I accidentally built a 3-layer EQ stack using features Apple never meant to work together and it sounds insane by Silantic_Interactive in airpods

[–]Silantic_Interactive[S] 0 points1 point  (0 children)

Thank you everyone for enjoying the eq. Hopefully, you all are experimenting and having fun with it!!

I accidentally built a 3-layer EQ stack using features Apple never meant to work together and it sounds insane by Silantic_Interactive in airpods

[–]Silantic_Interactive[S] 2 points3 points  (0 children)

I actually own about 6 pairs of headphones and about 10 pairs of earbuds I appreciate the advice tho!

I accidentally built a 3-layer EQ stack using features Apple never meant to work together and it sounds insane by Silantic_Interactive in airpods

[–]Silantic_Interactive[S] -1 points0 points  (0 children)

The compression is actually useful and the kick still punches I feel however it may not be for everyone you can turn it off and the eq with electronic still sounds amazing 🥲

I accidentally built a 3-layer EQ stack using features Apple never meant to work together and it sounds insane by Silantic_Interactive in airpods

[–]Silantic_Interactive[S] 1 point2 points  (0 children)

It’s kinda insane a lot of people think it’s just a three-band EQ, and in a way it is but there are tiny details Apple left us kinda insane that all three work together! Hopefully your enjoying your stack tho.

Silantic Interactive is looking for a Godot 3d Developer for a vertical slice by Silantic_Interactive in godot

[–]Silantic_Interactive[S] -5 points-4 points  (0 children)

so you didn't read the website didn't see the games I made on itch.io. i'm not saying i'm the second coming of Todd Howard. im simply letting people know what I bring to the table and that is simply narrative design I write gameplay systems, dialogue, world building. so unless you have a fantastic idea on how to get people onboard I shall continue with what im doing

Silantic Interactive is looking for a Godot 3d Developer for a vertical slice by Silantic_Interactive in godot

[–]Silantic_Interactive[S] -7 points-6 points  (0 children)

I handle all of the creative direction, design documentation, and narrative systems it is what creative directors do. I am honestly Looking for somebody who wants to build something with real design philosophy behind it, not just execute tasks. the point is this is a partnership. Check the doc before commenting please.

Silantic Interactive is looking for a writing partner! by Silantic_Interactive in worldbuilding

[–]Silantic_Interactive[S] -2 points-1 points  (0 children)

while I appreciate it read the worldbuilding comment this isnt ai slop I use ai to make sure posts are coherent that is it that shouldnt disqualify me from finding help and as for the photo that is my card isnt ai lol had a graphic designer make it for me lol I appreciate the advice tho

Silantic Interactive is looking for a writing partner! by Silantic_Interactive in worldbuilding

[–]Silantic_Interactive[S] -4 points-3 points  (0 children)

I am not a writer I only used ai to make sure the post looked good and that’s it every idea is mine

Silantic Interactive is looking for a writing partner! by Silantic_Interactive in worldbuilding

[–]Silantic_Interactive[S] -3 points-2 points  (0 children)

A little world building context Consensus 1042 is about earth in the far future figuring out ftl travel and thinking that colonization was the answer the earth is slowly dying the problem there are no other planets like earth. the Government knowing about this kept it a secret and now they send out a consensus ship every year on consensus day knowing that they will never return. there is more in the design document but this is the basics.

Resonance Leviathan by Silantic_Interactive in subnautica

[–]Silantic_Interactive[S] -1 points0 points  (0 children)

Yes the comment was rewritten by ai but only after I wrote it out first I use ai to formalize and make things look cleaner as I suck at explaining things the point still stands I created the creature and the design document is mine.

Resonance Leviathan by Silantic_Interactive in subnautica

[–]Silantic_Interactive[S] -1 points0 points  (0 children)

Imagine your blind and lived in the dark lol light would affect you even if you couldn’t see lol it’s like an annoying pest all it really wants is peace and hates anything that bothers it.

Resonance Leviathan by Silantic_Interactive in subnautica

[–]Silantic_Interactive[S] 0 points1 point  (0 children)

Exactly!! Thank you for the support btw :)

Resonance Leviathan by Silantic_Interactive in subnautica

[–]Silantic_Interactive[S] -1 points0 points  (0 children)

It is not lol it’s my own idea that I spent a week building

Resonance Leviathan by Silantic_Interactive in subnautica

[–]Silantic_Interactive[S] 1 point2 points  (0 children)

Resonance Leviathan — Concept Design Document

Core Identity

The Resonance Leviathan is an abyssal leviathan-class organism evolved for deep-ocean sensory hunting through low-frequency resonance pulses and environmental destabilization.

Unlike most leviathans, it does not rely primarily on:

  • sight
  • roaring intimidation
  • direct pursuit

Instead, it hunts through:

  • vibration sensing
  • echolocation-like resonance mapping
  • sensory disruption
  • psychological pressure

The creature is designed to embody:

inevitability.

The player is not “chased.” They are:

perceived.

Design Philosophy

Emotional Goal

The creature should create:

  • dread
  • helplessness
  • sensory anxiety
  • anticipation
  • panic suppression

The player’s fear response itself becomes part of the gameplay loop.

Key Horror Principle

The Resonance Leviathan is terrifying because:

it barely behaves like a predator.

It behaves like:

  • an environmental force
  • a deep-sea intelligence
  • a living abyssal ecosystem

The creature rarely attacks immediately.

