The Depths Come Alive
2026-09-01Milestone 9 brought the sky to life. Now it was the underwater world's turn.
For a long time, looking to either side of the screen meant seeing a flat wall. Not anymore.
Rocky Silhouettes
Parallax rocky silhouettes were added to the left and right edges. As the camera descends, the rocks follow — but a little slower. That speed difference creates a sense of depth.
The rocks are endless: no matter how deep you go, they're there. A vertical tiling system handles this — when a rock ends, a new one is added above it, seamlessly.
The left and right rocks have different profiles. We didn't mirror the same image — the asymmetry looks natural.
Coral and Seaweed Decorations
A decoration spawner was added so rock surfaces wouldn't stay empty. Corals and seaweed are automatically placed on the rocks — random sizes, random spacing.
The spawner was written with performance as the priority. There's a per-scene spawn limit, distance checks. Dozens of objects enter the scene, but the game doesn't slow down.
Fish Visual Update
One of the existing fish got a new sprite animation. This time, instead of flood-fill after generation, the alpha channel was cleaned directly — the result is sharper edges.
The sprite sheet plays at 3 fps: fins move, tail flickers. A small animation, but it completely changes the feel of something being in the water.
Internet Connection Check
Leaderboards and cloud scores require internet. Instead of failing silently when the connection drops, the player is now notified.
The panel uses a transparent overlay design and supports all languages. When the connection returns, the game continues automatically.
A Unified Underwater World
Rocky walls, decorations, fish animations — all in the same milestone. But the real effect only appears when they come together.
As you descend, the world around you fills up. That feeling wasn't there before.