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It begins with one of the loveliest interfaces I've ever handled, a fluorescent origami puzzle of panels, dials and buttons, at once tactile and ethereal, vintage and high-tech, like a holographic astrolabe. At its centre, a circle of ocean rendered in the style of an old-time sea chart, its delicately nested contours travelling beyond the dashboard into a turquoise haze.

A tap of space bar sends out a wailing sonar wave, populating that circle of water with triangular waypoints and coloured dots, darting through or forming undulating patterns - creatures, going about their lives without much heed for the fumbling, dive-suited human in their midst. Tap a waypoint to scan it, a brief but evocative description filling a fold-out panel to the right. Push one of the larger buttons to set that waypoint as a destination, a sextant arm locking across the view with a gratifying click. Hit another button to engage the suit's thrusters, then hit space on arrival to scan your surroundings anew.

This is the heartbeat of In Other Waters, a unique and mesmerising exploration game from Jump Over The Age, set on an alien planet. It's a tempo that carries you from sunlit shallows to waters clogged with poisonous microbes, from pillars decked with pollen to abyssal reaches that harbour dreadful secrets. There is little to break the rhythm - no in-game antagonist to defeat, and only a small handful of tools such as laser cutters that open up initially inaccessible regions. Even the occasional terrain hazards, which range from stinging veils to pools of corrosive brine, are more like encouragements to keep moving than threats.

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