01
WebGPU water surface
Real-time ocean with wind-driven waves, foam, depth-shaded shallows and weather presets, running directly in the browser at interactive frame rates.
In development · Game · Original IP
Browser-native homage to Typhoon Thompson in Search for the Sea Child. AAA-quality real-time water on WebGPU, jet-sled flight across the ocean, dive mechanic, rescue gameplay rebuilt for today.
01 · Overview
Originally, Typhoon Thompson in Search for the Sea Child (Airheart) was a wonderfully strange late-1980s arcade adventure about racing across an alien ocean on a jet-sled, rescuing sea creatures and fighting quirky enemies with fast, fluid movement.
Our project is not a remake, but a modern homage to that old-school arcade feeling: immediate controls, colourful danger, rescue-driven gameplay and high-score energy, rebuilt with today's technology.
We are creating a browser-based arcade experience with AAA-quality realtime water, fast surface flight, underwater diving, rescue missions below the waves, new enemies, upgrades, time-limited dive mechanics, collectibles, and a much richer ocean world that expands the original idea into something fresh, modern and technically impressive.
02 · Origin
Dan Gorlin's Typhoon Thompson in Search for the Sea Child on the Atari ST. A small game with an outsized feel, and the seed of our homage.
Title screen.
Typhoon Thompson in Search for the Sea Child · Dan Gorlin · Brøderbund · 1988 · Atari ST
Encounter with a Sprite Flyer.
Typhoon Thompson in Search for the Sea Child · Dan Gorlin · Brøderbund · 1988 · Atari ST
Surface action across the alien ocean.
Typhoon Thompson in Search for the Sea Child · Dan Gorlin · Brøderbund · 1988 · Atari ST
Screenshots from the original Atari ST release, used as historical reference for this homage project under EU fair-dealing for quotation and criticism. All rights remain with the original copyright holders. If you hold rights and would like a credit adjusted or the image removed, please contact info@vrtron.com.
03 · Highlights
01
Real-time ocean with wind-driven waves, foam, depth-shaded shallows and weather presets, running directly in the browser at interactive frame rates.
02
Custom craft physics tuned for fast surface skimming, buoyancy at rest, and a tight feel that lets the player dance over the ocean.
03
Time-limited underwater dives with depth fog and rescue beats, opening a second gameplay layer beneath the surface.
04
Tranquil, sunset, storm, hurricane, arctic and more. Each preset is its own atmosphere and difficulty modifier, swappable at runtime.
05
Quality and splash-quality sliders scale gracefully from low-power laptops to ultra. Honest signalling: the same canvas runs everywhere.
06
The same factory shape (canvas, onGameOver) drops into ZipZap as a playable feed entry. One build, two distribution channels.
04 · Gallery
05 · Live
Controls: WASD to drive, Q/E strafe, Shift/Space boost, C to dive, C to surface again.
06 · Stack
07 · Outcome
Status
MVP playable
Tech
WebGPU · Three.js
Channel
Browser-native
Active prototype. The target platform is the modern mobile phone, running directly in the browser. Already runs on latest-generation handsets: Chrome on Android 14+ and Safari on iOS 18+. Also playable on desktop in Chrome 113+, the current Edge, and recent Firefox Nightly.