TIDEBREAK: Salt and Bone hakkında
You're holding ground against a tide that doesn't stop. Every thirty seconds the horde gets bigger. Every wave brings new pressure. You've got fifty towers, a dozen guns, and about six seconds to react.
TIDEBREAK is a horde defense roguelite built for the moment when thirty thousand enemies hit your board at once. The math is clean: place structures, they filter the flood, you survive another wave. Miss a weak spot, and the gate breaks. Fix it next run.
Every element is procedurally generated at startup — the terrain, the sprites, the soundtrack. That means every run looks and sounds different, and it means we never had to hire an artist or a composer. The systems are the art.
The economy is deterministic and instrumented. We ran thousands of simulated games to make sure a lazy player and an optimizer face the same floor. We know exactly what kills retention and we built around it. That shows up as: runs that matter, decisions that compound, and a late game that doesn't plateau.
Features:
- 30,000 horde rendering in real-time
- Seventeen building types with distinct roles
- Procedurally generated terrain, art, and audio for every run
- Deterministic roguelite economy
- Deep build systems that reward planning
- Campaign and endless modes
Single-player only. (Currently)