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DEEP PANIC.

A co-op submarine horror game built in Unity HDRP. Crew a deep-sea submarine with friends, manage failing systems, and survive what's lurking in the dark.

Steam Status Engine

⚠️ Note: This is a public showcase for a commercial game in active development. The source code is private. This repo documents the project, its engineering, and my role on it.


About

DEEP PANIC is a 1–4 player co-op horror game where you and your crew operate a submarine in the crushing dark of the deep sea. Power, oxygen, navigation, and sensors all have to be managed by hand — and something outside the hull is paying attention. Built by a two-person indie studio, targeting Steam Early Access (Nov 2026) with an appearance at Steam Next Fest (Oct 2026).

Genre: Co-op Horror · Submarine Sim Players: 1–4 online co-op Engine: Unity (HDRP)

🔗 Wishlist on Steam · YouTube


📸 Screenshots

capsule art2 dead Captura de pantalla 2026-01-26 235048 minesroom

🛠️ Technical Highlights

The interesting part. As lead developer I designed and built the core engineering systems below.

Rendering (HDRP)

  • Underwater rendering pipeline — volumetric fog, light scattering, and depth-based desaturation to sell the pressure and darkness of the deep
  • Custom HDRP shaders — triplanar mapping, alpha clipping, and Shader Graph materials for terrain, hull, and props
  • Security-camera night vision and a holographic map visualization for in-world UI
  • Post-processing — dynamic desaturation and a damage-overlay effect tied to ship/player state

Simulation & Performance

  • GPU-instanced kelp and fish systems driven by Unity's Job System + Burst, rendering large dense underwater environments while holding frame budget
  • Data-oriented design to keep simulation off the main thread

Audio

  • Steam Audio integration for true 3D spatialized sound, including elevation cues — critical for locating threats and crewmates by ear in the dark

Multiplayer

  • Online co-op netcode Netcode for GameObjects synchronizing crew, ship state, and the submarine itself
  • Co-op submarine physics — shared-control movement with tilt correction and collision-aware rotation so multiple players crewing one vessel feels stable

Gameplay Systems

  • AI Director — dynamic, tension-paced enemy spawning rather than fixed encounters
  • Proximity sensor system feeding the sonar/alert loop
  • End-of-game / results screen and supporting UI

👤 My Role — Lead Developer

I'm the lead developer and co-founder, responsible for the technical architecture and the majority of the engineering: rendering, performance-critical simulation, multiplayer, audio integration, and gameplay systems.

Roughly 1.5 years of development to date.


🧰 Tech Stack

  • Engine: Unity (HDRP)
  • Language: C#
  • Multiplayer: [Netcode for GameObjects / Fishnet]
  • Audio: Steam Audio
  • Performance: Job System, Burst Compiler, GPU instancing
  • Shaders: Shader Graph, custom HLSL
  • Pipeline: Blender, Substance Painter (3D asset workflow)
  • Platform: Steam (PC)

🚀 Status & Roadmap

  • ✅ Core systems: rendering, co-op netcode, submarine physics, AI Director
  • 🔜 Steam Next Fest — October 2026
  • 🎯 Early Access launch — November 17, 2026

About

Building a co-op multiplayer submarine horror game in a two-person team, leading development in Unity HDRP. Responsible for rendering, multiplayer netcode, performance, game design, and audio.

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