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Cool concept. I think something slightly weird about how the buoyancy physics work with the cellular automata ripples that I think could be tuned better, or maybe swapped out with a more detailed surface wave sim of some sort.

Worked pretty well on the steam frame, though for some reason the eye matrices were slightly off making the picture warp. Wasn't bad enough to stop playing but odd, dunno if anyone else on a steam frame experienced that. 

Bastiaan mentioned the warping as well, apparently it is caused by a bug in godot when foveation with subsampled images is enabled. I'll turn that off and will upload a build with it tomorrow.