull SweepHull Plate
The first thing to tear off, and the shallowest thing to find. Bent, scorched, still mine.
Lights the The Hold
02Lamp CoreNorthern ReachLamp Core
The saucer's own light. Cold water kept it whole.
Lights the The Decanter
03Seed CradleIcy FringeSeed Cradle
Where the nanite seed is loaded. Without it there is no piloting anything.
Lights the Research Bay
04Drift VaneSargasso MeadowDrift Vane
A steering fin, tangled in weed and colonised inside a week.
Lights the Specimen Wall
05Storm ShroudStorm AlleyStorm Shroud
The outer skin that took the entry. It is thinner than it was.
Lights the Transponder
06Current CoilPale CurrentCurrent Coil
Wound copper the length of my arm. It has been rolling downstream for months.
Lights the Brood Nursery
07Brine FilterBrine WayBrine Filter
Vent water ate the housing and left the mesh. The mesh is the part I need.
Lights the Wash Bay
08Spiral GaugeNautilus GroundSpiral Gauge
A depth instrument, and something has been living in the dial.
Lights the Sounding Array
09Still AnchorQuiet SeaStill Anchor
Sunk clean into silt with nothing disturbed around it. Nothing here hurries.
Lights the Reliquary
10Signal HornTwilight ChannelSignal Horn
It still calls, faintly, on a frequency this ocean answers.
Lights the Drive Core
11Blue LensBlue DeepBlue Lens
Ground glass, uncracked. Four bands of water above it and not a scratch.
Buys one profession point at the Drive Core
12Sounding RibWhale RoadSounding Rib
A structural rib lying among structural ribs. I nearly swam past it.
Buys one profession point at the Drive Core
13Plain KeelAbyssal PlainPlain Keel
Half buried on the flat. The plain has had time to file the edges down.
Buys one profession point at the Drive Core
14Fall ImpellerSilent FallsFall Impeller
Turning still, driven by the falling water itself. It has never once stopped.
Buys one profession point at the Drive Core
15Glass RotorReef of GlassGlass Rotor
Fused into the reef it fell on. Getting it out breaks something of theirs.
Buys one profession point at the Drive Core
16Watch ArrayKraken WatchWatch Array
My eyes and ears. Something large has learned to use the shadow it casts.
Buys one profession point at the Drive Core
17Forlorn BallastForlorn SeaForlorn Ballast
Dead weight, and the only thing in that water heavier than the silence.
Buys one profession point at the Drive Core
18Midnight CellMidnight PassMidnight Cell
Power. Still warm to a host's skin, which is how I found it at all.
Buys one profession point at the Drive Core
19Trench StrutDeep TrenchTrench Strut
Wedged in the wall of the trench, holding the trench apart.
Buys one profession point at the Drive Core
20Drive HeartBone FieldDrive Heart
The last piece, at the bottom of a graveyard. With this the saucer leaves.
Buys one profession point at the Drive Core
01–10
lights one ship system
11–20
one profession point
level = pieces + 1
1 to 21, kept forever






fig. i
Descend
— no level select
You enter at the surface and keep going. Nothing gates the water — only what lives in it.

fig. ii
Feed
— size is the whole language
Green is smaller than you and it is food. Yellow is your size and it is a fight. Red is bigger and it will eat you.

fig. iii
Ascend
— extraction or nothing
Nothing you carry is yours until you swim it back out. Die below and the hold goes with you.

fig. iv
The Lamp
— light cuts both ways
Below the last blue, light is something you carry. The cone is how you read the water — and how the water reads you.

fig. v
Scent
— a full hold smells
Everything you kill and everything you carry trails a plume. The heavier the hold, the further the water reads you.

fig. vi
Weight
— greed is slow
A full hold costs you speed and stamina on the way up. Every extra specimen is a decision.

fig. vii
Currents
— the water has an opinion
Ride a band and you save stamina. Cross one and it takes the difference out of you.

fig. viii
Murk
— you blind yourself too
Drag the bed and the silt hides your light and your motion. It never hides your scent, and it takes your own lamp with it.

fig. ix
Pressure
— the host is the hull
Every host has a depth it cannot pass. Go deeper than the body allows and the water starts collecting.

fig. x
Temper
— the water changes its mind
A region has a temper. Feed it, disturb it, or bleed in it and everything in the band reads you differently.

fig. xi
Hazards
— heat is shelter and hazard
Thermal plumes lift you fast and cook what lingers. The floor's only cover is the thing that burns you.
pinned in the ship · do not swim through















nothing on this sheet is part of the food chain — each one charges you the moment you touch it.
reading the water
understanding the biomes
sunlit · twilight
sunlit · twilight
sunlit · twilight · midnight · abyssal · hadal
twilight · midnight
sunlit · twilight · midnight · abyssal
sunlit
twilight · midnight · abyssal
sunlit · twilight · midnight · abyssal · hadal
midnight · abyssal
abyssal · hadal
midnight · abyssal · hadal
abyssal · hadal
0 – 500 m · one atmosphere
Daylight. Your lamp is worthless and everything sees you.

the classes
a host is the body you wear. its level, its abilities and its element are its own.
some hosts are yours. some are other players.
the first bind · ten wearable bodies
the lethal apex · these are people

swallowed from the water

pulled from the seafloor

traded on the surface

a full gut slows you and leaks scent — V vents 5%.

in the water, on your phone.
