
NOTE: Waterjacked! is currently in active development. This store page features early glimpses at our work and will be updated over time.
Waterjacked! is a roguelike where you are the chosen cactus destined to save your people. Wield the armament known as GRID and blast your way to the Robot City, where The Prophet resides. Your journey is not just a test of strength, however. You'll need to collect an assortment of Modules and learn how to utilize them in clever and creative ways to defeat those that would stand in your way. It is up to you, and only you, to take back your people's water!
FEATURES:
The Chosen Cactus (you)
GRID (yours)
Robots (shootable)
THE GRID
An ancient relic passed down through generations. Guide bullets through the GRID's, well, grid, to interact with modules that boost your bullets. Remember to make sure that they also hit your enemies!
MODULES
The GRID is a weapon with great potential, but to unlock that potential, you will need to discover and strategically employ over a dozen unique modules. Throughout your runs, check out the Fabricator's shop and trade in robot scrap for some new toys.
THE ROBOTS
No one in the Valley knows where they came from. No one knows why they harvest all the water they find. What you do know is that unless you fight back, your people won't be the only ones who are doomed. Approach each scenario with caution and strategy, or else you may become a distant memory.
Version 0.14.2 Patch Notes
Bug Fixes
- Fixed a crash when healing over max health.
- Fixed power not being freed after the Guzzler steals a module.
- Fixed player health not showing empty pips when moving between scenarios.
- Fixed the vignette not appearing correctly when opening the toolbelt.
- Fixed a crash caused by clicking the scenario GO button multiple times very quickly.
- Fixed a crash that occurred when dealing more damage to an enemy than they had health remaining.
- Fixed a bug when exiting to main menu when in the middle of a level, marking that level complete when you loaded back in.
- Fixed a slew of saving and loading issues. Your save data is now properly tracked through a run and marked invalid once you lose.
- Fixed a bug when finishing the tutorial that left your backpack not updated correctly.
- Fixed a soft-lock issue when losing the tutorial due to saving/loading inconsistencies.
- Fixed a bug that prevented the tools menu from appearing when scrolling back to the grid after leaving the toolbelt open (shoutout to TheZeldaMuse for spotting this!)
- Fixed a slew of issues regarding saving/loading.
Adjustments
- The demo popup now only appears once per-launch, instead of each time you return to the main menu.
- The tools UI now has a toolbox that rolls out on mouse hover.
- Due to how often and how many changes we\'ll be implementing, saves will not carry over between updates for the foreseeable future. The game will force new games, so there\'s nothing you have to do on your end.
- In case there are any issues with your saves, we have added an option in the settings menu to wipe your save data.
Content
- Added some new shape generation options for levels, which our designer implemented into a few of the demo levels.
- The player shield effect has two new animations for when it absorbs damage and is broken.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45749604/c3a1ccb668b1dccb70a32f665e26d1758a8aaa88.gif\"][/img]
- Added basic tooltips for buttons on the main menu and map view.
Hey everyone! Wyatt here to discuss our plans for Waterjacked now that we\'ve got the demo release behind us.
Updates
From this point forward, we will be releasing free updates for the Demo. You can expect patches addressing bugs and balance arriving as-needed. New content, such as improved animations, new modules and enemies, and other unrevealed features, will arrive later, once we announce our update roadmap.
This is our first project we\'re bringing to market, so we\'re constantly learning how to be more efficient in our development pipelines. With that said, we may run into hiccups and have to delay updates due to unforeseen events. A lot of the team works a day job (myself included) on top of the work at AFP, so sometimes we may not have the time to implement everything we want, for example.
Regardless, our primary goal is to adjust features and mechanics to what Players are recommending or enjoying. If you come across a weird bug or have some neat ideas or criticisms, please share them with us in our Discord !
Release Window
While it is still early on, we expect to have a final (or nearly final) version of Waterjacked! released on Steam during Q1 of 2026. We don\'t have an official date yet, but you\'ll hear from us as soon as we have one locked down.
We will be working on the Waterjacked! Demo until it resembles the final game\'s vision. Once there, we will pivot from updating the Demo to providing beta keys to Players to test the game. Once ready, we will release the game, but the demo will be freely available indefinitely. It is one of our core principles to allow Player\'s the opportunity to make educated purchases through free demos that accurately represent the full game.
