01
Enter
From the hub, through the entry tube. The tube restores suit pressure. Pressure drains the whole time the crew is out in the station.
Project 01
Repair the machines. Stay clear of the monsters.
The game
Deep Sea Mechanics is a co-op game for one to four players on PC. Each player is a fish in an exo-suit, working inside abandoned stations that humans left behind.
The crew enters abandoned stations that humans built and left behind, repairs the machines that have broken down, and stays clear of the monsters roaming those stations. A level is won when its machines are repaired. Back in the hub, the crew spends shared fish coins and heads out again. The next station is the same job at a larger scale.
The run
A run is a chain of stations, played from a hub. It keeps going until the crew is wiped, or the host ends it.
01
From the hub, through the entry tube. The tube restores suit pressure. Pressure drains the whole time the crew is out in the station.
02
Search for broken machines. A repair is a hold, with the right tool, and only by the role that matches the machine.
03
Monsters roam the station. The crew can avoid them, run, or drive them off with items. A dead player's fish drops. A living player carries it to the new suit in the entry tube.
04
When every machine is repaired, one player holds in the entry tube. The crew inside returns to the hub.
05
Fish coins are one shared purse. They buy a stun grenade, a zapper, a juke box, and upgrades for the suit: longer pressure, more life, faster running, and more stamina. Then a larger station.
The crew
Each player chooses a role before the run. Two players cannot take the same one. A station contains only the machines that match the roles the crew actually brought.
01
Impact wrench. Actuator pumps and valves, keeping fluid moving through the hull.
02
Surge probe. Power junctions, the cabinets that route current between decks.
03
Uplink deck. Control cores, the computers that still try to run the station.
04
Seal torch. Coolant spines, the lines that carry heat away from the machines.
The station
The rooms are clean and left as they were. Most lights are dead. A screen or a strip can still be on. The humans are gone. The chairs are still tucked in.
Keycards lie in the bunks and messes. Each card opens one machine room. There is no map. The crew searches.
Some monsters steal and get in the way. Some hold a player until a teammate pulls them free. Some end it on the spot. Later stations bring more of them. The crew talks in proximity voice, about the span of a room.