
BENTHIC
Your probe sinks. It does not stop.
BENTHIC is an incremental game about descending an ocean trench. Depth is your progress bar. Pressure is both your fuel and the wall you're forever pushing against. The deeper you go, the stranger the dark becomes — and the worse you feel about the number going up.
Ping the dark. Spend what it gives you. Build pressure turbines and specimen sieves, plate your hull against the crushing deep, and fall — through the Twilight, the Midnight, the Abyss, the Trench, and the places the charts refuse to name.
Catalogue the impossible. Real creatures at their real depths — lanternfish, the vampire squid, the hadal snailfish smiling at 8,178 m — give way, past the floor of the world, to things that should not be there. Sonar picks them up as unidentified contacts; spend power to focus the array and learn what's been keeping pace with you in the dark.
Run dark. Cut the floodlights to slip past what your brightness attracts — and meet the nine creatures that only approach a probe that can't see them coming.
Surface & refit. When the pressure finally halts you, blow ballast, bank what you've learned, and dive again — deeper, in a probe that remembers.
Features
- A full descent through 8 ocean zones, from sunlit shallows to true black
- 48 creatures to detect and catalogue, each granting permanent bonuses — and a bestiary that quietly goes wrong below 11,000 m
- Leviathans that loom: the giants don't just blip the sonar — they cross the beam at full size and dwarf your probe
- An active sonar layer: detect, focus, identify — or run dark. Lights draw raids; the dark draws things that cling to the hull. Choose your hunters.
- A probe that remembers: “Surface & refit” prestige — and your sub visibly earns its scars, plating, and veteran alloy with every dive
- Offline progress and a save that's all yours (in your browser)
- Entirely hand-built: every visual is drawn on a canvas, every sound is synthesised live — no asset files, ~50 KB, runs anywhere
- Creeping dread that almost no idle game attempts: the deeper the number, the worse it gets
Notes
- Headphones recommended — the soundscape is half the game, and the deep has a sound.
- Saves locally and keeps descending while you're away.
- Free. Have a nice dive.
The trench provides. The trench expects.
Update history — what's changed (click to expand)
v0.6.2 — Stability & comfort
- Hardened the bottom of a very long dive — the instruments can no longer overflow into nonsense, however deep you push.
- The soundscape now rests when the tab is in the background and wakes when you return.
- Tidier controls on small screens, and friendlier to screen readers.
v0.6.1 — Polish & fixes
- The Sonar Array's contact range now genuinely reaches ahead — creatures register before you arrive at their depth, and the giants loom in as you approach (it used to be cosmetic).
- A cleaner, calmer play field — cleared the scanlines and stray scrolling lines so nothing crosses the screen but the deep itself.
- A full QA pass: balance, stability and save-integrity fixes throughout.
v0.6.0 — A longer dark
- The descent is slower and more deliberate now, so the deep lasts.
- New silhouettes prowling the water: sharks, rays, billfish and flatfish — plus more species to catalogue.
v0.5.0 — Life & goals
- Smoother, steadier descent.
- Objectives & achievements to chase.
- More creatures, and sharper creature art — the anglerfish finally carries its lure.
v0.4.x — The probe remembers
- Surfacing & refit genuinely pays off now — and your sub visibly earns its scars, plating and veteran alloy with every dive.
- Leviathans that loom: the giants cross the beam at full size.
- The dark bites back — run dark and something may cling to the hull; keep the lights on and you draw raids.
- Fixed a freeze at extreme depth.
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 3.7 out of 5 stars (13 total ratings) |
| Author | Westicles |
| Genre | Simulation |
| Tags | Atmospheric, Clicker, Creepy, Dark, Horror, Idle, Incremental, ocean, Procedural Generation, underwater |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |





Comments
Log in with itch.io to leave a comment.
Hey! This is a very interesting concept, but there are some issues.
Before I even click the game, I see AI generated text. This basically compromises the integrity the project. Even if you did code the entire thing, I can't trust that since nearly all the text is AI generated.
It doesn't matter if you're not an expert writer. In most cases, badly written text is better than AI. Same goes for the art as well.
Please take this lightly. The idea is great, but try to use less AI in your project. It makes everything look bad.
That's all, have a good day!
In what ways is this AI assisted?
great, more AI slop on our feeds. barf.
Cool game, sad that a lot of the art and text were AI tho
People like you are beyond pathetic
In what way is it pathetic that i don't like art being stolen?
that Ratio is Pathetic
very insteasting though I noticed some of the red named fish didn't really show up I mean they got recorded but I could not see anything especially the last one
Extremely atmospheric. Delighted to see where this goes in the future.
Ia, ia.
Nice game, does it have an end? I found all the creatures and reached 100,000,000 depth but there don't seem to be any further events
No true ending as of right now. We can add one in a future update though!
Scales a little too fast, at around 5~8 refits and– I don't know– a lightyear deep or so, the game simply froze up
Fixed it so it won't freeze no matter how far down you go. (Hopefully)
Also yeah, it ramped too fast. slowed the descent down a fair bit. new build's up, hard refresh (ctrl+shift+r) to get it and your save will still be there. thanks for reporting it