When Sword of the Sea first appeared with its rolling dunes and a lone figure carving arcs on a glowing Hoversword, fans of artistic indie games recognized a familiar touch. The creative director is Matt Nava, former art director of Journey and now leading Giant Squid, the studio behind ABZÛ and The Pathless. With this project, Nava is chasing what he calls an “extreme” form of bliss: an intersection of adrenaline and tranquility expressed through pure movement.
From Journey to Giant Squid
Journey became a landmark in game design for its ability to communicate emotion through minimalism. Nava’s work on the game’s desert landscapes and iconic imagery set a foundation for his future projects. After Journey, he founded Giant Squid, building a philosophy around evocative mechanics and environments that prioritize flow and expression over complex systems. The studio’s ethos is clear across ABZÛ, The Pathless, and now Sword of the Sea: intuitive traversal, worlds that tell stories through scale and architecture, and experiences that players interpret without heavy exposition.
What Is Sword of the Sea?
Sword of the Sea is set in a vast desert that moves like an ocean, where sand behaves like liquid waves. Players ride the Hoversword, a hybrid of sword and hoverboard, to surf dunes, carve momentum through bowls, and glide across ancient ruins. The design emphasizes mastery of movement and terrain, rewarding players who can maintain flow and read the environment. Tricks and stylish motions are not superficial but functional, helping to sustain speed, access new routes, and interact with the world.
Flow and “Extreme Bliss”
The concept of “extreme bliss” emerges from the tension between speed and serenity. Sword of the Sea borrows the rhythm of extreme sports like surfing, snowboarding, and skateboarding, then filters it through Giant Squid’s meditative design approach. The result is a state of calm intensity, where maintaining momentum feels both exhilarating and soothing. Rather than focusing on fail states or difficulty spikes, the game rewards precision and rhythm, allowing players to find a sustained flow that builds over time.
Art Direction and Atmosphere
The world is sculpted to be both functional and evocative. Dunes form half-pipes and channels that guide traversal lines, while ruins and monumental statues hint at civilizations consumed by time. The palette evolves across regions, shifting from warm desert tones to cooler hues that signal tonal and mechanical changes. Environmental readability remains central, with shadows and highlights guiding players toward optimal paths. Giant Squid’s signature audio design complements the visuals, with a score that rises and falls with the player’s speed, reinforcing immersion.
Design Lineage
Sword of the Sea builds on lessons from Nava’s earlier projects. Journey explored companionship and wordless connection across vast deserts. ABZÛ refined three-dimensional swimming in a vibrant underwater world. The Pathless used archery mechanics to sustain momentum across sprawling landscapes. Sword of the Sea synthesizes these approaches, centering the Hoversword as both a traversal tool and an expressive instrument. Instead of scripted challenges, terrain literacy and player expression create emergent variety, encouraging experimentation and personal style.
Platforms and Release
Sword of the Sea was revealed during a PlayStation showcase and is currently highlighted for PlayStation 5. Its fluid traversal and wide landscapes have been key focuses of promotional footage. Additional details regarding release timing and other platforms are being shared gradually by Giant Squid through official channels.