[Balance] Added Deathtide difficulty Tweaked the difficulty of Nightmare and Normal [Rewards / Gameplay Loop] Increased the drop chance of souls Now bosses will drop souls and gold after being defeated. [Item Shop] Now the item shop sells equipment for gold Increased the amount of keys sold by the shop [Bugfix] A few small bug fixes P.S: Work has started towards adding an endless mode that will seamlessly start after the player kills the final boss. It's not ready yet because it needs a few balancing passes.
[ 2023-11-24 19:02:14 CET ] [ Original post ]
Fixed a problem that prevented players from opening chests (and a myriad of other problems) after dying to a boss and restarting a match.
[ 2023-11-23 15:37:26 CET ] [ Original post ]
Fixed a small (but huge) problem that prevented players from opening chests and using the item shop.
[ 2023-11-22 14:21:41 CET ] [ Original post ]
We have finally released the complete remake of the game! Please remember this is an early access release, so even though the new experience is extremely polished, there might be sudden hiccups such as bugs or missing features. Just remember to post them on the forum/discord and I'll work on a fix! There is a huge amount of content in this update, here it is: [Changes] Complete overhaul and polish of all game mechanics (They are too many to list, just play it and see for yourself.) [Content] 3 Playable Heroes. 3 Maps. Over 40 items. 3 Brand new Bosses. Code rework, now the game is more dynamic and there are less performance issues. Over 10 different types of enemies. A load of New Mechanics. Graphics Overhaul. Sound Overhaul. Interface Rework. There is a LOT more coming in the next weeks, I'll wait for player feedback to start working on more changes and adding more content to the community's liking. I hope you enjoy playing the game, this has been a wild ride, and I'm glad to have finally released it.
[ 2023-11-21 18:16:09 CET ] [ Original post ]
Welcome to the first development update for Deathtide Survivors! Before we begin, a bit of an explanation and some meta information about the development of the update itself: Development is very much alive (more alive than ever before), and the update is being worked on heavily every single day (except sundays). I have fixed for myself a very healthy work cycle, that keeps me refreshed and rested, while overall increasing the amount of time spent on development (sounds paradoxical, but it's just good time management). That means future updates will come in more frequently in a much more coherent schedule, the quality of the game and updates in general will massively increase, and I will no longer suffer from burnout due to late hours programming crunch-time, so I get to love my job while performing much better. Good stuff. In other news, I'm currently working on a partnership with a publisher, this partnership will be fully developed over the course of this (and the next) year, shortly before the release of 1.0 and the end of Early Access. As such, the game will also be ported to consoles (Switch, Xbox, Playstation) with their help. This port will happen after the final release, if the partnership goes forward and all goes well! Also, I expect that the reach and scope of the game will increase, because the amount of users will dramatically increase. Anyway, 47 days ago I released an announcement on our Discord server regarding the future of the game, and I promised a follow up on that in 45 days (I had a busy weekend, sorry for the 2 days delay). This is the promised follow-up: [Update Details] For those of you that don't follow our Discord, I had previously announced that the game would be going back to the drawing board. This means the game is currently going through a massive gameplay overhaul, and in the meantime our scheduled content updates on the roadmap have been postponed. The feedback I've received since launch and some new mechanics I've been working on are being applied to the game on during this new phase of development. That means the game is being rebuilt from the ground up for the better, and a massive update is coming soon, with a lot of new content, and a new and better gameplay design. So, what is changing? Gameplay! The graphics/UI are on a comfortable spot after 2.0b, so most of the rework will be done on gameplay. Features will be tagged with the following labels, so you can have a greater understanding of how far development has come: [Finished] (100% finished and ready for shipping) [Implemented] (Already been implemented and thoroughly tested in code, but still lacks content and/or polish) [WIP] (Prototyped successfully, but far from ready) [Prototype] (Either being prototyped or being planned, these features can change or be scrapped/replaced) [Idea] (Just ideas that will be tossed around and played with, no promises!) [Implemented] Controllable move set for characters: - Primary attack (Left Click): Your main attack with virtually no cooldown. - Secondary attack (Right Click): A special attack with a short cooldown (usually 3-7 seconds). - Movement ability (Shift): (Examples: The assassin will gain temporary invisibility and a speed boost and will be able to walk through enemies, while priestess will teleport a short distance). - Ultimate ability (R): A very special move with a medium cooldown (around 10-30 seconds). - Passive ability: A modifier that makes a character's gameplay unique (Example: The assassin will accumulate up to 5 combo points with primary attacks that heavily increase the strength of his next ultimate or secondary ability). Feature Progress: This system has been successfully implemented and