DRENCHED Softblock Studios
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DRENCHED · 2026

Shaping the player experience of a cozy underwater puzzle adventure about a burned-out artist

UX Designer · Softblock Studios · In development, coming to Steam 2026

Case study in progress
DRENCHED key art: a child runs across a pier at dusk while a fish swims among jellyfish in the water below
The game

DRENCHED follows Brie, a burned-out artist who becomes a mystical fish and drowns into her own imaginary underwater world. Players move between two mirrored spaces: underwater as the fish, blowing bubbles to gather lost art pieces, and on the surface as a child, splashing through puddles. Across three levels, the game explores the joy and struggle of making art, told through cozy visuals and music rather than words.

My role

My main focus was UX design: shaping the player experience and the interface players move through. I expanded on that in a few directions. I conducted usability testing to find where players got stuck, ran QA testing to catch issues before they shipped, and supported early game design decisions as the mechanics and levels took shape.

Signature mechanic

Players control two characters across mirrored worlds: a fish underwater who blows bubbles to collect submerged art, and a child on the surface who splashes through puddles. The worlds reflect one another, so an action in one space changes the other. Designing an interface that keeps players oriented across both perspectives, and teaches the switch without words, is the core UX challenge.

DRENCHED on Steam
Softblock Studios · Wishlist now, coming 2026
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What I'm testing for

The questions this design has to answer

The main focus of the experience was whether players connected with the characters and understood how the two worlds interact with each other. Because so much of Drenched is taught without words, that connection and understanding have to come through comprehension and orientation, not explanation. These are the areas the design and playtesting are built around.

01
Teaching the character switch without words
Do players understand they are controlling two characters across two worlds, and can they learn to move between them without an explicit tutorial?
02
Staying oriented across mirrored worlds
When an action underwater changes the surface, do players connect cause and effect, or do they lose track of where they are and what they changed?
03
Reading the bubble and puddle mechanics
Can players tell what is interactive, what a bubble or puddle will do, and when a puzzle is solved, from the visuals alone?
04
Holding the cozy, wordless tone
Does the interface stay quiet and unobtrusive enough to protect the mood, while still giving players the guidance they need to progress?
Dive into the world

A look at the current build

Screens from the current build, pulled from the Steam store page. Click any image to view it larger.

DRENCHED gameplay screenshot 1
DRENCHED gameplay screenshot 2
DRENCHED gameplay screenshot 3
DRENCHED gameplay screenshot 4
DRENCHED gameplay screenshot 5
DRENCHED gameplay screenshot 6
What's next

Where the project stands

Drenched is in active development with Softblock Studios, targeting a 2026 Steam release. This page is a living preview.