All submissions

Chained Descent

Manually descend into claustrophobic horror in an ancient diving bell with scarce oxygen.

Chained Descent screenshot 1
Header capsule

In Chained Descent, players awaken in a vintage diving bell, gradually mastering rudimentary controls to navigate the oppressive depths of the ocean.

All Reviews:
No user reviews
Release Date:
To be announced
Submitted by:
@LukeLit
Developer:
Metal Games
Publisher:
Metal Games

Popular user-defined tags for this product:

HorrorAtmosphericExplorationIndieSimulation

Join the Chained Descent Playtest

Play the prototype and help shape development.

Play Now

Playtest available — full release coming soon

Planned Release Date: To be announced

Interested?

About This Game

In Chained Descent, players awaken in a vintage diving bell, gradually mastering rudimentary controls to navigate the oppressive depths of the ocean.

Set amidst a haunting, claustrophobic underwater labyrinth, Chained Descent places you in the eerie solitude of an ancient diving bell, descending into relentless darkness. As you navigate the narrow confines of a vertical tunnel, every measured sway and controlled descent becomes a testament to your will to survive. What begins as rudimentary side-to-side movement gradually unveils a richer tactical repertoire through chain-assisted navigation, enabling you to steer through obstacles that lurk in the abyss. Every decision is critical, as dwindling oxygen, scarce fuel, and the weight of cryptic clues left by previous explorers remind you that each moment is a fight for survival. The art direction reinforces this isolation with a striking visual narrative: a vintage diving bell rendered in brooding silhouettes against deep blues and blacks, intensifying the confined terror and distinctly avoiding any platformer-like distractions.

Key Features

  • Unlock complex movement mechanics as players descend, transforming initial clumsiness into mastery.
  • Scavenge wreckage from previous victims, piecing together a haunting narrative of survival.
  • Manage scarce resources like oxygen and light, creating tension with every decision.
  • Experience a visually striking 2D aesthetic that immerses players in a dark, atmospheric world.
  • Engage with cryptic communications from your captor, enhancing the psychological horror.

The Hook

In the crushing silence of the deep, each breath is a defiant stand against encroaching darkness, as survival teeters on the brink of oblivion.

References

Similar games and reference walkthroughs live in the Wiki below Similar Games (14).

⛓️ Chained Descent — Game Wiki

Genre: Lovecraftian survival-horror descent (prisoner in a diving bell)
Engine: Phaser 3 + React/Vite (TypeScript)
Platform: Web (Steam/itch.io planned)
Target Session: Slice is short; full fantasy is multi-chasm campaign
Status: Vertical slice exists — soul/intent must be restored (see )
Wiki Standard: Golden template for Metal Games gamejam wikis


Honest status (read this first)

What exists todayWhat does not exist yet / was lost
Playable vertical slice (one trench)Multi-chasm overworld + progression as playable code
Steam MVP scaffoldingStep 3 build against CURRENT carve only (do not inflate)
Step 1 accepted + Step 2 carved (2026-07-11)Studio process lock (metalgames-site#16)
Track B Step 0 scrapes (IGN/GameFAQs Dredge, Jaws, Limbo)FAQ numeric TBD rows (design debt)

Creative north star (locked 2026-07-10): — Lovecraftian prisoner in the bell, at Navigator’s mercy; wake up inside the bell; overworld to different chasms with Dredge-style return-deeper progression; story. Do not ship copy or walkthroughs that gut this.

Process: CD was built slice-first (cautionary). Track B: https://github.com/LukeLit/chained-descent/issues/5 — Step 1 accepted · Step 2 carved 2026-07-11. Next: Step 3 build CURRENT only. Do not inflate Steam MVP as the game.

Pages

PageWhat's In It
Soul SSOT — Lovecraftian prisoner / Navigator mercy / wake-in-bell / multi-chasm
IGN-style hub — Step 1 ACCEPTED · Step 2 carved; jump to chapter pages
One page per chapter (Ch00–Ch09) with Next/Prev — not a mega dump
GameFAQs-shaped Q&A — accepted with WT; numeric TBD debt
CURRENT extract only — Alpha 0→2400 from accepted master
Single-page archive / print form of the accepted master
Superseded archive — do not use; opens Walkthrough hub
Core systems: bell motion, navigator commands, resources, hazards, salvage, failure states
Game-wiki reference catalog: vehicles, controls, resources, hazards, salvage, regions, unlocks
Object health, segmented ledges, and bell/chain object physics (Phase 1)
Stats, items, and the between-run surface hub (Phase 2)
Data-driven narrative beat catalog and trigger contract
Reusable image placeholder convention, gamejam wiki pipeline, agent anti-patterns
Plan Alignment Review 2026-07-07Tech design review comparing the current plan against the local implementation
Visual language, SVG-first pipeline, atmosphere philosophy
Comparable titles + Step 0 min1/rec3
Index into references/ Step 0 archives
Proof-game progress, shippable milestones, next-jam hardening
Steam MVPSlice -> Steam roadmap (map, story beat system, meta v2, packaging)
Agent cheat/harness contract; real-path death→hub gate (no F2 as proof)
Screenshot gate before UI redesign
GameJam Refresh 2026-07-06Ready-to-paste listing copy + screenshot capture checklist
Decision history, what changed and why, playtest results

The Pitch (30 seconds)

You pilot a fragile vintage diving bell suspended from a chain into a vertical underwater shaft. The chain makes movement momentum-based — sometimes delicate, sometimes a wrecking ball. Oxygen ticks down. Your lamp burns fuel. Every meter deeper is a bet: grab the salvage and burn O₂, or keep dropping and hope you have enough to surface. The ones before you didn't come back. Their notes are still down there.