tested in a single character (warrior), now the only thing left is designing and adding abilities on the remaining classes for the initial Beta 3 release (Assassin and Priestess), after that it will be ready for shipping. Code: 80% done. [System requires a final polish pass, and some abilities might require unique code that is yet unwritten] Graphics: 70% done. [All 3 characters have a base model, and most abilities have ready-to-ship graphics] Content: 33% done. [1/3 character ability sets are done] [Implemented] New item system: - Artifacts (Q): Special items that grant you poweful ultimate-like abilities that enhance your character's move set. Example: [Bloodthirsty Blade] - While active, you have to satiate the blade with a killing spree, killing every 3 seconds. Each kill within this time frame increases the strength and duration of the effect, up to 15 seconds. If you don't get any kills, the blade will slowly bleed you for a percentage of your health until the effect ends. - Consumables (E): You can now carry every single consumable in the inventory at once, and you can cycle through them on a wheel menu. However share the same short cooldown (15 seconds). Lots of new consumables have been added, such as scrolls, potions, etc. Also, the consumable item shop has been overhauled - Equipment (Passive): Gear that enhances your stats, gives you special effects, or modify active character abilities. The system is heavily inspired by Risk of Rain and ARPG items in general. Feature Progress: This system has been successfully implemented and tested with a couple of developer items, what remains is designing and adding real items and balancing them, after that it will be ready for shipping. Code: 70% done. [System requires a final polish pass, and some items require unique code that is yet unwritten] Graphics: 75% done. [Most visual effects, icons, etc are already there, but a few UI panels and visual effects need to be created] Content: 20% done. [Most item ideas have already been designed on the paper, but are not yet implemented in-game] [WIP] Gameplay loop overhaul: - Merged Endless and Adventure into a single cohesive experience, with infinitely scaling enemy waves and a new boss system. Each level will last about 10 minutes and will have a boss fight at the end. - When the level ends, a portal appears and you can either finish the match and go back to the main menu with all your acquired loot or risk continuing your journey in the next map for even greater rewards! If you die, you'll lose half of your earned loot. The harder it gets the greater the rewards! (Heavy emphasis on risk vs. reward, and more respecting of players with shorter time schedules for playing, while still enabling players with loads of free time to play as they like). - Nightmare+ difficulty reworked (Will now be called Deathtide difficulty). In Deathtide difficulty, every time you step through the portal and skip to the next map, a random modifier will be applied on enemies, and the reward multiplier will increase. - New/reworked currencies (Gold, Souls and Keys). Gold is used to buy common items and keys on the shop, Souls can be used for meta-progression, or to acquire powerful items during a match. Keys are used to open chests scattered around the map. - New loot-based character progression system, now Chests and breakable clutter (such as urns and barrels) are scattered around the map, requiring exploration for progression. Breaking clutter will give you currency and chest keys, and chests grant items that power up your character. This system replaces the old levelling up of auto-casted spells (which have been removed). Character level ups slightly increase your stats. The key to success is exploration and looting, and you cannot get stronger if you don't explore. Feature Progress: Work on these systems has recently started, and hopefully it will be ready for public testing in about 2-3 weeks. This is basically the final step for the open beta! Code: 25% done. [Work has already started, and initial prototypes have been successful] Graphics: 20% done. [lots of visuals still need to be implemented, such as new bosses, enemies, map texture sets and objects etc.] Content: 0% done. [New maps and bosses will be added, along with new/reworked enemies, but work on these has not yet started] [Prototype] New meta progression systems: - New generalized talents, that increase power for all characters - New meta progression: Relics, a new system that replaces/enhances the current Attunement system. You will have to craft these. Feature Progress: Work on these systems has not started, however, since Talents and Attunements are already implemented, the rework will be short, and focused mostly on content other than brand new Code: 70% done. [Most of the existing code can be reused, with only smaller subsystems needing to be worked on] Graphics: ??% done. [Most of this requires no visuals, but I'll know better when I get there] Content: 0% done. [No new talents have been designed yet, but it is trivial to do so] [Ideas] Map-wide events - Sometimes a random event will shake up your gameplay experience. Dungeon game mode - (Possibly a major update or DLC after the 1.0 final release) Basically a dungeon crawler, traditional Roguelite mode. ??? - These and other ideas will be tested/experimented with after the final version is released. That's it for this development update! I hope you have enjoyed, and I am very much interested in your feedback and suggestions! Please leave a comment! If you have any good ideas let me know, NOW is the time to share, and it might make it into the final version!
