---
key: mechanic/movement-platforming--t009
type: mechanic
id: movement-platforming--t009
lang: en
title: Swimming and underwater movement
summary: >-
  Movement through water adds ascent and descent to ordinary navigation.
  Resistance changes acceleration, braking and tool use.
updatedAt: '2026-10-21'
status: active
url: 'https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t009/'
jsonUrl: >-
  https://gamemechanics.pro/api/v1/knowledge/en/mechanic/movement-platforming--t009.json
markdownUrl: >-
  https://gamemechanics.pro/content/knowledge/en/mechanic/movement-platforming--t009.md
aliases:
  - Underwater movement
tags:
  - Movement and platforming
  - Mechanics and variants
sourceIds:
  - source-b8626268f7974a44
  - source-ad5935e19b434514
  - source-8b181715b5c89953
  - source-4e22a7f341a5d0ce
sources:
  - id: source-b8626268f7974a44
    title: 'Godot: 2D movement overview'
    url: 'https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html'
    verifiedAt: null
  - id: source-ad5935e19b434514
    title: 'Maddy Thorson: Celeste & TowerFall Physics'
    url: >-
      https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html
    verifiedAt: null
  - id: source-8b181715b5c89953
    title: 'Godot: CharacterBody3D'
    url: 'https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html'
    verifiedAt: null
  - id: source-4e22a7f341a5d0ce
    title: Subnautica
    url: 'https://store.steampowered.com/app/264710/'
    verifiedAt: null
relations: []
placements:
  - catalogId: movement-platforming
    id: t009
    title: Movement and platforming
    url: 'https://gamemechanics.pro/en/mechanics/movement-platforming/#t009'
    categoryIds:
      - mechanics
supersededBy: []
attributes:
  preview:
    updatedAt: '2026-10-21'
    title: Underwater movement
    description: >-
      Movement through water adds ascent and descent to ordinary navigation.
      Resistance changes acceleration, braking and tool use.
    image:
      src: images/mechanics/subnautica-scanner.webp
      width: 1440
      height: 810
      game: Subnautica
      sourceUrl: 'https://store.steampowered.com/app/264710/'
      originalUrl: >-
        https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/264710/ss_e182b6b20bb797500f9f63c561586d920d44e37c.1920x1080.jpg?t=1777456112
      credit: Unknown Worlds Entertainment
      rights: © Unknown Worlds Entertainment. All rights reserved.
      caption: Navigating a three-dimensional underwater space
      alt: >-
        Subnautica: a swimmer with a scanner moves among underwater rocks and
        creatures at different heights.
      markers:
        - x: 48
          'y': 48
          label: Landmarks at different depths
        - x: 11
          'y': 79
          label: First-person view underwater
    tips:
      - Tune depth controls separately from view direction.
      - Keep landmarks recognizable when ascending or turning.
    examples:
      - title: Subnautica
        url: 'https://store.steampowered.com/app/264710/'
endsAt: null
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
catalogKey: catalog/movement-platforming
---
# Swimming and underwater movement

id: movement-platforming--t009
type: mechanic
key: mechanic/movement-platforming--t009
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/movement-platforming--t009/

Movement through water adds ascent and descent to ordinary navigation. Resistance changes acceleration, braking and tool use.

## At a glance

![Subnautica: a swimmer with a scanner moves among underwater rocks and creatures at different heights.](https://gamemechanics.pro/images/mechanics/subnautica-scanner.webp)

[Subnautica](https://store.steampowered.com/app/264710/) · © Unknown Worlds Entertainment. All rights reserved.

1. Landmarks at different depths
2. First-person view underwater

- Tune depth controls separately from view direction.
- Keep landmarks recognizable when ascending or turning.

- [Subnautica](https://store.steampowered.com/app/264710/)

## How it works

The player moves through a resisting volume, choosing depth, effort direction and when to return to the surface.

## Variants

### Mechanic variants

<a id="t009-variants"></a>

- Buoyancy: no input causes rising, sinking or neutral depth. <a id="t009-v1"></a>
- Air reserves: time or access to replenishment limits distance from the surface. <a id="t009-v2"></a>
- Currents: water motion combines with controlled speed and changes the route. <a id="t009-v3"></a>
- Medium transitions: entering water or reaching shore explicitly changes available actions. <a id="t009-v4"></a>

## Design example

An underwater passage offers a short strong current and a long sheltered loop with an air-replenishment point.

Prototype check: Compare movement with and against the current; players should understand relative speed and retain a way back.

## Context and limits

Movement connects input, trajectory and accessible space. Players assess support, speed and remaining abilities, choose an action and correct their motion through feedback. These ten directions range from flat platforming to underwater movement. A first prototype needs only a few surfaces and one distinctive rule; the camera, collisions and return of control should explain success or failure. Godot documentation provides implementation examples, while the Celeste and TowerFall author describes one approach to movement and platforms; these choices are not mandatory in every engine.

## Connected materials


## Sources and provenance

Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.

- [Godot: 2D movement overview](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html) (id: source-b8626268f7974a44)
- [Maddy Thorson: Celeste & TowerFall Physics](https://www.mattmakesgames.com/articles/celeste_and_towerfall_physics/index.html) (id: source-ad5935e19b434514)
- [Godot: CharacterBody3D](https://docs.godotengine.org/en/stable/classes/class_characterbody3d.html) (id: source-8b181715b5c89953)
- [Subnautica](https://store.steampowered.com/app/264710/) (id: source-4e22a7f341a5d0ce)

CC-BY-4.0 · gamemechanics.pro contributors
