NEON LEVIATHAN
Blood. Oil. Obsession.
"The whale remembers you."
What This Actually Is
Neon brutalist aesthetic. Moby Dick narrative. Whaling management simulation where every choice matters.
1820s Atlantic whaling. Multi-voyage career. Crew management. Resource scarcity. Timed moral decisions. Brutal minimalist UI with bioluminescent cyan glow on abyss-black. Looks like scrimshaw carved in electric light.
Navigate storms. Hunt sperm whales. Manage crew morale. Watch men die. Return to port. Face your family. Spend your oil money. Set sail again. Repeat until retirement or death.
Choice-based narrative. Not arcade. Not instant-death. Methodical decisions where wrong choice means crew dies, ship sinks, or career ends. Resource horror meets voyage-loop progression in 1820s whaling fleet.
The whale isn't instant death. The whale is consequence compounded over ten voyages.
The Pitch
Whaling management game with neon brutalist aesthetic. Cyan bioluminescence on deep-ocean black. Resource horror with voyage-loop structure. Feels like reading Moby Dick while watching crew die from decisions you made three voyages ago.
Multi-voyage career system. Start as greenhand. End as captain. Or die trying. Each voyage: resupply in port, hire crew, choose whaling ground, hunt whales, survive random events, return home. Repeat.
Resource management: provisions, morale, ship condition, whale oil. Miss one calculation and crew mutinies. Prioritize wrong resource and scurvy spreads. Chase the wrong whale and ship gets rammed.
Timed moral choices. Do you leave injured man behind to chase whale? Do you discipline crew or risk chaos? Do you hunt in storm for better oil or wait for calm? Timer counts down. Choose. Live with consequence.
Crew portraits on screen. Watch them survive or die based on your choices. Memorial graveyard fills up. Family waits in port. Investors demand profit. The whale is still out there.
Core Mechanics
Multi-Voyage Career: Green hand to captain. Each voyage is one complete loop. Port → whaling ground → hunt → random events → return. Track stats across entire career. Total voyages. Total whales killed. Total crew lost. Retirement fund. Family status.
Resource Management: Four resources matter. Provisions (food/water). Morale (crew willingness). Ship Condition (hull integrity). Whale Oil (profit). Manage all four or die. Provisions run out = mutiny. Morale breaks = chaos. Ship condition fails = sink. Oil low = bankruptcy.
Timed Moral Choices: Timer counts down. 30 seconds. 15 seconds. 5 seconds. Choose. Consequence is permanent. Leave injured crew member to chase whale? Discipline harshly or risk disorder? Hunt in storm or wait? Clock's ticking. Choose now.
Crew Management: Hire crew in port. Each has traits. Some are skilled harpooners. Some keep morale high. Some are cowards who panic. Watch their portraits on screen. When they die, portrait grays out. Memorial graveyard records every death. You remember their names eventually.
Whale Hunting: Four species. Sperm (aggressive, valuable, rams ships). Right (docile, high oil). Bowhead (arctic, dangerous ice). Gray (coastal, fights when cornered). Each hunt is phases: sighting → approach → strike → chase → kill. Choose strategy each phase. Success depends on crew skill, equipment, weather, luck.
8 Whaling Grounds: Each ground has different whale populations, weather conditions, distance from port. Choose based on risk tolerance and profit need. Pacific has sperm whales but months from home. Atlantic safer but lower oil. Arctic has legendary bowheads but ice kills.
51 Random Events: Storm. Scurvy outbreak. Mutiny attempt. Whale ramming. Rival ship. Ice pack. Fire. Disease. Desertion. Insanity. Some events have choices. Some just happen. All have consequences.
35 Achievements: Track progression. First whale. First voyage survived. First crew member lost. First mutiny survived. Legendary whale killed. Career milestones. Memorial filled.
Neon Brutalist Aesthetic: Bioluminescent cyan on abyss-black. Deep ocean darkness with creature glow. Geometric UI. Typography like scrimshaw. Crew portraits in brutalist style. Memorial graveyard in neon. Looks like 1820s whaling logs reimagined in electric light from the deep.
Period-accurate terminology. No modern softening. "Trying out" means rendering blubber. "Cutting in" means butchering whale. "Stove boat" means whale destroyed whaleboat. Historical brutality presented honestly.
Career Progression (Acts I-III)
Act I: Green Hand
You're new. Don't know ropes. Literally.
First voyage teaches mechanics through narrative. Experienced crew tolerates mistakes. Captain mentors. First whale hunt. First death witnessed. First port return.
Learn resource management. Learn crew management. Learn whale hunting. Learn consequences are permanent.
Narrative choices with timer. Do you follow orders or question captain? Do you befriend crew or keep distance? Do you study whaling or just survive?
End of Act I: Promoted to harpooner or remain greenhand depending on choices.
Act II: Harpooner
You're skilled now. Throwing harpoons. Killing whales. Making profit.
Multiple voyage career begins. Choose whaling grounds. Manage crew hiring. Balance profit vs safety. Captain's obsession with white whale growing. Do you support obsession or resist?
Moral choices intensify. Abandon injured crew to chase whale? Discipline harshly or risk chaos? Hunt in dangerous waters for better oil? Family in port needs money. Investors demand returns.
Rival ships compete for whales. Economic pressure mounts. Weather worsens. Crew morale harder to maintain. White whale appears occasionally. Captain's behavior changes.
End of Act II: First mate promotion or remain harpooner. Or die. Death is possible.
Act III: First Mate / Captain
You're in command now. Through promotion or mutiny or captain's death. Crew looks to you.
All previous mechanics compound. Resource scarcity extreme. Moral choices all bad options. White whale becomes obsession. Not captain's obsession. Yours.
Family in port aging. Children growing up. Retirement fund matters. But white whale is out there. And you've hunted ten voyages. And the whale remembers you.
Multiple endings based on career choices:
- Kill the white whale (Pyrrhic victory, massive losses)
- Whale kills you (expected, memorial graveyard)
- Retire wealthy (rare, requires ignoring white whale)
- Crew mutiny (justified, you became obsessed)
- Go mad (spiral into madness, narrative collapse)
- Bankruptcy (failed to profit, investors foreclose)
No single "correct" ending. All endings are consequences of choices made across ten voyages.
Memorial Graveyard
Every crew death recorded. Memorial screen accessible anytime. Crew portraits gray out when they die. Names listed with death details.
"JAMES COFFIN / HARPOONER / LOST TO SPERM WHALE / 1824"
"ELIJAH SWIFT / COOPER / SCURVY TOOK HIM / 1825"
"SAMUEL STARBUCK / FIRST MATE / MUTINY CASUALTY / 1826"
"NATHAN CHASE / GREENHAND / STORM AT SEA / 1823"