
BRINE
A downloadable game for Windows and Linux
Something smells fishy in Cornwall. A mutated, violent uprising of local seafood has surged from the depths, claiming the coast for themselves. At the centre of the storm stands a single, disgruntled fisherman.
BRINE is a visceral, fast-paced boomer shooter that combines retro-fps tropes with Cornwall, England's weird and wacky older brother.
The ocean’s bounty is fighting back, and they are relentless. Fight your way through waves of crustacean cultists and piscine horrors in a quest to reclaim the South-West. Circle-strafe, kick, and blast your way through the horde, painting the quaint seaside towns red with the viscera of your enemies.
Forget standard-issue military hardware. In BRINE, you fight with what you find. Unload devastation with an arsenal that is as unconventional as it is deadly. Pin enemy heads with a nail gun, unload pirate buckshot to clear crowds, or get up close and personal to humiliate your foes by literally battering them with a portable deep-fryer. The world is their your oyster.
Explore sprawling, quintessentially Cornish environments rendered in glorious retro style. From foggy harbours to sprawling castles, every level is hand-crafted to maximize player agency and exploration. We’ve kept the resolution low, but the action high.
BRINE may work on old industry pipelines but that doesn't mean we're stuck in the past. We’ve gutted the clunky bits and kept the soul. Featuring Full Controller Support and Steam Deck compatibility, as well as various accessibility options.

Studio Whalefall is a small indie studio all using multidisciplinary workflows in order to cover all areas in our project. Currently the team consists of:
- Willem Trevaskis - Project Lead
- Andy Aksu - Art Lead
- Fraser Davies - Project Manager
- Harry Hodgkinson - Level Design
- Joseph Ralphs - Tech. / Programming Lead
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| Status | In development |
| Platforms | Windows, Linux |
| Rating | Rated 4.8 out of 5 stars (6 total ratings) |
| Authors | Andy Aksu, Studio Whalefall |
| Genre | Shooter |
| Made with | Unity, Blender, Aseprite, 3ds Max |
| Tags | blood, boomer-shooter, Doom, doomclone, First-Person, FPS, Movement Shooter, Retro, retrofps |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any), Playstation controller |
| Accessibility | Color-blind friendly, High-contrast |
| Links | Homepage, Discord, Bluesky |
Install instructions
- Download the ZIP file by clicking the corresponding "Download" button for your platform
- Right-click on & extract the contents of the ZIP file
- Navigate into the created folder & double-click "BRINE.exe" (Windows) or "BRINE.x86_64" (Linux)
- For Steam Deck users, do not run the game directly from within desktop mode. Instead, Right-Click on the "BRINE.x86_64" file and select "Add to Steam". The game must only be run from within Steam Mode via your library, otherwise the built-in Steam Deck controls will not function properly.
Development log
- Update v0.1.10 - Changelog & Known Issues66 days ago








Comments
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Amazing demo enjoyed it definitely looking forward to play more of your games
Had fun, game looks and feels nice. Keen to play more. Got lag in the second half of the level with intermittent stutters. There's a glitched super bright light. Not a fan of the shotgun, reload time is super long and takes a long time to hit. Not being able to crouch in the air is a tiny bit weird feeling. Died twice to explosions unexpectedly. Not sure if it was explosive barrels or a suicide bomber type enemy that I didn't notice, but it was too punishing.
Thank you for playing! Sorry to hear about the lag, we're currently working hard on a big optimization + compatibility patch to mitigate (hopefully!) most of those issues.
As for the shotgun, I completely agree - a complete overhaul is in the works regarding those issues. It simply does not feel like a shotgun in it's current stage. We want the Net Gun to have a unique identity whilst still having that super shotgun feel - just ironing out the creases.
I'll have to check out Shanghai Gold, it looks awesome
PROPER JOB!!
Good game solid combat and no glitches on multiple playthroughs- the only issue I had is that you can cheese alot of the enemies by shooting them from a long distance where they do not fight back - possibly implement range / accuracy penalties or a reduced damage over distance system to combat this?
Kip invited me to the playtest and I really liked it, actually. Felt like Blood, plus fishies.
Sweet! Glad you enjoyed, Blood is our main inspiration so I'm glad it felt similar!
Pew pew! Moar! Can't wait for more guns and areas!
What's the fastest run so far?!
The fastest speedrun in V.01 is 1:28!
edit: it is now 1:12
FUN
Thanks for playing! Your playtest means a lot to us. We've just pushed a new build with some important fixes, you may have noticed the larger enemy is very slow - that's fixed now so he performs correctly.
at 0:16 it looks like you get shot by a character who is not facing you? How odd!
Yeah this used to be an issue with our conger eels haha, It's since been fixed
cool concept and nice work on what's been done so far, might consider voting this one. What other disciplines would you ideally like to expect from the extra programmer? I'm a programmer myself and can also do Audio, UI and design stuff, though im not much of an artist or animator
Sorry for the late reply, just seen this. Our team workflow currently is very quick-scrum based. As a programmer for the team you'd be expected to also fill the role of a designer / unity generalist. Art is largely covered but we all work very closely alongside one another to cover our sprints each week.