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Northforge Interactive

Northforge Interactive · In development

No Return Depth

At depth, even echoes come from somewhere else.

Play it earlyRead the devlogStatus: in development · playable slice
A crewmate in an orange suit stands in the submarine corridor beside a pressure door marked Sonar Bay
The corridor. Signage, a pressure door, and somebody else on their way to a station.

The submarine is the crew’s shared body

Most co-operative games hand every player the same information and ask them to divide the work. This one divides the information instead.

The sonar operator hears a contact and knows its bearing and range, but not what it is. The helm officer knows the course and the ordered speed, but cannot see what the sonar sees. Engineering knows the plant is running hot and that something in the corridor is drawing power it should not be. Nobody has the whole picture, and the picture only exists if they say it out loud.

That is the game. The ocean provides the environment, the submarine provides the structure, and the crew provides the story.

Everything is a fitting

There is no heads-up display. There is no objective marker, no health bar, no interaction prompt hovering in the middle of the screen.

Instead there is a helm console with a printed procedure card screwed to the bulkhead above it, telling you to take the wheel, steer to the ordered course, and hold and report it — and reminding you that ordered speed belongs to propulsion, not to you. There is a sonar display that reads CONTACT HELD and gives you a bearing. There is a survey chart on the bridge wall that fills in as the crew agree on what they have found.

If you want to know something, you go and look at the thing that knows it. If somebody else needs to know it, you tell them.

Professional work, until it isn’t

Expeditions begin as credible assignments. Map a trench. Recover a lost instrument. Survey a migration. The crew are specialists doing a job they were trained for, in a vessel they are learning to trust.

Then the established rules start to fail. Sonar detects a contact inside the submarine. A probe returns footage from somewhere it has not reached. A corridor measures longer than the boat. The horror is not that something is hunting you — it is that the instruments you have been trusting all dive are still working perfectly, and are telling you something impossible.

Where it is now

A playable vertical slice exists and runs in Godot 4: six compartments and five watertight doors, five crew stations, one authored expedition, a power-and-heat plant that can trip, a survey chart the crew build together, localised damage with repairs someone has to physically walk to, and four-player networking with proximity voice and text.

The screenshots on this page are from that build. It is greybox with dressing on top — the systems are real, the art is not finished, and we would rather show you the honest version.

What makes it tick

Features

Gallery

Screenshots

Captures from the current build. It is greybox with dressing on top — the systems are real, the art is not finished.

The submarine bridge at low light, a survey map display glowing green on the right-hand wall
The bridge. The survey map on the right is the crew’s shared picture of where they have been.
The helm console with a printed procedure card fixed to the bulkhead above it
The helm. The procedure card above the console is how you learn to drive — there is no tutorial overlay.
A sonar display showing a sweep line, bearing 228, range 444 metres and the words CONTACT HELD
Sonar holds a contact at bearing 228, range 444 m. It does not say what the contact is.
Two sonar stations side by side in a narrow compartment marked SONAR BAY
Sonar bay. Two stations, and neither of them can see the helm.
The survey chart display listing discoveries by grid reference — thermal, contact, ridge
The survey chart fills in as the crew agree on what they have found.
The engineering compartment with coolant loop consoles and a mug left on the counter
Engineering, where the power and heat plant is kept honest. Somebody left a mug out.
The same bridge lit only by red emergency lighting
The same bridge on emergency lighting. Losing the plant changes what you can read.
A dark compartment marked WET ROOM with a sealed circular hatch
The wet room, and the hatch the crew go out through.

We are looking for playtesters

This is a game about four people talking to each other, so it cannot be tested alone or by us. We will be running closed playtests as the slice firms up, and we would rather find the problems with you than after.

Email us and say which platform you are on, and whether you can bring three other people or would rather be placed with a crew. No date is fixed yet — we will not pretend otherwise — and we will write to you before the first session.

Register interest

hello@northforge-interactive.com