[ 2023-07-10 14:16:19 CET ] [ Original post ]
Added mouse-aim to spells and rebalanced spells. This feature was too fun not to include on the live game. Try it, the gameplay is ridiculously better and more fun. That's it for today, a lot more things are being added behind the scenes for the next patch!
[ 2023-04-23 17:10:24 CET ] [ Original post ]
Hello everyone, I hope you're enjoying your weekend. Due to a recent landslide of negative feedback I've received today, I have created this small patch to fix all issues that were reported. Have a good one, and I hope you enjoy playing the game! Do keep in mind I'm a solo developer working around 70 hours every week on this project, so if you ever encounter any issues, report them and I'll always try fix them on the same day, weekends and holidays included, so please be patient. [Progression] Decreased the initial cost of talents, while keeping the overall price of a full build the same, so new players can progress faster and enjoy the game if they encounter some hurdles. Doubled the damage bonus of casual difficulty. [Spells] Fixed a small oversight that caused the buff "Blessed Protection" to never show up when levelling up. Fixed a problem that prevented Solar disc from reaching level 10. [Nightmare+] Decreased the enemy base health increase of Nightmare+ to 2% per rank (Now they have should up to 10% extra base health at N+5, instead of 15%) Fixed a problem with a couple of Nightmare+ modifiers causing weird bugs. [Bosses] Removed the lectern at Plaguebringer's boss arena. Decreased the amount of wasps summoned by Plaguebringer. Increased the brightness of Plaguebringer's noxious attack. Increased the size of the hitbox of the Werewolves by 25%. [Demo] Updated the demo version to 2.0.2b
[ 2023-04-16 17:05:27 CET ] [ Original post ]
This small hotfix was made to add full compatibility with the Steam Deck native resolution, and it's also an attempt at fixing the Steam Cloud integration with the Steam Deck. WARNING: Before opening Deathtide Survivors on a different platform you where you might have a different set of save files, you will be prompted by steam to choose which files you want (System or Cloud). Make sure to keep the version you value the most, as any file overrides will be irreversible, and completely out of my ability to fix. Also, I would love if any Steam Deck users could reach out and tell me if the cross-platform save sync works, as we're currently having an issue with Steam forcing the game to run on Proton with the Windows version, even though the game has a Linux version. With that out of the way, here is the changelog for patch 2.0.1b: [Bugfix] Refactored the Screen Resolution code on the Settings menu, making it now completely compatible with the Steam Deck native resolution, and also made resolution changes stable. Fixed the Steam Cloud Sync, which wasn't working properly before. Fixed a couple of unbalanced Nightmare+ Modifiers. - RETROACTIVE CHANGELOG: I recently pushed a couple of hotfixes without patch notes or version numbers, here is what changed from 2.0b so far: Fixed a problem where the Quests menu had an image overlay that stopped players from interacting with it, as if it were the demo version. Rebalanced all spells. Added a better highlight on spell selection for Controllers.
