The Pilot's Manual
Sixteen chapters on the controls, the water, the drone, the pilot you become, the gear you refine, and the book you fill by diving — written against Bathysia exactly as it plays today. Where a system isn’t built yet, the manual says so rather than guessing at it.
Getting Started
First launch, controls, the guided arc, and how a guest save works.
The World
Four zones, a hidden second map, and what the dark hides.
Your Drone
The AV-1 and the six slots that change how it flies.
Abilities
The Charge cell, and the class-locked skill each of Q, W and E fires.
Pilot & Classes
XP, the level ladder to 100, the L5 class choice, and promotion.
The Bay
The Console, your Hold, and the milestones that fill it.
The Ledger
Thirty-seven species, six chapters, and why collecting is power.
The Berth
Home, the Quartermaster's counter, and the Cartographer's charts.
Sonar & Chart
Reading every blip on the scope, and the travel hub behind it.
Concealment
Boulders, curtains, silt and crust — and the tools that open them.
Beacons & Travel
Planting a Survey Beacon, and travelling the Chart back to it.
The Breachstone
The Sealed Grotto's month-long siege, wall by hard-gated wall.
The Economy
Crystals, Parts, Fleet Dispatch, and the honest math of the exchange.
Playing on Mobile
The docked joystick, tap parity for every key, and the one-button HUD.
Pearls & Hardpoints
Sockets cut into your gear, graded Pearls to fit them, and the fair-line ladder.
The Part Catalogue & The Workbench
Every part in every slot, drawn on the hull, and what the Workbench builds.
The Ledger’s last plate is already sealed shut — marked only “The Trench,” habitat unsurveyed, waiting below 6,000 m. Further expeditions are being charted.