Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky
Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky
Get in touch
hello@magsstudio.com
Studio
Manila · Remote
Steam
itch.io
Discord
Bluesky

Strategy
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Leviathan Class
Leviathan Class
Leviathan Class
Command a wing of bio-engineered submersibles under a drowned megacity — pressure, power draw and crew nerve decide the fight before contact.
Command a wing of bio-engineered submersibles under a drowned megacity — pressure, power draw and crew nerve decide the fight before contact.
Command a wing of bio-engineered submersibles under a drowned megacity — pressure, power draw and crew nerve decide the fight before contact.
Publisher
Nine Volt
Nine Volt
Year
2023
2023
Build time
6 months
6 months
Role
Design Direction · Systems · Netcode
Design Direction · Systems · Netcode
Deliverables
PC release · Ranked multiplayer · Two campaigns
PC release · Ranked multiplayer · Two campaigns
Recognition
Indie Assembly · Best Debut
Indie Assembly · Best Debut
/ 01 — The pitch
Strategy where the deep gets a vote.
Strategy where the deep gets a vote.
Strategy where the deep gets a vote.
Nine Volt wanted an undersea strategy game that punished players for treating the deep as a flat board. Pressure, power budgets and crew nerve had to matter as much as fleet composition — and all of it had to stay legible at a glance.
Nine Volt wanted an undersea strategy game that punished players for treating the deep as a flat board. Pressure, power budgets and crew nerve had to matter as much as fleet composition — and all of it had to stay legible at a glance.
We agreed on three constraints. Every system had to be visible in the UI without a tooltip. Matches had to resolve in under forty minutes. And multiplayer had to be deterministic enough for replays to work as a coaching tool.
We agreed on three constraints. Every system had to be visible in the UI without a tooltip. Matches had to resolve in under forty minutes. And multiplayer had to be deterministic enough for replays to work as a coaching tool.

02 / Production
Six months, one hard schedule.
Six months, one hard schedule.
Six months, one hard schedule.
The hardest schedule we have ever signed — selected shots from the pressure model, the power layer, and ranked play.
The hardest schedule we have ever signed — selected shots from the pressure model, the power layer, and ranked play.

/ 01 · Pressure model

/ 02 · Power layer

/ 03 · Wing UI

/ 04 · Deterministic netcode

/ 05 · Ranked launch
Six months. The hardest schedule we have ever signed and not a single missed beat.
Six months. The hardest schedule we have ever signed and not a single missed beat.
Six months. The hardest schedule we have ever signed and not a single missed beat.
Daniel Park
Studio Head · Nine Volt
03 / Launch
By the numbers.
By the numbers.
By the numbers.
6mo
6mo
6mo
Concept to ranked launch
40min
40min
40min
Median match length
220k
220k
220k
Copies sold in year one
1
1
1
Assembly Best Debut

/ Next project →
Chrome Meridian
Chrome Meridian
Chrome Meridian
Driving

05 / Get in touch
Let’s build
something
playable.
Let’s build
something
playable.
Let’s build
something
playable.
A game, a world, a system that needs to feel right — we’d love to hear about it. One reply away.
A game, a world, a system that needs to feel right — we’d love to hear about it. One reply away.
Replying within 24 hours · Manila · Remote