[ 2023-04-15 19:40:23 CET ] [ Original post ]
Welcome to 2.0b - Rebirth, Deathtide Survivors' massive overhaul! Update Summary: The game has changed so much in this update, I couldn't help but naming it Patch 2.0 - Rebirth! Deathtide Survivors should now feel like an entirely new experience, with a lot more polish and care put into it. The update sets the tone for the future of Deathtide Survivors and raises the bar of our quality standards for future additions and content. Before you dive in, an apology and news concerning the future: Unfortunately, Act II has been postponed to another update (2.1b) due to (I cannot understate this) massive personal problems I've been fixing alongside the work on this update (out of 70 days between release 1.0 and this update, I've actually only been able to work around 35 days or so and therefore it seemed better to cut the update in two parts). However, in this short amount of time I have been able to completely overhaul the game and Act I, and also added the new ranked mode Nightmare+, new quests, spells and rewards (such as character skins) so there is more than enough content to enjoy until I launch Act II on patch 2.1b, with an expected release date of 45 days after this update, this other update will bring new enemies, bosses and a new map of the same level of quality Act I now has, it will also expand existing systems such as Nightmare+, bring a new character class (warrior) and add a lot of other things. Addendum: The first 2 months of our early access release have been an extremely humbling and interesting experience, We've grown a very nice community, and most importantly, we received A LOT of excellent feedback from everyone, which have made their way into our first massive update. I hope everyone enjoys it as much as I do! [Look and Feel] Overhauled the entire interface. Every single menu has been painstakingly rebuilt from the ground up, with brand new functionality added, along with lots of bells and whistles for that extra coat of polish! Added complete Gamepad support for every single menu and interaction, except for typing a custom profile name (still requires a keyboard). Massively upgraded the graphics of the game: - Completely redesigned the map's texture set. - Added better color grading (goodbye washed-out colors). - Upgraded enemy models. - Upgraded particles and other special effects. - Added volumetric fog. (Don't worry, it's cheap to render it). Reworked melee hit registration (now the attack animation syncs up perfectly with the actual hit, and the hit distance has been adjusted, so getting hit no longer feels unfair.) Upgraded the combat feedback, now enemy attacks feel more brutal and getting hit feels more painful. (also removed the annoying moaning). Reworked the size and speed of all enemies and the player, now you will feel closer to the action and enemies will seem more oppressive. It is also easier to see their attack animations to time your dodges accordingly. Overhauled Act I's map, adding lots of interesting and dynamic zones (Try to find the healing fountain!) to encourage exploration and clever gameplay. The map now has distinct zones with colliders that block enemy (and player!) pathing, create choke zones, and encourage smart herding of enemy crowds. Just be careful not to get cornered. Massively improved the intelligence of ranged AI to circumnavigate the new obstacles, now archers and mages will always try to keep a good line of sight. Seriously, you can't fool them. [Content] Added an entirely new ranked difficulty mode, Nightmare+. Added a new reward system for Nightmare+. Added Character Skins. Added new quests (sorry completionists, you'll have to reach 100% again!). Added Steam Achievements for all quests in the game. Added 12 new spells: - 4 new autocast spells - one of each element. - 2 new Ultimate spells - including our first healing spell! - 4 new attunements - for greater build diversity - 2 new buffs - which should make builds more fun! P.S: Even more spells are coming on patch 2.1b! [Quality of Life] Increased the modularity, stability and polish of the code, creating a solid base for future updates. Added a quick menu exit button on keyboard (Press Esc to close any menu) Added a damage/DPS counter for spells on the pause and death menu. Added a selling option on the item shop and a disenchantment option on chest drops. Polished the Settings menu, adding expected functionality that was lacking. Added new elements to the library. Added a Save Failsafe system to prevent data loss, alongside Steam Cloud integration for save files. [Balance] Completely reworked the consumable item balance, items with duration last a considerably greater amount of time, but are weaker, and healing potions will heal based on percentage instead of direct values. Reworked casual difficulty modifiers. Rebalanced every single autocast and ultimate spell. [Bugfix] Fixed a resolution bug that affected weird aspect ratios, such as 5:4, now the game should correctly detect and force 16:9(with black bars) to any unorthodox aspect ratios imaginable to mankind, that may or may not exist on this physical plane of reality (such as 0:0). Fixed a bug that made it impossible to finish an Act I match if you killed Midnight before Moonlight in the werewolf boss fight (this specific bug has been haunting me for months, good riddance!). Fixed a bug that caused light phalanx to hit the enemy twice during framerate drops and other edge scenarios. Fixed a bug that caused the screen to update the resolution when applying graphical options unrelated to resolution. Fixed lots of bugs in the talents menu, that allowed players to pick all 3 ultimate talents and other talents that should be otherwise locked. Fixed typos, bad grammar, mistranslations, and general textual errors. Fixed a bug in the Settings menu that prevented the graphics sliders from updating with the chosen Preset. Fixed a small time precision bug that would make periodic magic effects (such as damage over time) trigger an inconsistent amount of times. Alleviated a problem that made it possible to play bowling with enemies by dashing into them at full speed, which would launch them across the world at high speeds. This was especially noticeable on the Werewolf bossfight. It can still happen during frame drops, (thanks Nvidia Physx!) as Physx heavily extrapolates physical forces at lower framerates, I'll investigate this issue further and will hopefully fix it later on. Fixed a problem where certain spell effects would disappear before completing their beautiful animations. Fixed a problem where the user would not be able to rebind their gamepad bindings.
