Dreadtides cover
Dreadtides screenshot
Genre: Strategy, Indie

Dreadtides

Whats going on with Dreadtides

Hey folks

We're going to remove Dreadtides from store for the time being, as we're not able to work on it. As so often happens with indie gamedev - we ran out of money.

For now we're working for other studios and raising the money we need in order to finish off Dreadtides - but we don't know when that'll be.

It doesn't seem fair to us to charge players for an unfinished product, hence the decision to remove from sale.

People who already own - it'll still available in your game Library and you'll still be able to play.

Please not that this isn't goodbye, we WILL be picking Dreadtides up again and finishing it. We just don't yet know when that will occur.

If you've been holding off playing, please don't buy!

Join our discord at https://discord.gg/JfcDMkF and we'll give you a free key.


Thanks for the support!

Ben and Matt.

Early Access and the PLAN!

Hey Folks,

It’s been almost 11 months since Dreadtides entered early access, and we’ve come a long way!

We’re in the final stretch now, so we wanted to give a heads up about the plan and where it differs from the initial early access roadmap. These changes are as a result of player feedback and our own inhouse testing which has resulted in the belief that the original roadmap isn’t the best route for making Dreadtides the best game it can possibly be.

The recent tower overhaul (which the eagle-eyed might notice wasn’t in the initial roadmap!) was fueled by a desire to make the towers and units more exciting, unique and impactful, and the upgrade system to give the player more options in how they play.

The next big patch will be our research overhaul and polish patch. We will be revamping the research trees to make them more unique and each node more potent. We’ve also been rethinking how we handle exploration and corruption. We'll be making it more dangerous, more rewarding, and hopefully more exciting! We’re adding new units, and ruins are getting overhauled with far more varied and interesting rewards. On top of this, we’ll be having a huge balance pass and tweaking pretty much everything in order to bring underperforming elements up to standard.

After the research and exploration patch we’ll be turning our attention to the creation of a campaign. We’ve been slowly moving in this direction due to a concern about a lack of both short and long term goals within the Dreadtides gameplay, and we believe a solid campaign should help both ease new players into the Dreadtides complexity and give a solid progression system. Don’t worry though, we won’t be removing freeplay!

Thank you everyone for your support.

The HeadByte Studio team!




Update v0.1.7g Patch Notes

Hot-fix. Small patch to address a significant bug we found with the Tier 3 Fire Towers.


  • Fixed a bug regarding attack AOE. The value could get overridden by the attacker's radius and produce massive attacks.
  • Tweaked Flame Tornado particle effect.
  • Adjusted the logic behind Extractors, Farms, and Lumber Mills. (Shouldn't create any noticeable change at the moment.)

Combat Overhaul [Patch 0.1.7f]

Hello and Welcome



Patch 0.1.7f (combat overhaul!) is our biggest patch to date. Pretty much all facets of the game have been touched and improved. But in particular combat has been entirely overhauled. New effects, infinite upgrading towers, shiny explosions and more. Our goal has been to make combat more exciting, on top of streamlining and improving other aspects of Dreadtides. So also included in this patch are a host of quality of life and clarity improvements.

General Update Notes



  • Waves appear much more frequently.

    We've toned down the largest waves but increased the frequency at which they arrive. We hope this will help keep you on your toes whilst make acquiring Essence easier.

  • Added more features to the Attack system. (Details below)
  • Added more Upgrade options.
  • Simplified research trees.

    Research trees were getting clunky and unsatisfying due to their size. This is the first step to help but we'll be overhauling research entirely in the next patch cycle. Watch this space!

  • General bug fixing and polish to the Movement system.
  • General bug fixing and polish for Caravans/Supply Depots.

    We've increased the range and effectiveness of both. Caravans should be a little smarter and more efficient too!

  • Removed pre-launch pop up window.

    Streamlining the game launch process baby!

  • Added a more detailed Settings menu.

    You get an option, you get an option and you get an option!

  • Ruins will only yield rewards now.

    We're overhauling exploration to make it more challenging and more rewarding. This is the first step in that process. No more monster spawns, just shiny shinies.


Attack Changes



  • Towers now receive a height advantage when placed on elevated tiles.

    Continuing to reward smart tower placement and strategy. Towers at a greater height will be significantly more effective.

  • Attack Sound Effects have been updated.

