Murky Divers: How Unity and Blender Create the Pressure of the Abyss

Published on May 29, 2026 | Translated from Spanish

The development of Murky Divers demonstrates how a small team can generate an oppressive atmosphere using accessible tools. The combination of Unity as the engine, Blender for modeling, and Photoshop for textures allows for building an underwater world where lack of visibility and environmental pressure are the true antagonists. We analyze the key technical techniques behind this cooperative experience.

[Murky Divers low-poly underwater game with dynamic lighting and environmental pressure in Unity and Blender]

Limited dynamic lighting and post-processing in Unity 🌊

The key to horror in Murky Divers lies in limited dynamic lighting. Instead of using a uniform global ambient light, developers place point and directional light sources only at strategic points, such as diving flashlights or bioluminescent creatures. This creates an extreme contrast between the safety of light and total darkness. To simulate pressure, a progressive vignette effect and a depth blur that intensifies with increasing depth are applied. The post-processing profile in Unity includes a blue-green color grading with reduced saturation, plus a subtle chromatic aberration effect that mimics water distortion. The low-poly assets, modeled in Blender with optimized polygons to reduce draw calls, are exported with automatic LODs to maintain 60 FPS in four-player sessions. It is recommended to use Unity shaders with a single lighting pass to avoid overloading the GPU in multiplayer environments.

Lessons for indie developers 🎮

Murky Divers demonstrates that photorealism is not needed to convey a physical sense of danger. The combination of low-poly with aggressive post-processing effects generates a unique aesthetic that reinforces cooperative gameplay. For small teams, it is crucial to prioritize limited dynamic lighting over static global lighting, as it allows for adjusting tension in real-time. Additionally, optimizing assets from Blender with a polygon count of less than 500 per object and 512x512 pixel textures ensures the game runs on modest hardware, expanding the potential player base.

As an indie developer, what specific lighting and post-processing techniques in Unity, combined with modeling in Blender, are most effective for simulating the pressure and claustrophobia of the abyssal depths in Murky Divers?

(PS: optimizing for mobile is like trying to fit an elephant into a Mini Cooper)