We plan to list Waterjacked for 7.99$ upon release, and run a 25% launch discount for the first week of release. We also have plans for post-launch updates, as we are sure there will be some extra pieces of content we\'ll want to add. These updates will be free, and as of writing, we have no plans for any paid DLC.
Roadmap
We\'re currently working on a roadmap that will detail in specifics what content the full release of Waterjacked will include. This won\'t be ready until late December, early January, as we want to assess player responses to initial updates and how the game evolves from them. Keeping this update short and sweet. See you next week for an update post! - Wyatt
Hey everyone! Wyatt here, the Director at AFP.
Firstly, for all those who have wishlisted and tried out the demo for Waterjacked, THANK YOU! We\'ve been building Waterjacked over the past five months outside of our day jobs, and to see how far it\'s come and have something we can show you, the players, is nothing short of a miracle.
The main purpose of this post is to introduce A Frog\'s Pond and what we\'re trying to do. Additionally, I\'ll lightly talk about our plans for Waterjacked, with a more in-depth post coming later this week, really spelling it all out. Without further ado, let me introduce you to AFP!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45749604/35a2e2f918b0ef4aa43d4a5f4cbf32d15852e8f2.png\"][/img]
The idea of AFP started in November of last year when I was working on a tabletop card game called Fayren. I had recently dropped out of college and wanted to take a chance at something, so I decided to double down and make it a reality. Unfortunately, the tariffs made the project unrealistic for me to pursue, but I had learned a lot and met some really cool people who make up the core of the AFP team today. Over the summer of this year, the team really took shape, and we got started on a digital game code named Project Fjord (now Waterjacked!).
However, we\'re not trying to just make games for the sake of making games. We\'ve grown up with them, and we\'re witnessing the industry mature, but not in a positive direction that keeps what makes games special at the core of it. We\'ve watched, and still are watching, studios we used to love close down, go through layoffs, or have exciting projects cancelled. We\'ve eagerly waited for a new game to release and been let down due to last-minute delays or poor launches. The worst experience of all is purchasing an interesting Early Access game that ends up getting abandoned.
I say all that to drill home that we get it. We\'re not a company that\'s going to throw corporate jargon at you or tell you how we want you to feel a sense of pride and accomplishment by spending money. We want you to have fun, enjoy our games, and most of all have a bond of trust between developer and player. We want to hear your feedback, regardless of how hot you come in with it . We want to make our games better, not just so we can be proud of what we make, but so you can have an experience with worlds worth exploring and stories worth remembering. A fresh website is currently in development that we\'ll be launching soon, so you can get a real, bulleted look at how we\'re trying to run a studio differently than what we\'ve been forced to deal with. To give you a general overview, we will:
Never sell percentage chance drop items
[/*]Always provide free demos for our games that will always be available, so you can make an educated purchase
[/*]Never use DRM
[/*]Open source our games once we sunset them or when we feel the time is right
[/*]Never create a premium mod marketplace (mod-friendly devs here)
[/*]Have a reasonable and fair content-to-price standard ($70 my ass)
[/*]
This is all well and good, but to make this a reality, our first objective is to make good games. And to do that, we need your help. We obviously want to change the way games are marketed, but we also want to change the way they\'re developed by putting the game in front of you as soon as we can. We\'d much rather provide a free, early demo with rough edges and get your feedback from the get-go than work behind the curtain in an echo-chamber. We also don\'t want to just drop a demo and then run back behind the curtain. We need your continuous feedback to mold our projects into the best game they can be.
For Waterjacked, we\'ll be making updates to the demo over the next few weeks, addressing immediate feedback, such as UI adjustments, tool tips, animation improvements, and, of course, bug fixes. We\'ll also be adding new content, like new modules, more interactions between modules, and new enemies. We\'ll share more about the current road map for Waterjacked later this week. If you\'ve got any ideas, comments, or criticisms about the Waterjacked Demo, please join the Discord and post them in the Waterjacked Feedback channel!
It\'s a pleasure to introduce AFP after months of hard work, and here\'s to making Waterjacked the best it can be,
-Wyatt
Obligatory social media links
Twitter/X: https://x.com/AFrogsPond \nReddit: https://www.reddit.com/r/AFrogsPond/ \nDiscord: https://discord.gg/NwEWQaqFhV \nBluesky is currently down due to domain transfers
Minimum Setup
- OS: SteamOS 3.0
- Processor: i3 or equivalentMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Integrated Graphics
- Storage: 500 MB available space
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