In a drowned rust-belt America, compete with other salvagers to dive the submerged ruins of flooded cities — where murky water is equal parts cover, oxygen clock, and coffin.
2047. The Great Inundation permanently submerged 40% of Memphis's south and west sides. The government withdrew. Corporations, community networks, and black-market brokers all send people in to salvage what's left — data drives, industrial tech, medical supplies, pre-Flood artifacts — from the drowned ruins of the American rust belt. You are one of those people.
Check your O2 gauge. Scan sonar — one ping, 40 meters northeast. Drop below the waterline. Sound cuts to a deep hush. Spot the data locker. A drone sweeps its spotlight. Go still — moving stirs silt. Drone passes. Crack the locker. Push back up.
Enter via surface boat. Choose depth tier. Work three buildings. O2 forces a surface trip — or you find an air pocket in an overturned tank car. Enemy salvager surfaces nearby. Standoff. They go left, you go deep. Extract the contract package. Reach your boat. Keep what you pulled. The run ends.
| Risk | Type | Mitigation |
|---|---|---|
| Matchmaking population | Market | Dynamic AI fill + full PvE mode from day one |
| Underwater movement feel | Design | Week 1 is movement only — no other systems until swimming is right |
| Complexity cliff | Scope | Guided solo dive tutorial; progressive system unlock (sonar at rep tier 1) |
| ARC Raiders / Marathon entrenchment | Market | $35 buy-in; genuinely different mechanical hook — not a reskin |
| Network / underwater physics sync | Technical | Authoritative servers; client-side-only silt visuals; server-authoritative sonar pings |