Sonar
First Person Adventure
First Person Adventure
Game Design
Level Design
Narrative Design
Gameplay Programming
In Sonar, you are a technician aboard BLS 95, an isolated sonar station on a ocean planet, probing the unknown depths. But the latest activation has triggered a catastrophic retaliation from the depths of the ocean. The station is foundering, the air is turning toxic, and the maintenance robots are turning against you. Your survival depends on your ingenuity and your maintenance equipment.
The core mechanic is the versatile 'foam gun,' used for creative traversal, environmental problem-solving like sealing breaches, and managing threats from aggressive robots. Additionally, the gun features a secondary laser used to burn away placed foam.
Shoot foam that sticks to most surfaces.
(Mouse Left Click)
Shoot a laser that burns the foam.
(Mouse Right Click)
There are several types of environmental hazards: fire, electricity that can be neutralized by shooting foam onto the exposed source, and radioactivity, exclusively found in the reactor.
Rather than dealing damage, the radioactive field directly impairs the player's equipment: it rapidly burns away placed foam, destabilizes aiming, and significantly reduces the gun's effective range.
Deals burst damage.
Deals Damage over Time.
It is small and flies, and can shoot flames. The player can foam it to make it fall to the ground, then press the button on its head to permanently neutralize it.
Big alien worms that come from the depths to neutralize the Sonar station by producing a white toxic structures around it. The player can shoot foam on its body segments to slow it down and eventually stun it for a minute. Its head is electrified, so the player must avoid being too close.
Set on a massive floating station, distinct sectors are linked by a central elevator. This logically interconnected complex offers multiple traversal routes. Players can also venture into the surrounding ocean to find alternative paths and experience the station's true scale.
The player can follow main and side quest in a journal linked to a 3D map of the whole station.
The game features a quest system with both main and side quests. The player can track them to display related quest markers.
The map shows the area the player is currently located in. The player can navigate the station directly in 3D, as all levels are identifiable by their unique exterior shapes.
The player can collect documents such as notes and PDAs, which are then sorted into distinct categories.
The player's main objective is to survive and flee the station using a submarine to escape to safety.
To escape the collapsing station, the player must prepare the extraction submarine. They can either launch blindly into the ocean or use the sonar to locate the X-SPEARS first, securing a safer escape route.
The player can unlock alternate endings depending on how many NPC they saved and if they found the coordinates to the safe destination (X-SPEARS) or not.
The tutorial teaches core movement and foam gun mechanics while establishing the game's narrative context and main objective.
To escape, the player must assemble a working submarine by merging its modules via the conveyor system, gather sufficient fuel, and authorize the final launch.
To restore the sonar and locate a safe destination, the player must navigate to the Power Plant, secure the reactor, and reboot the entire system.
To obtain the X-SPEARS submarine coordinates, the player must manually calibrate the sonar's rings and download the data to ensure a safe escape.
This meta-quest acts as a progression tracker, outlining the primary objective to leave the station and the key steps required to escape.
Sealing the electrical leaks on the exterior power cable restores functionality to the main elevator, providing the player with a fast-travel shortcut.
The player must repair the filters and purge the toxic bubbles in the Life Support's air treatment area to purge the ventilation system. Completing this objective clears the toxic environmental hazard from all the sectors, enabling safe exploration.
Players can upgrade their foam gun's maximum capacity at the Life Support. To unlock this upgrade, they must clear the air treatment area (see Breath of Life quest) and solve a pipe-rotation puzzle to route salinated water to the upgrade machine.
The player can save the engineer Aghate, trapped in a transit tube leading to the Power Plant sector. Once saved, she can leave with them on the submarine.
The player can save the cook Marcel, trapped in the pantry of the Kitchen in the Crew Quarters sector. Once saved, he can leave with them on the submarine.
The player can save the botanist Alice, trapped in the water treatment area of the Life Support sector. Once saved, she can leave with them on the submarine.
The player can save the diver Anton, trapped by a massive ocean worm that must be neutralized before he can be freed. Once saved, he can leave with them on the submarine.
The player can find three documents about the engineer, uncovering a mutiny and revealing she unwillingly triggered the disaster. This discovery unlocks a final narrative choice to decide Aghate's fate during the ending, provided she was rescued.