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Dead Water In development

The game

A smuggling sim with a surveillance problem.

Everything below is the design as it stands today. Some of it is built, most of it is not, and the parts that survive contact with playtesting are the parts that will ship.

What it is about

The water is the wild west with satellites

Open sea lawlessness running into a surveillance state. Every trip is a negotiation between speed, cover and how visible you are willing to be.

Loot is not real until it is clean

Stolen cargo becomes cash. Cash becomes clean money. Each conversion is a place to get caught and a place to lose a cut. The game is about conversion.

The crew is the ship

Roles, contracts, votes, betrayal. A bigger hull needs more hands doing separate jobs at the same moment, which means it needs people you trust.

Ports are sin and information

You sail to get rich. You dock to spend, to hire, to buy a patrol schedule off a fixer, and to find out who has been asking about you.

The roster

Six arguments about risk

There is no upgrade path that ends in a best boat. Price buys you a different set of problems, not a bigger number.

Silhouette study of six hull types shown in profile at relative scale.
Go-fast Pure sprint
Fast and fragile, with no cover story whatsoever.
Fishing trawler Cover
Slow and scannable, and completely believable. Hidden holds.
RHIB Boarding
Cheap, mid speed, and the one you take when you intend to climb onto something else.
Yacht Access
Expensive. Opens ports that will never let a working boat tie up.
Narco-sub Invisible
Nearly untrackable, one way, and no defence at all. Terrifying to crew.
Captured freighter Platform
Endgame. Needs a full crew just to move it anywhere.

Heat

They are building a case, not filling a meter.

A task force assembles evidence about you from separate sources, and each kind clears differently. Outrunning a patrol does nothing about the paperwork.

Six surveillance feeds of the same boat: satellite, thermal, night vision, radar, track history and a long lens photograph.

Clears fast

Being seen. Break line of sight, wait it out, change what you look like.

Clears slowly

Track history and port logs. Time, or a new identity, or a different hull.

Does not clear

Witnesses, forensics and money. You cannot outrun a pattern in your own accounts.

Ports

Where the money goes to die.

Every port has one number that matters: who will buy from you here, at what cut, and what does dealing with them cost you later. On top of that sits everything you spend it on, which is most of it.

Bars and clubs are where you hire crew and buy manifests and patrol schedules. The fixer selling you a rival's departure time will happily sell them yours.

A tropical port city at night seen from the water, lit by sodium lights.

No storefront, no wishlist button

Get the demo when it drops

One email when the free demo is playable. One more when the game is out. That is the whole plan, and you can leave any time.

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