There's an inherent creepiness in being underwater. The depths grow gradually darker and more mysterious as you delve deeper and there's a sense of discovery as discarded everyday things take on a whole other life.
Possessing creatures is as simple as a button press, and they don't seem particularly bothered by it – though you do have to be careful that the lifeless body of the diver doesn't get gobbled up in the meantime. You can even hop from one creature to the next, a crucial step for some of the later puzzles.
That said, it never feels complex, so the game never stretches you, making this a fairly relaxed experience, albeit with moments of tension and certainly ones which make your hairs stand on end.
You see, the creatures at this depth have a certain pilot fish-like menace to them, with big snapping jaws a common find. Unsettlingly, you'll discover that not all creatures can be possessed, and with no weapons to speak of, sometimes there's no alternative but to dash away and hope for the best, since getting off the screen to the next area will leave unsavoury characters behind.
It's here that we encountered the biggest issue with the game, though not by any means a deal-breaker: loading. Games do still need to load. As complex as console systems have become there's still a need to have these images conjured up from the depths of the SSD, or hard drive, but with such seemingly straightforward visual design, it stands out when you encounter loading so frequently.
Loading times interrupt the carefully constructed atmosphere, as the ambient music and sound effects fade out and then back in as the visuals do...
It's not extreme or offensive, but each time you move off-screen you'll trigger a fade to black, followed by a load of about 5 seconds. It feels like a conscious choice, since each load is consistent, but sometimes the area you've travelled on screen to get there is barely bigger than the screen itself, leaving you wondering why.
The reason it is disappointing is that it interrupts the carefully constructed atmosphere, as the ambient music and sound effects fade out and then back in as the visuals do. In some cases, such as right after a near-death experience, the breath is welcome, but more often that not it makes the game feel slow, in an experience that is already sedate to begin with.
While it wasn't enough to stop us wanting to explore, a longer load, which can't be ruled out on a less powerful platform like the Switch, would have a more significant impact.
Topping off each area you'll encounter a giant boss, known as a Goliath, that requires a little more thought or snappier timing to defeat, though there's no direct combat to speak of here, the environment is your weapon, if you can call it that.
Overall, it was a pleasant if unsettling dive with Silt, and something which feels like a well-realised vision of a select few – an authentic indie game experience – and something well worth checking out.