Murky Divers: Low-Poly and Abyssal Pressure in Unity

Published on May 28, 2026 | Translated from Spanish

The development of Murky Divers presents a fascinating case study on how graphical limitations can enhance immersion. Using Unity as the main engine, the team has opted for a stylized low-poly aesthetic that, far from simplifying the experience, becomes the key tool for conveying the oppression of the deep ocean. This article breaks down the technical pipeline behind its unsettling atmosphere.

Murky Divers low-poly cooperative in Unity, abyssal pressure and oppressive underwater atmosphere

Technical Pipeline: Blender, Post-Processing, and Zero Visibility 🌊

The workflow begins in Blender, where low-poly assets are modeled with reduced but intentional geometry. The lack of polygonal detail is compensated by a palette of cold colors and simple textures from Photoshop. The magic happens in Unity through custom post-processing effects. A dense fog volume and a variable chromatic aberration effect that fluctuates with depth are implemented. To simulate pressure, a slight dynamic vignette and a color filter that tints the screen dark blue as the player descends are applied. Dynamic lighting is sparse and directional, coming only from flashlights or bioluminescent creatures, forcing the engine to render soft shadows in real-time only in very specific areas, optimizing performance for cooperative mode.

Limited Lighting as a Tool for Cooperative Tension 🔦

The decision to limit lighting is not just aesthetic; it is a pillar of tension design. By restricting peripheral vision and using point lights that fade quickly, players are forced to stay close. Any separation from the group turns darkness into a tangible threat. The post-processing reacts to the number of nearby players: if a teammate gets lost, the visual pressure effect increases, simulating the character's panic. This technique demonstrates that, in Unity, atmosphere does not depend on realism, but on the intelligent management of the visual information the user receives.

How the use of a low-poly style in Unity affects the perception of abyssal pressure and player immersion in Murky Divers, considering graphical limitations as a narrative advantage.

(PS: 90% of development time is polishing, the other 90% is fixing bugs)