Type a word, name, or hash as your seed — or hit RANDOM. Each seed creates a unique piece.
THE SCIENCE
Nothing here is random. Every parameter comes from real oceanographic formulas. Then we run it through 21 different visualization algorithms that unlock as you go deeper.
You can get zen minimalism at any depth or impossible Penrose triangles at 8,000m. The math is real. The ocean physics are real. The art follows both.
Why Colors Disappear (Beer-Lambert Law)
Water absorbs light. Not evenly. Each wavelength has a different absorption rate. Red light is gone by 10 meters. Orange by 40. Yellow by 100. By the time you hit 200 meters, only blue and violet remain. Below 1,000 meters there is zero natural light.
The formula is I = I₀ × e^(-kd) where k is different for each wavelength and d is depth. This isn't a design choice. A piece at 3,000m physically cannot have warm colors unless it hits a hydrothermal vent.
Two exceptions exist. Bioluminescence (200 to 1,000m) produces blue-green light at 460 to 490nm. Hydrothermal vents (1,000 to 4,000m) are the only source of warm color at depth, where magma meets water at 350°C+.
I = I₀ × e^(-kd) applied per wavelength
Depth Zones and What Lives There
The ocean has five depth zones. Each one has fundamentally different geology, and the algorithm respects that. You can't get volcanic terrain on the continental shelf because there are no volcanoes there. You can't get chaotic terrain on the abyssal plain because it's the flattest surface on Earth.
Geological personalities aren't random rolls. They're constrained by what's physically possible at each depth. A piece's character is determined by where in the ocean it comes from.
The rarity system follows the same logic. Volcanic pieces are genuinely rare because volcanism only occurs at mid-ocean ridges (1,000 to 4,000m). A minimal piece at shallow depth is rare because shallow water is full of features. Rarity means geological improbability.
Pressure Shapes the Art
At sea level you're at 1 atmosphere. At the bottom of the Mariana Trench, 1,086 atmospheres. The formula is simple: P = ρgh (density × gravity × height). This pressure literally compresses the art. Line spacing tightens. Features get denser. Surface pieces breathe. Hadal pieces are crushed into tight, packed formations.
Temperature drives order versus chaos. Surface water is 20 to 25°C with turbulent currents, tides, and storms. Below the thermocline (200 to 1,000m), temperature drops sharply. Below 1,000m it barely changes. Near-constant 2 to 4°C. The art follows: surface pieces have wild variation in line weight. Deep pieces are more ordered, more geometric. Almost crystalline.
Every piece is a core sample. The seed determines where on the ocean floor you're drilling. The depth determines what forces are acting on what you find.
How a Piece Gets Made
Every piece runs through the same pipeline. The seed determines the randomness. The depth determines the physics. Together they produce something inevitable.
Depth-Gated Discovery System
Different depths unlock different algorithms. Surface water gets basic patterns. Go deeper and you hit string art, fibonacci spirals, fractal boundaries. At the bottom: impossible geometry that shouldn't exist in physical space.
But simple patterns show up everywhere. You can roll zen minimalism at 8,000 meters. The algorithm doesn't lock you out of clean designs just because you're in the abyss.
About 70% of pieces are elegantly simple. The other 30% get mathematically weird. Rarity comes from the complexity of the algorithms and what's geologically possible.
21 Visualization Modes
Complete Traits Reference
51% Anomaly Rate — 18 Types
About half the pieces have some kind of visual anomaly. Could be structural (inverted terrain), blockchain-related (mempool ghosts, chain reorgs), or just weird (signals that shouldn't exist). Keeps things unpredictable.
Collection Mechanics
4,444 unique pieces across 21 algorithmic visualization modes and 11,000 meters of depth. Each seed can only be minted once — the contract enforces uniqueness onchain. Your first mint is free. Every mint after that costs 0.001 ETH. Each token stores its seed, depth, visualization mode, palette, and all traits permanently onchain.
Mint multiple pieces in a single transaction. The contract generates random seeds, depths, modes, and palettes from block data — every piece is unique and unpredictable. Your free mint applies to the first token in the batch.
No server dependency. The seed and depth are stored onchain. The rendering algorithm lives on IPFS. Anyone can verify any piece by entering the same seed at the same depth. The art is the math.
SVG, not raster. Every line is a mathematical path. Print at any resolution. Zoom infinitely. The 2000×2000 download is a convenience. The actual artwork has no resolution limit.
18 visual mutations across three categories: structural (inversion, echo, fragmentation), blockchain (mempool ghost, reorg, nonce gap), and uncanny (signal, depth return, absence). About half of all pieces carry one.
Ethscriptions — Separate from the NFT
Ethscriptions are a completely separate system from the NFT mint. When you ethscribe, you send a zero-value transaction to yourself with the full SVG artwork encoded as calldata. No smart contract involved. No supply limit. No minting fee — just gas.
The NFT stores your seed onchain and points to the IPFS renderer. The ethscription stores the actual rendered image in the transaction data itself. Different purposes: the NFT is a creation record, the ethscription is data immortality.
That data exists in Ethereum's calldata as long as Ethereum exists. No IPFS pinning, no gateway, no renewal fees. It's the most permanent way to store art onchain. You can ethscribe any piece — you don't need to mint the NFT first.
The ETHSCRIBE button generates the SVG at your current seed + depth, encodes it as calldata, and sends a 0 ETH transaction from your wallet to your wallet. The artwork lives in that transaction forever.
