Building a simulation is a continuous process of refining small details. With the core systems of NEREIDS (the project formerly known as SUBSIM) now functional, our focus has shifted toward the command console. We’ve been spending time moving away from generic UI elements and toward something that feels a bit more cohesive.
Interface Refinement & Visual Assets
If you’ve been following the progress, you know the SEAFLOOR station was a major milestone. While it works, it still feels a bit like a prototype. We’ve been working on replacing those placeholder elements with custom-designed assets. We’re adding dedicated textures for knobs, sliders, and various status displays, along with more defined framing for the UI panels.
The goal isn’t just aesthetics, but creating a more integrated “hardware” look. We’ve also introduced specific color-coded modes for the SEAFLOOR interface to help make the different operational states a bit more distinct at a glance.
Control Updates
We’ve also added a small quality-of-life feature to the vertical controls. A right-click on an active vertical slider (like the HEAVE control) will now trigger a quick reset, snapping the value back to zero. It’s a simple change in the code, but it makes navigating the controls a little less tedious once it’s fully integrated into the game loop.
What’s Next?
The pieces are all there in the repository, but they still need to be brought together. Our next step is to run the whole thing in Godot to see how these new assets and controls actually behave in a real gameplay scenario. Once we’ve had a chance to play around with the implementation and ensure everything is stable, we’ll move toward the next official release.

