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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.

Waterjacked!
A Frog's PondDeveloper
A Frog's PondPublisher
To be announcedRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Demo Update #1 - Version 0.14.2

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.

[ 2025-10-21 02:27:09 CET ] [Original Post]

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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