You are Luna, a dolphin in a living ocean. Echolocate to find what the water hides, breach into open sky, and dive into the dark. Nothing here is scenery, the sea has its own residents, its own depths, and its own reasons to be somewhere you are not.
THE OCEAN DOES NOT PERFORM FOR YOU.
Aqua Luna is a game about being an animal in a place that was already busy before you arrived. Whales rise from two hundred metres to breathe on their own schedule. Pods hold together. Predators hunt things that are not you. The reef is shallow and bright, the basins are dark and cold, and the difference matters.
YOU FIND THINGS BY LISTENING.
Luna echolocates. A pulse leaves her melon and comes back carrying whatever is out there, a shape in the murk, a species you have not catalogued, the wall of a wreck. Sonar is not a minimap. It is how you learn where you are.
MOVEMENT IS THE REWARD.
Cruise, run, and dash. Breach into air and control your arc. Land clean and the water gives it back to you as speed. Getting a dive right feels like something you did, not something the game let you do.
A SEA WITH A FLOOR AND A CEILING.
Two hundred metres of water column, from sunlit seagrass to basins where the light does not reach. Species live at the depths that suit them, and finding a sperm whale means going where sperm whales are.
FEATURES
• Echolocation as a mechanic, not a HUD element. Pulse, listen, catalogue
• A full water column: 200 m from reef shelf to dark basin, with residents at every depth
• Wildlife that behaves: pods, predator and prey, air-breathers that surface to breathe
• Breach and dive: momentum-based swimming with a clean-entry speed reward
• Guided, not railroaded: objectives that point without holding your hand