A seed-driven roguelike deckbuilder about looting a sinking wreck with up to three friends and getting out while there's still a way back.
Every dive starts with a seed. Every seed builds the same waters for everyone who runs it. Go alone, or bring a crew and split the risk.
One wreck is never the whole run. The water is always rising.
Build the Deck as You Dive You don't plan a build between runs, you find one. Cards come off the map as you push deeper into the wreck, and salvage cards modify what you already hold, turning a hand you settled for into a hand you meant to have.
Chart the Crossing A run is a voyage, not a single dive. Clear what's guarding the wreck and you surface with a choice: where to sail next. Every stretch of water has its own character, its own wrecks, and its own way of killing you, from silt-choked shallows to trenches where the light gives out. The route is yours to pick, and two crews can share a seed and still come home with completely different stories.
The Tide Takes the Floor The wreck floods one tile at a time. Flooded ground doesn't stop you, it just costs you, and every step through it takes a bite out of your health. Early on there's always a dry way around. Later there isn't, and the walk back to the surface is a bill you pay in blood. The question is never whether you can reach the exit. It's how much of you arrives.
The Hard Way Pays Better Some parts of a wreck are sealed off, and you can always walk past them. Getting in takes the right tool card and puts you somewhere more dangerous than the route you skipped. It's also where the treasure and the rarest cards are. Every locked space is the same question: is this worth what it might cost your crew?
Your Tools Come Back With You Tools are the one thing a run doesn't take from you. Everything else goes back to the sea, but the tools you recover stay in your kit, which means the next wreck opens up in ways the last one couldn't.
Every Run Has a Name Runs are generated from a seed you can read, share, and challenge someone else to beat. Type a wreck's name into the Drowned Register and dive the exact same waters your friend just barely escaped: same rooms, same monsters, same tide. Compare hauls. Argue about who got greedy.
Four Divers, One Tide Co-op for up to four. Spread out across the decks to cover more ship before the water rises, or stay tight and survive longer. The tide doesn't care how you split up.