First-person psychological thriller · In development for PC / Steam

HULL BREACH: PRISON SHIP

You wake up in Cell 04. You don't remember your name. The ship remembers everything.

A slow, physical immersive sim aboard the MS Leviathan, a clandestine prison ship adrift on the open ocean. Built on a proprietary WebGL engine where every bolt, every light and every sound is generated by code in real time.

Download on Itch.ioDesktop buildSoonPlay Browser DemoWebGL 2 · No install requiredSoonSource on GitHubEngine architecture

Mouse, keyboard and headphones recommended. Demo optimized for desktop Chrome, Edge and Firefox.

External models or textures
0
Runtime Sobel normal maps
2048²
Cinematic endings
4
Desktop target
60 fps

Trailer · 60 FPS

Look inside the Leviathan.

Captured straight from the engine with zero post-production touch-ups: what you see is exactly what the code renders, at 60 frames per second.

RECMS LEVIATHAN
Trailer feed not yet available · Live diagnostic viewerPROJECT CHARON

Story & Philosophy

The Ship of Theseus Paradox.

A story for those who play, a system for those who study it: two ways into the same descent through the belly of the Leviathan.

The PremiseFor players

Waking up in the belly of the ship.

You wake with no memory in Cell 04, deep in the rusting belly of the MS Leviathan — a clandestine prison ship that appears in no maritime registry. The ocean's roll rocks you, the dull roar of diesel engines bleeds through the bulkheads and, somewhere above you, a guard counts out the steps of the patrol.

The escape is slow, physical and painful: an immersive sim where nothing is solved with a single button press. Every bolt must be eaten away with acid smuggled out of the infirmary, and every hole packed with bread before the next inspection. One mistake, and the guard notices.

The Philosophical CoreFor meaning seekers

The Ship of Theseus, inside a mind.

Who are we, really, if our memories don't belong to us?

If every plank of a ship is replaced, is it still the same ship? Project Charon asks the same question of human consciousness: extract, copy and re-graft memories until nothing of the original remains.

The journey runs through holographic 3D synaptic echoes, surreal playable nightmares and psychologically complex characters who evolve based on what you do — and on what you choose to forget. Four cinematic endings. None of them truly right.

Genre
Psychological thriller · Immersive sim
Perspective
First person
Setting
MS Leviathan, open ocean
Endings
4 cinematic epilogues

Design note

Every narrative theme is also a system: the protagonist's memory is persistent state that modulates shaders, the audio mix and NPC dialogue in real time.

Engine Architecture

Four pillars. Zero external assets.

An engine built from scratch in TypeScript on top of Three.js: geometry, materials, light, sound and behavior are all generated by code. Here's how it works.

01

Zero-Asset Pipeline

Zero-Asset 3D Procedural Architecture

No .gltf/.fbx models, no .png textures. The entire ship, its animated machinery and the first-person anatomy of hands and body are sculpted mathematically at runtime by manipulating geometry vertices directly.

  • Normal maps generated on the fly with a Sobel filter on a 2048×2048 canvas
  • PBR global illumination via PMREMGenerator on a procedural environment
  • Fractal noise drives rust, weld seams and material wear
02

GLSL · Post-Processing

Custom GLSL Shaders & Non-Euclidean Geometry

A custom post-processing pipeline on EffectComposer reacts in real time to the protagonist's mental state: the higher the fear, the more the image bends, doubles and loses coherence.

  • uFearLevel and uMemoryGlitch uniforms driven by the gameplay state machine
  • Volumetric light cones computed with a Fresnel term
  • Oily bilge-water shader and spatial Dolly Zoom in dream sequences
03

Web Audio API · DSP

Procedural DSP Audio Engine & Hybrid Soundtrack

A 3D acoustic engine written on the Web Audio API synthesizes the world's sounds in real time and propagates them through space the way real steel would — paired with an adaptive system for the original score.

  • Footsteps synthesized from 3 physical micro-layers across 5 materials
  • Convolution reverb computed for every room
  • Acoustic occlusion via raycasting through steel bulkheads
04

TypeScript · Systems Design

Immersive Sim State Machine & AI

A modular TypeScript architecture models every gameplay system as a composable finite-state machine: predictable to test, rich to play.

  • Guard inspection shifts and clandestine night excursions
  • Hackable PLC terminal in the Engine Room
  • Multi-stage psychological evolution for every NPC

Store & Demo

The Leviathan is about to set sail.

Wishlist Hull Breach, grab the desktop build, or come aboard right now — straight from your browser.

Download on Itch.ioDesktop buildSoonPlay Browser DemoWebGL 2 · No install requiredSoonSource on GitHubEngine architecture

Mouse, keyboard and headphones recommended. Demo optimized for desktop Chrome, Edge and Firefox.