[ 2023-04-11 04:11:41 CET ] [ Original post ]
Developer note: This is a very small hotfix I made in the middle of the night, because some bastard little bugs got reported and they stole my sleep, hopefully they will never bother my players again! [Features] Polished the New Game interface a bit, to accomodate for the upcoming Nightmare+ difficulty mode. (More interface adjustments are coming along with the N+ Patch, releasing Soon!) [Bugfix] Fixed a bug where the spell Electron would not fade after the correct amount of time, making it WAY more powerful than it should. Fixed a bug where tracked quests could not be untracked after saving the game and reopening the interface. Fixed a bug where the character would sometimes fall under the world, into the endless abyss, that is probably staring at you right now.
[ 2023-02-11 12:40:21 CET ] [ Original post ]
Dev note: This update would be mostly small bug fixes, but since I was unable to work last week on the next major patch due to personal issues (which have been fixed!), some quality of life upgrades have been added for you to enjoy, and to show I'm still working on the game and listening to your suggestions and bug reports! Another small patch with the rest of the QoL and other nice features should drop later this week, so stay tuned! [Features / Quality of Life] You can now track up to 3 quests at the same time, allowing you to check their progress during a match. Mini Health / Dodge CD bars will now follow the player around for a quick glance at your stats (you can toggle them on/off in the settings menu). The saving system has been upgraded, allowing it to save new info without corrupting old saves, bringing us one step closer to the new local save backup system, and eventually the Steam Cloud save backups. [Balance] The Plaguebringer on Act I now casts spells a bit faster on the third phase. Dev note: even though the Plaguebringer is only the first boss, he feels a bit dull sometimes, especially for players with strong and advanced builds. The entire boss fight is due for a rework on a later date, probably Patch 2.0b. In the meantime, enjoy this small fix, which should spice things up without ramping up difficulty too much for newcomers. [Bugfix] Fixed a bug that would incorrectly get keyboard input on the spell selection as if it were a controller, which looked strange and out of place. Fixed a bug where the keybinds remapping would not properly reset, and in some cases wouldn't save changes properly. Fixed a small translation error on the spell Solar Disc. Projectiles will no longer spawn particles when they're destroyed offscreen. Fixed an issue where the interface value of the character's health would be rounded down from 0.5 (or less) to 0, causing some confusion as to why the character didn't die upon reaching 0 health, now it should always round up to 1, except when you actually die (your character dying after taking enough damage is not a bug, so we can't fix that part).
[ 2023-02-10 01:51:09 CET ] [ Original post ]
[Balance] Reworked item shop prices and increased the effectiveness of items. [Bugfix] Fixed an issue where Endless mode would loop back into the first wave after reaching the 30 minute mark - effectively making it trivially simple and not fun Fixed an issue where some projectiles would disappear inside the playable area, now they will appropriately get removed outside of the screen.