    Pew pew laser explosion.

  • Some projectiles will now explode into an AOE attack. The size of this explosion can be upgraded.

    UPGRADES!!!

  • Swordsman AOE attacks are much more effective.

    Swordsmen have been buffed to make them vastly more effective. They're now a horde smashing machine.

  • Most poison attacks now either have a DOT effect or will heal the user.

    We're continuing the work to make each resource more unique.

  • All Attack visuals have been updated.

    One small sentence, 2 months work. I need a beach and a drink.

  • Your City now has a ranged attack.

    Aimed at making the defence of the city a bit easier, and making the odd enemy slipping through your lines a bit less punishing.

  • Added a variety of new attack behaviours (Poison Clouds, Arcing between enemies, Life-Steal).

    They can also get upgraded. UPGRADES!

  • Added homing behaviour to projectiles.

    Not heat seeking, but not too far off. They get to home because of magic. That's the lore. MAGIC.

  • Added arcing behaviour to general attacks.

    MAGIC

  • Added an 'emit from base' behaviour to instant attacks. (Used in attacks like earthquake and flame pulse)

    These can get upgraded.

  • Added a 'constant field' behaviour to instant attacks. (Used in attacks like poison clouds and flame tornado)

    ALSO HAVE UPGRADES.

  • Added a flame tornado.

    YEAH, YOU GUESSED IT. CAN BE UPGRADED.



Monster Changes



  • All monster attacks were redone.

    Took 2 weeks. Beach me.

  • Torcher Mother attack is slower and has a larger AOE.

    Seriously powerful bug mother. Modelled after my ex. Just handsomer. And nicer.

  • Torchers and Treants are now a bit weaker.

    Apparently the game is too hard.

  • Brute attack is now melee range and does high damage.

    Kill it fast. Or it kill you faster.

  • Grunt movement speed increased.

    No more infinite kiting with Rangers, these guys zoom.

  • Added more variations to the basic Slash and AOE attacks.

    Pretty effects, pretty sounds, pretty good patch.

  • Wave variety and frequency has changed.

    Variety is the spice of life.



Wave Changes



  • Waves will now naturally trigger about every 7 game days.

    You should probably make sure you have defences before day 7.

  • Mini-Chasms now spawn far away from the City.

    Less on your doorstep and more you saw them on holiday. With binoculars.

  • Adjusted spawn rates of boss monsters.

    teehehe

  • You can no longer see information about the next wave before it comes.

    We did this for game design reasons and not because of a very annoying bug that we gave up trying to fix.

  • Added a visual effect when a wave is active.

    More scare, more game clarity. Win win.

  • Lurchers will not spawn in a wave before day 50.
  • Reapers will not spawn in a wave before day 80.


GUI & Feedback



  • Added an Upgrade window. (Shortcut "U")

    Or right click the unit/tower/building you want to upgrade. Screenwide explosions inc.

  • Added a Settings window that allows you to change key binds and display settings.

    OPTIONS!

  • Added rising/falling arrows to the HUD Resource displays.

    Clarity! Should make it easier to track how soon you're going to die.

  • Simplified the selection panel.
  • Added a Bar to track how full your City Storage is from the selection panel.

    Clarity.

  • Added a 'Build Copy' option to the Right-Click menu and Action Button menu.

    Quality of life.

  • Added a simple Upgrade button to relevant Interactables.

    Right click is your best friend.

  • Improved warnings for when your City HP is low.

    Since some people somehow didn't notice their people getting slaughtered. Who needs a proletariat eh?!

  • Added warnings for when your City Storage is nearly full.

  • Buildings now auto-fill with workers.

    QOL. Don't worry they won't fill buildings you've deliberately underfilled.

  • Added a sound effect when a research node is completed.

    IMMERSION

  • Added a Healing particle effect to all Interactables.

    QOL, CLARITY, IMMERSION, SHINIES.



Misc.



  • Ruins will only give you items now.
  • Removed a bunch of stuff related to Supply Areas now that they've been simplified.
  • Laid the groundwork for various status effects (Burning, Shocked, Poisoned, etc.). Some of these are in the game now but most aren't being used yet.


As per usual, thank you so much for your support and feedback! Members of our discord server will likely see a host of changes based on your feedback, we're incredibly grateful for it. Peace and Love from HeadByte Studios!