
Aquabyss is one of the most ambitious modern games developed for the Amiga platform. (PC version is in development) Set in a unique underwater world inspired by classic science fiction, the game combines exploration, trading, resource gathering and tactical combat into a surprisingly deep sandbox experience. Instead of travelling through space or across oceans, players pilot submarines between underwater cities scattered across the depths of a vast oceanic civilisation. From the beginning, Aquabyss feels different from most retro-inspired games. The setting alone gives it a distinctive identity. Submarines replace traditional ships, and the cities hidden beneath the sea act as hubs of commerce, contracts and exploration. The world feels like something that could have emerged from the imagination of authors such as Jules Verne, blending Victorian-era aesthetics with imaginative technology and mysterious underwater landscapes.

Gameplay revolves around exploration and economic strategy. Players begin with a basic submarine and gradually expand their capabilities by trading goods between cities, accepting contracts and upgrading their equipment. Each city has its own economy, meaning certain goods may be cheap in one location and highly profitable in another. Learning these trade routes becomes an important part of progressing through the game. Submarines are at the heart of the experience. Different vessels offer varying capabilities such as cargo capacity, hull strength and diving limits. Early in the game players can only explore relatively shallow waters, but as they earn money and improve their submarine, deeper areas and new cities become accessible. This gradual expansion gives the game a strong sense of discovery.

Mining and harvesting resources from the seabed also play an important role in Aquabyss. Players can accept contracts that require gathering materials or transporting goods across long distances. These tasks create a steady flow of objectives while still allowing freedom to explore the world at their own pace. Combat adds another layer of tension to the gameplay. Pirate submarines patrol certain areas and can engage players in tactical encounters. These battles require careful management of movement, positioning and weapons. While combat is not the central focus of the game, it adds excitement and risk to exploration, especially when travelling through dangerous waters. One of the most impressive aspects of Aquabyss is its technical achievement. The game is written entirely in AMOS and now consists of more than 100,000 lines of code, which is remarkable. The scale of the world and the continuous development of new features make it stand out as one of the most ambitious projects currently active in the Amiga scene.

Aquabyss is not a fast-paced arcade experience. Instead it is a slow-burning sandbox game that rewards patience and curiosity. Players who enjoy trading simulations, exploration and long-term progression will likely appreciate the depth the game offers. The underwater atmosphere, combined with the feeling of gradually expanding your reach across the ocean, creates an experience that is both relaxing and immersive. With that foundation already in place, the developers continue to expand the game. The latest update introduces one of the most significant additions so far: a completely new passenger transport system alongside many gameplay, technical and interface improvements. One of the headline additions is the new city location called Terminal. This location introduces an entirely new gameplay element allowing players to take passengers on board their submarines and transport them between cities. Until now the game mainly focused on trading cargo and completing contracts, but the new passenger system expands the economy and introduces a fresh transport mechanic.

Passengers are divided into two classes: Standard and Business. Each group requires its own dedicated cabin modules, which can be purchased at shipyards and installed in submarines just like cargo modules. Standard cabins contain six passenger seats, while Business cabins are smaller and more exclusive, offering only two seats. Transporting passengers also introduces additional progression requirements. Business-class passengers demand a higher reputation level depending on the destination city. Furthermore, transporting large numbers of passengers requires official authorisation. Once a player carries 20 or more passengers, they must obtain a Passenger Transporter licence. Police inspections within cities now also check for passengers and licences, meaning that operating an illegal passenger transport service can lead to penalties.

The Terminal interface itself includes a passenger list and boarding system that allows players to manage travellers before departure. A new Passengers tab has also been added to the lower panel so players can monitor passenger information during gameplay. Visually, the Terminal location is still evolving. The background currently features an original concept sketch that serves as a placeholder while the final pixel-art version is being completed. Concept sketches for Standard and Business passenger cabins have also been turned into detailed pixel graphics that now appear inside the game. The update also introduces several new submarine characteristics. One of the most important changes concerns Hit Points. Previously, hit points were calculated directly from hull strength, which made high-tier submarines significantly stronger than lower-tier vessels, particularly pirate ships. A new formula has now been implemented that still uses hull strength but calculates hit points in a more complex way, creating better balance across different submarine classes.

Another new attribute is Manoeuvrability, which determines how effectively a submarine can evade incoming projectiles. This adds a tactical dimension to combat encounters, making some submarines more agile and evasive while others rely on stronger armour. Submarines now also include Passenger Module Capacity, similar to cargo module capacity. This determines how many passenger cabins can be installed in a vessel. In certain cases the number can be expanded by using cargo module space, allowing players to customise their submarine depending on whether they want to focus on cargo transport or passenger travel. Combat mechanics have also received several adjustments. Pirate submarines are now permanently visible at sea instead of appearing only during specific contracts. They can actively pursue players who move within their range, making the ocean feel more dynamic and dangerous. Before engaging in combat, players can now see information about the number and types of pirate vessels they are about to face.

Defeated pirates now always drop loot consisting of luxury goods, and rewards are shared between allied traders depending on the damage they contributed during the battle. Several combat rules have also been revised, including limits on overwatch and launcher usage during each turn. The pirate Sawfish submarine has also been slightly weakened by reducing its action points. The update also expands the gameplay in other ways. A new Transporter licence has been added, police patrols within cities have been expanded, and sandbox mode now allows players to start with the city of Hamburg already discovered. The starting economy has also been adjusted so that several cities immediately generate contracts at the beginning of a new sandbox game.

Bartenders in city bars now offer additional dialogue options, allowing players to ask about equipment such as grippers or receive hints about other cities. Navigation progression has been expanded with the addition of Navigation level 12, while several earlier navigation values have been adjusted. A large part of the update focuses on technical improvements and optimisation. A new installer and in-game updater has been introduced with significantly improved performance. The updater now displays real-time download information including current, average and peak speeds. Behind the scenes the developers have implemented extensive code optimisation. Although AMOS is sometimes criticised for performance limitations, the team emphasises that careful programming can greatly improve stability and efficiency. As a result, the game now benefits from faster loading times, improved memory management and better network communication.

Additional optimisations include improved Chip RAM usage, faster CRC verification when checking files and a redesigned resource checking system that improves stability. The game also now tracks additional statistics such as the total number of passengers transported. The user interface has also received numerous refinements. UI panels can now be opened dynamically by clicking the corners of the screen, smooth fade transitions appear when loading games, and the combat interface has been visually unified. Tooltips have been improved to display clearer information and exact numerical values when needed. Shipyards now show additional submarine statistics including Hit Points, Manoeuvrability and passenger module capacity, while incompatible modules are clearly marked with red labels. Several small visual improvements and pixel refinements have also been made across the city view and menus. Taken together, these additions show how Aquabyss continues to evolve into a deeper and more complex sandbox experience. With its expanding systems, regular updates and enormous codebase of more than 100,000 lines written in AMOS, the game stands as one of the most ambitious ongoing projects in the modern Amiga scene.
images source: Alex Harkonnen75