[ 2023-01-31 16:51:37 CET ] [ Original post ]
[Quality of Life] Loadouts are now saved when starting a match, so you can quickly start the next match with your preferred settings. [Bugfix] Fixed an issue where text would not render at all on the Steam Deck. (Hopefully it works as we have no means of testing on the Steam Deck)
[ 2023-01-30 13:20:49 CET ] [ Original post ]
[Gamepad Support] Greatly enhanced Gamepad interface selection highlights - now it should be very obvious which interface object is being selected by a gamepad. Added support for the Gamepad Back button - Now you can press B (Gamepad Right button) to close the currently opened menu screen. Added support for showing Gamepad key bindings on the Heads up Display - No more guessing or checking menus to know the controls. Fixed an issue where Gamepad selections would work alongside the KB+mouse, which created certain confusion for KB+Mouse users (also it looked kinda bad). Fixed an issue where the gamepad would stop working when the screen was brought out of focus, and then back into focus (Either because of alt-tabbing or interacting with another monitor in multi-monitor setups) Fixed an issue where the mouse pointer would stay on the screen when a gamepad was being used. [Balancing] Rebalanced the Plaguebringer's Wasps, making them slightly stronger. (Developer Note: Now they should create swarms appropriately.) [Misc] Added a "How to Play" menu - you can access it from the main menu for extra gameplay tips - It should also show up the first time you play the game. Changed the dialog from the chest from "Continue" to "Loot All", as some players were getting confused, thinking they could only pick one of the items.
[ 2023-01-30 02:29:45 CET ] [ Original post ]
Changed the controller selection color on buttons during gameplay to a very contrasting green, as some users were having trouble discerning which button was selected, and it would even seem as if the controller wasn't working at all. Fixed a small issue where the boss health bar numbers would render with an ugly font, instead of our stylized one. Developer note: Except for one unreproducible bug, this seems like the last fix we will need in quite some time! I would like to thank all players who were not only patient, but actively helped us fix our bugs! Work will now start on new features (Patch 1.1b), such as additional spells, enemies and a new difficulty mode, Nightmare+ (inspired by WoW's Mythic+)!
[ 2023-01-28 22:56:26 CET ] [ Original post ]
Fixed a small issue where 16:10 aspect ratio screens would boot the game in incorrect resolutions, which primarily affected Steam Deck users. Developer note: If anyone has a Deck and would like to help me adding full support for the device, hit me up on Discord - The link is on the game's main menu or the store page!
[ 2023-01-28 15:15:24 CET ] [ Original post ]
Added multi-color damage texts, and made standard hits white in color for easy reading on dark scenarios and critical hits should now display a larger font in yellow color. Fixed an issue where launch the game with a 16:10 aspect ratio would render the game unplayable - Now the game will boot at 16:9 and all 16:10 resolutions will not appear until full support is added. Fixed a frustrating problem where enemies slain out of the playable area would drop their chests on unreachable positions. Fixed a slight miscalculation which resulted on wrong timestamps being sent to the statistics controller, which in turn made the quest "Fulltime" harder to complete than it should. Fixed a collision problem with the spell "Light Phalanx", which made it pierce the same enemy twice. Fixed an issue where one of the Story collectibles would never appear, because it was a duplicate.
[ 2023-01-27 19:42:19 CET ] [ Original post ]
Added a partial controller support tag on the store page, it works completely during gameplay and most menus, (except for some dropdowns on the settings menu). Added partial support for Ultrawide displays (Black Bars) Fixed enemy AI melee hit registration and animation timing Fixed some talent tooltips Properly balanced all healing effects Fixed a bug where certain effects would scale exponentially instead of linearly, which resulted in a 5 times increase in their potency. (Which means effects such as Blessed Protection will now last up to 3 seconds, instead of 15, and damage scaling talents now increase elemental damage up to 5%, instead of 25%).
[ 2023-01-27 01:33:09 CET ] [ Original post ]
Fixed a bug where the talents interface would update erratically on some systems. Fixed a bug where pressing PAUSE on the settings menu would incorrectly unpause the game but left the settings menu open. Fixed a bug where the loading screen would render incorrectly on resolutions other than 1080p.
[ 2023-01-26 18:56:04 CET ] [ Original post ]
🕹️ Partial Controller Support
- [997.35 M]
Horde Survival Reimagined
Deathtide Survivors is a Hordelike (Horde-Survival Roguelite) where you fight powerful bosses and endless tides of the undead. Unlock ancient powers and create overpowered builds, conquer brutal challenges and become an epic bullet-hell Final Boss even hundreds of enemies struggle to take down.
