Descent
go as deep as you can
endless depth. you take a gate through the narrow gap — worth x3 — or the wide one, worth x1, and you can tell which is which two seconds ahead. it ends when the hull gives.
3d submarine arcade · android
one seed a day, and four modes that share it. you dive until the hull gives, you race 2,200 m against other pilots’ echoes, you hold out in the shipwreck graveyard, or you go head to head, live.
four modes
not four worlds: one world with three ways to measure yourself, and a fourth with someone on the other side.
go as deep as you can
endless depth. you take a gate through the narrow gap — worth x3 — or the wide one, worth x1, and you can tell which is which two seconds ahead. it ends when the hull gives.
time trial against echoes
2,200 m to the bottom, and you cannot die here: crashing does not kill you, it cuts your top speed, and that costs seconds. the narrow gap boosts you. you go down surrounded by echoes, which are other pilots’ laps.
survive the graveyard
top-down over a shipwreck graveyard. the drone follows your thumb and the weapons fire on their own: you choose where to be. a module every 11 kills, twelve in all, and a leviathan every three minutes, tougher than the last.
one on one, live
the same trench for both of you, at the same time. first to the bottom wins. you start at 1000 elo, and it is your thumb that travels, not your position: 180 bytes per second.
needs a connection
today’s seed
today’s trench is the same for everybody, in all four modes, so comparing runs actually means something. every monday the weekly modifier rotates: it changes what you are up against without changing the map.
under the hull
the trench, the sub, the wrecks, the creatures and even the music are drawn and synthesised in code. the download is tiny and there are no asset packs to wait for.
the whole game works in flight mode: the menu says so and all four modes are still there. runs are saved on the phone and upload themselves when the signal comes back.
the phone does not send a score: it sends what your thumb did, three bytes per tick. the server re-simulates the run with the same engine and works the number out itself.
salt is earned by playing. it buys looks and aids that only give you information — gate sonar, spire detector — that never touch the simulation, which is why your run is verified all the same.
you play from second one. your account is an id your own phone generates. linking Google is optional and only exists so you do not lose progress when you change phone.
no third-party sdk, no crash reporting, no cookies, no advertising id. the privacy policy is not boilerplate: it describes the code that is actually there.
getting started
android 7.0 or newer. the only permission it asks for is internet, and only for the ranking, the echoes and duels.
drag the circle: the sub goes where your thumb goes. rock spires break the hull, so dodge them. there is no tutorial to sit through.
your run enters the daily ranking on its own. give yourself a nickname if you like; if not, you are already a numbered Probe.
support
ABISMO is made by one person: write and a human writes back. to delete your account there is a button inside the game, in settings — the deletion section of the privacy policy spells out exactly what gets erased, and when.