
NEREIDS
A submarine simulation where information matters as much as movement.
A small independent project about navigating an ocean you cannot fully see.
ABOUT NEREIDS
NEREIDS is an experimental 2D submarine simulation and management game being built in Godot. The interesting part isn’t simply moving a submarine from one point to another. It’s operating a vessel through imperfect instruments, limited knowledge and systems that have to work together.
Navigation, sensors, underwater terrain and machinery are meant to form a connected experience. A contact on the sonar is not automatically a target. A route plotted on a chart is not automatically a safe passage.
The name comes from the Nereids of Greek mythology: sea nymphs, daughters of Nereus and Doris, associated with the depths and sometimes coming to the aid of sailors. It felt right for a game about learning to navigate an underwater world that rarely reveals all its secrets.
You don’t see the ocean. You learn to read it.
THE STATIONS
NAV
Plot routes, manage waypoints and make decisions about the vessel’s course and movement.
SONAR
Search for contacts, interpret uncertain detections and gradually build a picture of the world beyond the hull.
SEAFLOOR
Explore the shape of the seabed through bathymetric sensing and dedicated controls.
ENGINEERING
Keep an eye on propulsion, power and the machinery that makes every maneuver possible.
A GAME OF INSTRUMENTS
The interface is deliberately part of the experience: panels, switches, sliders, knobs and screens should feel like equipment the player operates rather than decorations over a game map.
Active and passive sensing, environmental obstacles, vessel inertia and power management are all part of the direction of the project. Each system is being developed and tested incrementally; not every planned feature is complete.
BUILT IN GODOT, DEVELOPED IN PUBLIC NOTES
The project is developed with Godot and documented version by version. The current SEAFLOOR work focuses on functional controls and on translating visual concepts into an interface with actual state and behavior.
Some changes make the simulation richer; others are less glamorous: a more legible label, a better knob, a control that returns to zero when you need it. Both kinds of work matter.
As with any small independent project, experiments sometimes get rolled back. The devlog will cover those decisions as well as the features that survive.
CURRENT STATUS
NEREIDS is a work in progress, not a finished submarine game. Its systems and interface are evolving, and local Godot playtests are part of deciding what truly works. Screens and artwork are illustrative of the intended atmosphere, not claims that every depicted instrument is already implemented.
For now, the goal is straightforward: build a submarine that feels like a machine, and an underwater world that rewards attention.
Independent development · Godot · Work in progress