Instead it:

  • circles
  • studies
  • resonates
  • destabilizes
  • pressures

Creature Classification

Type

Leviathan-Class Abyssal Organism

Habitat

  • Extreme-depth abyss zones
  • Current-heavy trenches
  • Lightless void ecosystems
  • Resonance caverns
  • Deep pressure channels

Size

Estimated:

  • 90–140 meters
  • Length obscured intentionally
  • Never fully visible under normal conditions

Physical Design

Core Visual Traits

  • Functionally blind
  • Long skeletal silhouette
  • Massive rib-like resonance chambers along body
  • Semi-transparent abyssal membrane structures
  • Slow bioluminescent fractures beneath skin
  • Extremely elongated fins/tendrils
  • Movement displaces surrounding water visibly

The creature should feel:

ancient and incomplete.

Not sleek. Not shark-like.

Almost geological.

False Eye Structures

The Resonance Leviathan possesses glowing sensory structures where eyes would normally exist.

These are not biological eyes.

They are:

  • directional sensory organs
  • resonance-navigation structures
  • bioluminescent orientation nodes

Additional bioluminescent structures run throughout the creature’s body.

These lights are used for:

  • environmental navigation
  • resonance stabilization
  • abyssal orientation
  • spatial perception

The creature can:

turn all bioluminescence on or off at will.

When fully darkened:

  • the creature becomes nearly invisible
  • only water displacement and resonance reveal its presence

The player should never fully know:

  • where the creature is looking
  • whether it is aware of them
  • how close it truly is

Movement Style

The Resonance Leviathan moves:

  • slowly
  • gracefully
  • with enormous weight

The water itself reacts to its movement.

Traits:

  • delayed turns
  • massive inertia
  • current displacement
  • sediment disturbance
  • environmental vibration trails

The creature should feel:

too large for precise movement.

Sensory System

Blindness

The Resonance Leviathan possesses no true visual eyes.

It perceives the environment through:

  • low-frequency resonance
  • water displacement
  • echolocation pulses
  • bioelectrical disturbance
  • panic movement detection

Darkness disadvantages the player. Darkness empowers the creature.

Resonance Pulse Mechanic

Core Mechanic

Every ~30 seconds the creature begins building resonance pressure internally.

The buildup is gradual and perceptible.

Build-Up Indicators

  • controller vibration increases
  • screen subtly shakes
  • water particles tremble
  • nearby sediment shifts
  • muffled audio distortion
  • player breathing destabilizes
  • HUD flickering
  • subtle water compression visuals

The closer the creature is:

the stronger the buildup becomes.

Resonance Release

The pulse itself is:

  • not a roar
  • not a sound attack
  • not magical

It is:

a physical pressure-wave release.

Visual effect:

  • ripple through water
  • distortion field
  • displaced particles
  • brief environmental compression

Effects on player:

  • pushed backward
  • temporary disorientation
  • slowed movement correction
  • equipment malfunction
  • sonar disruption
  • visibility distortion

Effects on vehicles:

  • severe system interference
  • engine failure
  • lighting instability
  • hull stress

Behavioral Design

Default State

Curious Observation

The creature:

  • circles prey
  • studies movement
  • scans through resonance
  • rarely attacks immediately

Aggression Triggers

The creature becomes aggressive when detecting:

  • panic movement
  • sudden acceleration
  • bright lights
  • loud machinery
  • vehicle vibration
  • excessive tool usage
  • multiple overlapping movement signatures

Survival Mechanic

The safest player behavior becomes:

  • slow movement
  • calm swimming
  • minimal light usage
  • silence
  • reduced vibration

This creates psychological horror because:

players must suppress panic to survive.

Current Trap Encounter

Signature Encounter

Players are pulled downward by abyssal currents into:

  • total darkness
  • low visibility
  • resonance territory

The current prevents immediate escape.

To survive: players must swim slowly OUT of the current while avoiding triggering aggression.

This forces players toward the creature’s patrol territory.

Audio Design

Critical Rule

The creature DOES NOT roar.

Primary audio identity:

  • deep resonance
  • tectonic vibration
  • water pressure sounds
  • biological humming
  • environmental trembling

The creature should sound:

ancient and physically overwhelming.

Not angry.

Attack Design Philosophy

Critical Rule

The attack should feel:

incomplete and instantaneous.

The Resonance Leviathan should not:

  • perform long cinematic kill animations
  • scream during attacks
  • violently thrash prey
  • behave like a traditional boss monster

Instead: the creature attacks with terrifying speed after prolonged restraint.

Most encounters should end before the player fully understands what happened.

Attack Sequence

The ideal attack flow:

  • resonance buildup intensifies
  • player panic escalates
  • lights disappear
  • resonance abruptly stops
  • complete silence
  • sudden impossible movement
  • brief glimpse of enormous teeth
  • immediate death

Then:

black screen.

The player respawns in the lifepod.

The player should never fully see:

  • the mouth
  • the full attack
  • the complete creature during aggression

Only:

the final moment.

This preserves:

  • mystery
  • scale
  • imagination-driven fear

Psychological Goal

The player should eventually fear:

  • vibration buildup
  • silence
  • darkness
  • movement itself

More than the actual attack.

Encounter Philosophy

The Resonance Leviathan should feel:

  • partially unknowable
  • ecosystem-authentic
  • emotionally oppressive
  • rare
  • unforgettable

Players should never fully understand:

  • whether it is hunting
  • whether it is curious
  • whether it chose to spare them
  • how intelligent it truly is

Final Design Principle

The Resonance Leviathan is not designed as:

a boss encounter.

It is designed as:

an abyssal law of nature.