The Descent
Inspiration
Deep-sea salvage is the ultimate push-your-luck bet. I wanted to capture the white-knuckle tension of deep exploration in a mobile portrait format, boiling the survival experience down to one critical question under your thumb: "Do I dive one meter deeper, or surface now?"
What it does
The Descent is a fixed-portrait survival and resource management game where players pilot a salvage sub down a 340m trench:
- The Return-Cost Meter: Oxygen is split live between usable dive air and shaded air reserved strictly for the climb home.
- Crush Depth as a Greed Dial: Sinking below your rated hull depth is never blocked—it just steadily grinds your hull away for richer loot.
- Cargo Mass & Jettison: Heavy salvage slows your ascent. Players can slap Jettison to dump high-value cargo and gain the speed needed to outrun suffocation.
- Surface Economy: Bank salvage to repair damage and buy 4 focused upgrades (Tanks, Hull, Lamp, Thrusters) to reach the ocean floor and raise the ancient Beacon.
How we built it
- Three.js & Canvas: Orthographic camera for geometric clarity, procedural radial glow shaders, and particle emitters.
- Procedural Web Audio: 100% synthesized sound effects (depth drone, sonar pings, diegetic hull groans, heartbeat) with zero external audio files.
- Zero-Dependency Tooling: Custom Node bundler (
tools/build.mjs) emitting a single, unminifiedindex.htmlwith vendored libraries, resulting in a tiny 0.44 MB self-contained offline build.
Challenges we ran into
- The Lying Gauge: Early climb math diverged from actual ascent speed. I derived the return cost in closed form
(base/v)(d + d²/2K)with turnaround buffers to guarantee mathematical honesty. - Touch Ergonomics: Lower-screen thumb placement initially forced accidental dives. Offsetting the sub 12m above the touch point turned the thumb into a trailing handle with a balanced neutral hold band.
- The Ascent Trap: Recycling off-screen salvage made the climb feel empty. Persisting all skipped salvage turned the ascent into a strategic second-pass harvest weighed against cargo drag.
Accomplishments that we're proud of
- The Beacon Climax: On the final descent, players must purge hundreds of hard-won salvage units into the dark abyss just to make the sub light enough to surface with the Beacon.
- Sub-Megabyte Footprint: Packaging a complete 3D game with dynamic audio and deep survival mechanics into under 500 KB without external CDN calls.
- Focused Design: High replayability driven by three distinct hazard behaviors and transparent systems rather than mechanical sprawl.
What we learned
- Honest Telemetry Drives Fear: When players trust the dashboard, tension stems from their own calculated greed rather than arbitrary penalties.
- Simulate Before Guessing: Running Monte Carlo balance simulations over hundreds of runs exposed systemic flaws far faster than manual playtesting.
What's next for The Descent
- Abyssal Biomes: Geothermal updrafts, shifting trench currents, and magnetic storm hazards.
- Sub Archetypes: Specialized chassis (e.g., Heavy Dredger vs. Agile Scout Rig).
- Seeded Daily Expeditions: Global daily trench depths and leaderboards for competitive salvage runs.

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