Red Crew Chief
The Blight can't take him. Nobody knows why.
Dr James J Dillon pays respect to the Traditional Owners and Custodians of the site of creative practice, Meanjin and the surrounding northern coast areas, which include the Jagera, Turrbul, Kabi Kabi and Quandamooka peoples, and their Elders.
Roleplay · Squad tactics · CampaignKinslandPlay now
Tactical · Combat · SoloBullet DelugeComing soon
Strategic · Hold · BuildStockie DefenceComing soonMoreton Bay · centuries after the seas rose
The Bayside Kinslanders live on what the drowned coast left them: stilt towns, salvage, nets and stockies, and Barri - a living green wall grown from the sea - standing between the Bay and the open water.
Out past the wall, the Seablight takes reef, beast and person alike. And lately it has been getting closer. Nests swell in the shallows. Cain Toads come up the sand in numbers nobody remembers. Something walks out of the mangroves after dark.
Lead Red's Crew. Hold Q Stockade. Keep your people alive, tide by tide.
Red's Crew
The Blight can't take him. Nobody knows why.
Patches people and machines alike.
Mouth like a harbour. Still sore about his boat.
Goes very still a moment before trouble.
More of Q Stockade
Takes the job, finishes the job, counts everything.
She will tell you what the Currents want, asked or not.
Came when the beacon went dark, with his two cats.
Bred to resist the Seablight. Keeper of the Core.
How it plays
Talk to the people of Q Stockade, earn their trust, build a crew. What you say changes what happens.
Keep the stockie standing: power, water, food, shifts and shelter, while the nests creep closer each tide.
Aimed, positional combat - cover, line of fire and ammunition matter. Night is worse. Much worse.
Every islander has a voice, a family, wants and fears. Add your own AI key and they answer in their own words - and they can still only do what the game's rules allow. Without a key, Seablight plays completely on its own hand-written dialogue.




Kinsland · prototype build 0.1
Seablight_Drowned_Under_Setup.exe · 1.2 GB · 30 Oct 2026 · Windows 10 / 11, 64-bit
Seablight is a new game from an independent developer, so Windows doesn't recognise it yet and may show a blue SmartScreen screen the first time. That's a reputation check, not a virus warning. If you downloaded it from this page, choose More info, then Run anyway. If anything about the file looks different from what's described here, don't run it - and please tell us.
Windows 10 or 11 (64-bit) · 8 GB of memory · a graphics card from the last eight years or so · 1.2 GB of drive space, plus room for saves. Keyboard and mouse.
About the project
Seablight: Drowned Under is a human–AI interactive collaboration project, created and led by Dr James J Dillon. It shows a creative process that is detailed, methodical, principles-based and very human — enhanced by large language models and agentic AI, and grounded in the old fundamentals of dramatic storytelling.
The Kinsland campaign is the first playable build. Bullet Deluge and Stockie Defence - quicker ways into the same drowned world - are on the way.
The creator
Creator of Seablight: Drowned Under, and the human responsible for it - its world, its people, its design, and every call about what happens next.
James is a Creative Digital Marketing Practitioner and embodied researcher based in Brisbane, Australia, with decades of practice across content strategy, publishing and digital media. He is co-founder and director of CreatePlay, a creative design studio.
His professional doctorate at Queensland University of Technology, Creative Third Space: Applying Creative Digital Marketing Practice Within Higher Education Settings (2024), took a mixed-methodology approach. It joined professional reflective practice - reflection in action and on action - with the development of working principles through experimental digital media artefacts: an integrated content campaign, a custom website, and four 360-degree cinematic virtual-reality stories. Its result, the Creative Third Space Process Model, is publicly available to higher-education professionals.
Since his doctorate, his work has focused on what AI tools do to creative digital marketing practice and to long-form content. From late February 2026 he began testing the opportunities that agentic AI and large language models offer for content production - by building a hybrid, mixed-genre interactive experience designed for the desktop PC. That experience is Seablight.
How the art is made - six principles
New builds, new modes and the odd look behind the wall. No spam; leave any time.