A 9×9 board × roguelike deckbuilder × explosive multipliers. Reshape your pool with daily 3-picks. Chain symbol combos through an event queue, and push your build until the numbers break. From the 12-rent campaign to endless score-attack — see how far one good build can go.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Bloomtide is a roguelike deckbuilder built around 142+ board symbols, 80+ environments, and 100+ equipment items. Balancing this many cross-interactions and hidden combos isn't a job for a closed playtest — it needs real players running real builds. Early Access lets us tune the rent curve, surface unintended synergies, and add new archetypes based on what the community actually plays. We're shipping a game that's already complete and fun; we want your runs to make it deeper.”

Approximately how long will this game be in Early Access?

“We plan to stay in Early Access for roughly 6 to 12 months. The exact length depends on the rhythm of community feedback and how much new content we want to add before calling it 1.0. We'd rather leave Early Access with a game that feels finished than rush a deadline.”

How is the full version planned to differ from the Early Access version?

“We plan to expand the full version with more archetypes and hidden combos, additional environment and equipment items, deeper meta-progression between runs, polished tutorials and onboarding, complete localization, and balance tuning informed by community telemetry. The core systems — board, event queue, three strategy layers, two modes — are already in place and won't fundamentally change.”

What is the current state of the Early Access version?

“Bloomtide is fully playable today: 142 board symbols across 37 archetypes, over 80 environment items, 100+ equipment items, both Campaign (12-rent victory path) and Endless modes are working, and the core loop — daily 3-pick, event-queue resolution, modifier pipeline, rent cycle — is stable. Still being polished: tutorial flow, full localization for some languages, a handful of late-game hidden combos, and balance fine-tuning based on early playtest data.”

Will the game be priced differently during and after Early Access?

“We plan to keep the Early Access price stable. As we add significant new content and reach 1.0, the price may rise modestly to reflect the expanded scope. Early Access players get the full game at every step — no separate purchase to upgrade to 1.0.”

How are you planning on involving the Community in your development process?

“Community feedback drives our roadmap. We'll be active on Steam Discussions tracking build reports, hidden combo discoveries, balance suggestions, and bug reports. We plan to ship updates on a regular cadence, with patch notes that show how community input shaped each change. Suggestions for new archetypes, equipment, or hidden interactions are explicitly welcome — some of the best combos in this game came from playtest moments we never planned.”
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This game is not yet available on Steam

Planned Release Date: May 2026

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About This Game

Bloomtide

Every morning, a 9×9 board reshuffles from your filling pool. Apples, lightning, hawks, cherry blossoms — what ends up next to what decides how much you earn today. You have one job: pay the rent.

But the real game is turning "enough" into an explosion.

Core Loop

  • The board reshuffles every day — same pool, new layout. Adjacent relationships create new synergies each run.

  • Event queue resolution — growth, devour, movement, decay, burst. One event triggers the next, chaining into exponential payoffs.

  • Daily 3-pick (CoreItem) — add a new symbol type, or weight an existing one. Slowly bend the random board toward your archetype.

  • Rent at the end of each cycle — survive the rent check, then pick a BuffItem or EffectItem to amplify whatever build is forming. Cycles get longer as you progress; rent keeps climbing.

Three Strategy Layers

  • Board (CoreItem) — define what can show up on your board.

  • Environment (EffectItem) — Snowy Mountain accelerates growth. Deep Sea strengthens devouring. Match your archetype.

  • Equipment (BuffItem) — multiplier wands, xmult rings. Take a working build and break the numbers.

"I went growth-fruits → I need the snowy mountain → I need the multiplier wand." When the build clicks, you feel the machine working for you.

Two Modes

  • Campaign — 12 rent payments to win. A guided ramp through every mechanic.

  • Endless — rent stops scaling at run 14. All items unlocked. No survival pressure — just "how far can my build push the numbers?"

Why You Won't Stop

  • Numbers go up — hard. A modifier pipeline (chips_add → chips_mul → mult_add → mult_mul → xmult) takes a good hand from dozens to millions in a single resolve.

  • Hidden combos to discover. A hawk eating a snake poisons the field. A cherry blossom hitting zero blows up everyone. Hundreds of cross-item interactions waiting.

  • Every run is different. Archetypes × environments × equipment = a vast space of viable builds.

  • Simple rules, emergent depth. Each item is readable at a glance. The combinations are not.

  • Stylized symbol art. Every piece is readable at a glance — high information density, zero recognition cost.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some image may edit with ai.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit or later
    • Processor: Intel Core i3-2100 / AMD FX-4100 or equivalent
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 4000 / AMD Radeon HD 7000 series or equivalent
    • DirectX: Version 11
    • Storage: 500 MB available space
    • Sound Card: DirectX Compatible
    Recommended:
    • Requires a 64-bit processor and operating system
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