ENDTIDE

The sea only rises. Hold.

A roguelite tower defence where the enemy is the ocean itself.

Wall a warm city against a sea that only rises. Hold it through every tide. When a city drowns, wind the world back and found a better one.

In development for PC. No store page yet: this list hears everything first.

−4 msounding one

The sea is the enemy

Endtide's ocean is not a spawn table. It is one deterministic fluid, simulated cell by cell. It pools behind ridges, funnels down valleys, and finds the one gap you forgot.

The threat vocabulary is physical and learnable. A surge spikes and recedes. A king tide leans on your highest wall for one long, patient minute. A storm wave breaks in from a flank. A breach turns a comfortable evening into a sprint.

Storm swell pressing against the dark shore of an island, a turbine standing on the point
The swell arrives. Pre-alpha capture, real simulation.
−9 msounding two
An island ringed by an eight-metre seawall, farms and habitats inside, the sea lapping near the crest
An 8-metre ringwall holding a 7.7-metre sea. Thirty centimetres of forgiveness. Pre-alpha capture.

Hold the line

Seawalls raise the land itself. Pumps and evaporators spend power to push the water back. Channels decide where the flood goes when you cannot stop it. Every placement is a bet measured in centimetres of freeboard: the forecast peak says 4.2 metres, and your wall stands at 4.5. For now.

Energy is the spine, and the waterfall plant feeds on the very sea that is trying to drown you. The deeper the water against your wall, the harder it works. The thing killing you is also the engine.

The toolkit, straight from the build:

Waterfall plant
Waterfall plant. Feeds on the sea beside it
Pump
Pump. Cheap, small, plugs breaches
Evaporator
Evaporator. Holds ground at high drain
Freezer
Freezer. Turns water into wall
Tidal turbine
Tidal turbine. Peaks when the storm does
−14 msounding three

Read the tide

Tides arrive as rounds, telegraphed a beat before they land. Fast bores punish absence. Slow swells drain your reserves. A smooth crest rewards exact arithmetic; a rough one punishes any wall built without margin.

The biggest are seeded and forecast like weather: you know Boreas is coming before it lands. The resolve is honest: HELD, or OVERTOPPED, and the count of what the water took.

A pale, luminous swell moving over drowned shallows toward the shore
A king tide crossing the shallows. Pre-alpha capture.
−22 msounding four

The clock only moves forward

The campaign is a planet on one shared clock, and the sea rises on it for everyone. You found cities on purpose: a trade seat, a barrier anchor, a science farm, or a city you already know you will lose, sealed under a dome to feed the ones behind it.

Every run banks something permanent. And when a city is overwhelmed, you do the thing no one else lets you do: wind the world back and play those years better. Losing a city is not losing the war.

How the branching, the trade, and the Compact fit together: the campaign page. The planet, its biomes, and its flood signatures: the world page.

A hex world map of a green continent with founded city tiles glowing warm
The same world, early years.
The same hex world map decades later, mostly drowned, a few warm city tiles holding the high ground
Decades on. The coast was negotiable.
−30 mdispatches

Everything on this page is a pre-alpha capture from the real simulation. No mockups, no concept paintings; this is the water that will drown you.

Top-down view of a hex island half-taken by swirling sea
A pump working at the waterline
An atoll tile, a thin ring of land around a lagoon
A storm-lit island holding against a pale sea
Water breaking through a gap in dark terraced ground
The freezer turret standing over deep water
−36 mthe watch

Stand the watch

One short letter when there is something real: playtest doors opening, the store page going live, a storm worth naming. The first letter comes with the wallpaper.

Or take the wallpaper now: the ringwall, 2560 × 1440