TIDEBREAK: Salt and Bone

TIDEBREAK: Salt and Bone

About the Game

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)

Initial Release