Chain Lightning
Rare
Bolts leap between foes. +1 chain.
The dead do not rest. Neither will you.
A dark-fantasy survivors-like in hand-animated pixel art. Hold the line for fifteen minutes, grow a build that wipes the screen, and break the horrors that lead the horde.
I - The Tide
Every night the tide rises. Skeletons, ghouls, wraiths and worse pour out of the dark by the hundreds, and all that stands between them and the living is you.
You move. Your weapons fire on their own. Every soul you reap feeds your next level-up, and every level-up hands you three cards: a new weapon, a stronger one, or a passive that bends the run your way. By the tenth minute the screen is a storm you built yourself. Then the final boss walks out of the dark.
II - Heroes
Six heroes, six ways to reap. Each brings a trait, a signature weapon, an ultimate and three talent trees, and earns mastery and Paragon levels the more you play them.
III - Realms
Each realm has its own horde, its own hazards, its own music and two bosses before the final horror arrives at 15:00. Clear one to open the next, then climb its Torment tiers.
IV - Build your storm
Level-ups deal three cards from Common to Legendary. Hold up to six weapons, max them, then pair each with the right passive to evolve it into something unholy. Reroll, banish, and chase the one combination that wipes the screen.
Level up!
Rare
Bolts leap between foes. +1 chain.
Evolution
8 blades on a breathing orbit, damage grows with speed.
Epic
Damage +30%.
Max a weapon, hold its catalyst passive, open a boss chest: the weapon evolves. Recipes stay hidden until you discover them.
Mid-boss chests and Cursed Altars offer relics: run-long artifacts, up to five at once. Cursed relics pay big and bite back.
Every weapon carries two of seven schools. Hold two weapons of a school for Resonance II, three for Resonance III, and an evolution counts double.
V - Run events
Every run is interrupted by choices. Defend a shrine, accept a curse, answer an omen, or step through a rift. Risk buys power.
VI - Endless progression
Shards you bring home buy power in the Sanctum. Clears open new realms and harder tiers. When the bosses fall too easily, make a pact with the dark.
Each realm climbs from Normal to Torment V: tougher, faster, more elite hordes for far richer rewards. From Torment III the bosses come back Ascended.
Sixty stars across five rings. Spend shards on small edges, then equip two of ten keystones that change how you play: Glass Soul, Blood Moon, Fourth Card, Hollow Pact...
Twelve pacts twist the rules for Heat: tyrant bosses, a stalker on your trail, no potions, two cards per level-up. Up to 20 Heat, +5% rewards for each.
Ten mastery levels per hero, then ten Paragon levels that awaken their trait. Unlock palettes, spend talent points across three trees with a capstone each, and swap in an alternate ultimate.
A bestiary that fills as you slay, an arsenal of every weapon and evolution, a Bounty Board of contracts, your records, and Steam leaderboards.
Steam achievements that unlock heroes, open realms and pay out shards. Survive The Long Night of endless mode, slay every boss, win with every hero.
VII - Media
Coming 2027
A wishlist is the single best way to help a solo developer. Steam will tell you the moment the tide rises, and when the free demo goes live.
VIII - Press kit
Reapers' Tide is a dark-fantasy survivors-like built by one developer. Survive a fifteen-minute undead tide as one of six heroes, stack up to six weapons and evolve them, collect relics, defend shrines and dive into rifts, then topple nine bosses across the Forsaken Graveyard, the Frozen Crypt, the Infernal Wastes and the Plaguemire. Torment tiers, Pacts, the Soul Constellation and Paragon levels keep every run pushing further.
Press and creator contact: press email coming soon. Steam keys for coverage will be available ahead of launch.
Disclosure: the pixel art was made with the help of PixelLab and the key art, logo, music and sound with Higgsfield, then selected, edited, animated and assembled by the developer. All gameplay, code and design are the developer's own.