A real-time 3D browser game built into the OMNI DEATH site — you ARE the can, falling forever down a black void, weaving plastic-bottle walls. A brand experience you don't watch, you play.
THE DESCENT is an endless tunnel-faller in vanilla TypeScript + Three.js. The fantasy is the brand's thesis turned into a mechanic: plastic is the enemy, so the walls you dodge are glowing plastic, and the further you fall the faster they come. Score is depth. Hit a wall and you drown.
The craft is in the game-feel. A real combo system rewards skimming wall edges — near-miss for gold sparks, a slow-mo kiss, and a multiplier that scales every metre but collapses if you play it safe. The tunnel itself is alive: procedurally-drawn skull and slogan engravings scroll past you, and the whole world shifts colour every depth zone. Every hazard and particle is object-pooled so the RAF loop never allocates — a locked 60fps with bloom. Audio is fully synthesized WebAudio (zero asset files) to stay inside the site's strict CSP. The pure-logic core ships with a Vitest suite that stays green.
The Combo
Skimming a plastic wall instead of coasting through the middle scores a near-miss: gold sparks erupt from the edge, time slow-mo's, and a multiplier climbs to ×10. Coast cleanly twice and it collapses to ×1. Greed versus safety, every gap.

The Living Tunnel
The four tunnel walls carry procedurally-drawn engravings — skull emblems and DEATH TO PLASTIC / DROWN YOUR THIRST slogans painted to an offscreen canvas, zero asset files. They scroll down the void with the fall so you feel yourself dropping through the brand, tinted by the current depth zone.

Synthesized Sound
No audio files — every sound is built live from WebAudio oscillators: a detuned drone bed that rises in pitch with depth, a pentatonic near-miss chime that climbs with the combo, a crush on death. Synthesized specifically to stay inside the site's locked-down Content-Security-Policy.


