Abilities
Just like stars, using abilities in Seashine is optional, but strongly encouraged if your goal is to survive longer before your inevitable death.
Every player begins with a built-in default ability that replenishes a small portion of your light when activated. Unlockable abilities layer on top of this default ability, unlocking new survival strategies and escape options.
Triggering Abilities
Section titled “Triggering Abilities”You can activate the default ability right from your first dive by double-tapping anywhere on the screen (outside UI areas) or by tapping the Star icon in the top-right corner.
The only requirement is having at least one star in your balance. Triggering your abilities—whether running just the default effect or a full loadout of three unlockable abilities—always consumes one star.
Note: I know the double-tap shortcut can be frustrating for some playstyles; the upcoming update adds settings to remap or disable it entirely.
To take effect during a run, unlockable abilities must be both unlocked with stars and equipped to an active ability slot.
Once activated, your abilities enter a strict 16-second cooldown. Pausing the game pauses the timer. This cooldown cannot be shortened, so timing your activations is critical.
Unlockable Abilities
Section titled “Unlockable Abilities”From the main menu (accessible at launch and upon every reincarnation), open the Ability menu (upward arrow icon) to browse, unlock, and equip abilities. The base default ability is always active passively and does not appear in this menu.
The visuals and behaviors of these unlockable abilities will evolve in the upcoming update. Here is the full roster of abilities currently available, alongside their planned evolution:
| Ability | Current Behavior | Upcoming Behavior |
|---|---|---|
| Antiparasite | Instantly detaches all parasites latched onto your body. | Adds a brief repellent window after use to keep parasites from immediately reattaching. |
| Antipoison | Instantly neutralizes poison effects. | Grants temporary immunity to poison for a brief period after use. |
| Light Boost | Increases the amount of light restored by the default ability. | No behavioral change. |
| Magnet | Delivers a single pulse that draws nearby prey toward you. | Generates a sustained pull that draws nearby prey toward you over several seconds. |
| Shockwave | Releases a concussive burst that shoves obstacles and breaks apart Ramapingore clusters. | Adds dynamic wildlife reactions when caught in the wave (panicking, becoming aggressive, etc.). |
| Speed Boost | Temporarily increases swimming speed for a few seconds. | Slightly longer duration, but the ability cancels immediately if you collide with obstacles. |
| Stun | Temporarily immobilizes small and mid-sized creatures, stopping their movement. | Adds richer behavioral reactions for all nearby wildlife, including creatures immune to the full stun. |
| Supersense | Pings and marks the positions of nearby light sources once upon activation. | Dynamically tracks nearby light sources in real time for the full duration, clears depleted signals, and moves tracking indicators to the screen borders instead of around your jellyfish. |
Ability Slots
Section titled “Ability Slots”To use unlocked abilities in a run, you must assign them to the three ability slots at the top of the Abilities menu:
- Starting Slots: New installations start with two unlocked slots. The third slot can be permanently unlocked with stars.
- Equipping: Tap an open slot to equip an ability. Tap repeatedly to cycle through your unlocked roster.
- Base Ability: The default light-replenishing ability never occupies a slot. Slots are reserved exclusively for unlockable abilities.
The upcoming update will let you unequip abilities to leave slots empty. For players who love a challenge, new achievements will reward reaching high scores without equipping any abilities.