Inspired by classic ARPGs and Roguelites, Deathtide Survivors brings a whole new approach to the 'Hordelike' subgenre, adding unique gameplay elements that enhance and polish the game experience.
You're in Charge
While autocast Spells are fundamental to Hordelike gameplay, in Deathtide Survivors you have full control of special abilities that can change the tide of battle, making room for skillful plays and that powerful feeling of being unstoppable.- Ultimates: Powerful spells with long cooldowns, that can be cast whenever you want. Use them for a tactical retreat or to push forward and show your true power.
- Dash: You can dodge to gain temporary immunity for a short time, quickly gain ground against fleeing enemies or reposition yourself when in danger.
- Consumables: Items such as potions and magic scrolls are plentiful, but can only be used once or twice before running out.
Items can be found in the shop, or on chests carried by Elite enemies and bosses.
Against All Odds
The bulk of the undead horde is weak and mindless, but you will be challenged by the powerful Elite forces. With advanced Artificial Intelligence that reads the ever changing battlefield and works together to bring you down, you can expect a fun and engaging combat experience. Here are a couple of examples:- Necromancer: Their primary goal is to protect the undead horde, healing and resurrecting the enemies you slay.
- Mage: They will predict your movements to try and corner you with well placed spells and if threatened will retreat behind Guardians or Necromancers for protection.
- Champion: These fallen warriors have superior tactics and are able to intercept your movements, blocking your escape route when you're surrounded.
The Goblin Looter is not undead, and he doesn't care about anything other than stealing your precious XP!
Play Your Way
Deathtide respects both casual and hardcore players alike. You can just have fun on Normal mode and pick whichever spell seems cooler to massacre endless amounts of undead, or you can dive deep into theorycrafting to make the most powerful builds imaginable to beat Nightmare mode.- Unique Spells: There are no duplicates or redundant spells, making the choice between them more impactful, and build-crafting more fun.
- Rerolls: Who doesn't love RNG? 69% of players don't. Or was it 33%? Regardless, with rerolls you have a chance to fight back against your bad luck when you level up and select your spells, giving you greater chances to create a fun build.
- Elemental Powers: Every spell has an element that stacks a distinct and powerful effect on enemies, creating great potential for synergies and unique playstyles.
- Talents: You cannot take all of them at once, but they can be freely swapped, reset or saved in loadouts to help with build experimentation.
- Attunement: You can only pick one! Attunements are the base of your build, prizing certain aspects of gameplay while overlooking (or sacrificing) others, each one grants a unique game experience, making builds unique and diverse.
You can check all your unlocks at the Library.
A Clash Of Titans
What better way to show off your might than toppling down giants? Each map comes with 3 fully fledged, multi-phase boss battles. Show them who is the real boss and bask in their epic loot.Avoid the noxious poison of the Plaguebringer in Act I
An Ever Evolving story
Follow in the footsteps of the Deathslayer, a righteous Justicar fighting against Death itself during the End Times. You will explore a dead world torn by the ravages of time and conflict, finding pieces of history scattered throughout the maps, and reading about the lore on spell descriptions and character dialogues.Each major update will bring a new Act: A new map, the next chapter of the storyline and vast amounts of content with new spells, talents, attunements, enemies, bosses, balance changes, etc...
The Map Of Act I.
I would like to thank everyone who read until the end of the page and has taken interest in the project! Deathtide Survivors is made by a single "does-it-all" developer, with the unconditional assistance of his wife. We hope to create a vibrant community around our game, and your feedback is always greatly appreciated. So make sure to join our Discord if you're interested in helping us shape the future of Deathtide Survivors and the emerging Hordelike genre in general.
- OS: Linux/X11
- Processor: 2.5GhzMemory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
- OS: 64-bit Ubuntu 12.04 or 14.04 or Steam OS
- Processor: Intel Core i7 2.5 Ghz (or equivalent AMD)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA Geforce 680 / AMD 7870 with 2GB VRAM+
- Storage: 20 GB available space
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