Closest comp: Iron Lung meets Limbo. Solo dev submarine horror with 2D atmospheric platformer DNA.

Two hands on the descent: A surface Navigator owns the chain — vertical motion (stop, reel up, ascend, descend) is requested through timed hold commands that fill a circular meter — while the Pilot in the bell steers left/right and nudges descent speed. Two roles, one lifeline.

Beyond one run: Salvage feeds an emerging meta layer — spend recovered scrap at a surface hub on hull, fuel, gear, and descent upgrades between dives, so each run starts a little stronger than the last.

Current Vertical Slice At A Glance

AreaCURRENT Behavior
Session3-5 minute successful run target
RouteOne shaft — seven segments from depth 0 to terminal depth 2400 ( bands, not campaign chapters)
LoopHub → Map → Descent → extraction floor → ascent → surface return
ControlsMomentum steering, brake/suspend/reel, accelerate, tap-toggle lamp, hold-to-salvage
ResourcesOxygen, fuel, integrity, pilot health
SalvageFour authored nodes: supply crate, ruined bell, collapsed locker, navigator's cache
HazardsCave walls, ledges, mines, rocks/pipes, wreckage fork dividers, flooding
GEARFuel / Bomb / Harpoon / Grappling Hook usable in-run (keys 1–4); feel/tuning still operator-owned
Future GuardMulti-region shafts, creature AI, bell fleet, illustrated death cinematics are labeled future unless scoped

Reusable Gamejam Wiki Pattern

Chained Descent defines the standard for the remaining Metal Games gamejam entries:

  1. Start with the implemented build as CURRENT.
  2. Add a player-readable walkthrough plus a systems-readable mechanics page.
  3. Catalog entities in a wiki-style reference page.
  4. Add image placeholders before final screenshots/art exist.
  5. Keep full-game/future material labeled and separated from shipped-slice behavior.
  6. Prefer full-game-before-slice for new titles (Step 0 → 1 → 2 → 3). CD is the cautionary slice-first case — do not copy that process failure.

See for the repeatable page set, placeholder format, screenshot/export pipeline, and agent anti-patterns.

Proof-game tracking + next-jam hardening: (milestones, lessons learned, bootstrap checklist).
Steam track: Steam MVP with sprint + tasks docs at docs/plans/steam-mvp-sprint.md and docs/plans/steam-mvp-tasks.md.
Store pack (stubs): docs/steam/README.md — capsules/screenshots still TODO.
Pipeline backlog (blocked work): docs/process/cd-pipeline-backlog.md.

Quick Links

Steamworks Assets

Export-ready images for your Steam store page. Upload or generate here — these are not shown in the public media carousel.

Required assets: 3/5

60% complete

Missing: Small Capsule, Vertical Capsule

Store

Header CapsuleRequired

Header Capsule

920×430

Store page header, recommendations, Big Picture

Download Header Capsule
Not uploaded
Required

Small Capsule

462×174

Search results, top sellers, genre lists

Main CapsuleRequired

Main Capsule

1232×706

Homepage carousel, wishlist emails

Download Main Capsule
Not uploaded
Required

Vertical Capsule

748×896

Seasonal sale pages, portrait layouts

Not uploaded

Page Background

1438×810

Optional faded backdrop behind store page

Screenshots

3 uploaded · Steam recommends 5+

Library

Library Hero

Library Hero

3840×1240

Artwork only — no text (safe area 3000×740 center)

Download Library Hero
Library Logo

Library Logo

1280×720

Transparent PNG on 1280×720 canvas

Download Library LogoDownload Logo original

Upload preserves a full-res original and a Steam library-ready derivative.

System Requirements

Minimum:

OS *:
Windows 10 or newer
Processor:
Dual-core equivalent
Memory:
4 GB RAM
Graphics:
Integrated or low-end dedicated GPU
Storage:
500 MB available space

© 2025 Metal Games. All Rights Reserved.

Chained Descent is developed by Metal Games.

👤Single-player
⚙️Exploration
⚙️Puzzle-solving
⚙️Resource management
⚙️Narrative exploration

Languages:

InterfaceFull AudioSubtitles
English
Title:
Chained Descent
Genre:
Horror, Indie
Developer:
Metal Games
Publisher:
Metal Games
Release Date:
To be announced

Submission Stats

Votes
2
QA Score
80%
Fairness
85%
Rank Score
0.95

Target Audience

Ideal for fans of survival horror and atmospheric, puzzle-driven adventures, reminiscent of SOMA and Alien: Isolation.