Still reading? The black tide is back. No bones, no end. You don't build a base: you grow one, a mutant tree of concrete and steel, hungry for death. Order its branches, rewrite the ground, grind them to paste. There is no future. There is the wall.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

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?

“I am one developer. NodeFeat is playable today as a complete single-player game, and Early Access is how I take it to version 1.0 with players instead of alone.

What you get today: a tower defense where the base is a tree. Every turret is a node: move one and its branch follows, grow one and new turrets sprout. The enemy is a swarm simulated body by body, and it moves like a fluid: it flows around your base, piles up where it is blocked, climbs where it is squeezed. That is in the game now, with no placeholder.

My goals for Early Access, in order:

1. Balancing: the incremental and roguelite side of the game, seeds, node tiers, enchantments, economy, difficulty modes. Every run comes from a seed, so a player who posts a seed hands me the exact siege they fought.

2. Performance, on as many machines as possible. I can only measure it on mine.

3. Multiplayer: the three additions that make the full game (mobile units, countermeasures, asymmetric co-op), tested on a public beta branch first. Solo play does not wait on it.

4. Version 1.0, when the rules stop changing. Target: first half of 2028.

What I commit to: regular updates with a changelog that says what players reported and what changed. Answers in the Steam discussions. Nothing already in the game removed or moved behind a paywall. If something needs more time, I say so on this page. NodeFeat is the only game I am building until 1.0.

Buy it for what it is today.”

Approximately how long will this game be in Early Access?

“About a year. Early Access opens on 23 March 2027 and I am aiming for version 1.0 in the first half of 2028.

The three additions ship in this order: mobile units, then countermeasures, then co-op. Version 1.0 is when the rules stop changing. If co-op needs longer, I will say so on this page rather than ship it thin.
”

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

“

Mobile units. Today the site defends itself: the tree grows, turns, digs in and holds. The full version adds units that leave it, on the ground, on the water and in the air. What you send out is no longer defending you.

Countermeasures. The swarm does not only bite. It leaves things behind in your branches, and the full version gives you the tools to answer that.

Asymmetric co-op. One player commands the site from above. The others are down there in bodies. Nobody picks a role in a lobby: select nothing and you command, select one unit and you are in it.

Alongside those: balance driven by what players report. Nothing in the Early Access build gets removed for the full version, and nothing already in it moves behind a paywall.
”

What is the current state of the Early Access version?

“Playable and complete as a single-player game. No vertical slice, no placeholder: what is in is in whole, what is out is absent.

In the build: the site of Node 52 and its nine sectors, laid out from your run seed, so no two runs are the same site. The tree, grown one node at a time, with three weapon lines of ten tiers each and six enchantments on top. Four kinds of enemy bodies, mixed into every contact, every one of them simulated individually. Seven attack vectors, announced before they hit. Real-time terraforming, and a swarm that reads the ground like a fluid. Seventeen environment mutations that stack between contacts. Four difficulty modes that change how long the site remembers, not how hard it hits. Two views: full HD, and a monochrome tactical screen at full parity. A soundtrack generated live. Interface in English, French, German, Simplified Chinese and Japanese.

Not in the build: multiplayer. It is absent, not disabled, and nothing in the single-player game waits on it.
”

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

“Yes. The Early Access price is the lowest price NodeFeat will have. It goes up once, when the game reaches version 1.0, and not on every update in between. Buying during Early Access is how you get that discount, and everyone who does gets version 1.0 at no extra cost.
”

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

“Every run comes from a seed, and the seed is part of the game. A player who posts a seed in the Steam discussions hands me the exact site they played: same layout, same disasters, same fight. A report becomes something I reproduce in a minute. That is why the discussions are the bug tracker and the balance tracker for this game.

I read them and answer there. Every update ships with a changelog that says what a player reported and what changed because of it. Difficulty and cost curves get tuned from what players actually do. Performance reports, with your hardware and settings, are the other thing I will ask for.

Co-op goes to a public beta branch, open to anyone who owns the game, before it goes to everybody. It lives or dies on what it feels like between two people, and I will not find that out alone.

”
Read more
This game is not yet available on Steam

Planned Release Date: 2027

Interested?
Add to your wishlist and get notified when it becomes available.
 

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

THERE ARE STORIES, OPERATOR.

1439. Wolves inside Paris. The battle of Courtaud. We saw this swarm then. This mud. It went down into the necromancers' pentacle, under the dark city. Nobody saw it again. Until tonight. THE BLACK TIDE IS BACK

IT HAS NO BONES. GRIND IT TO PASTE.

  • Every black bead out there is one body. Not a texture. One body.

  • A million. A billion. It changes NOTHING about your orders.

  • It flows like mud, heaps up against your walls, and climbs.

YOU DON'T BUILD A BASE. YOU GROW ONE.

  • Other games hand you a build menu. There is none here.

  • Your base is a tree of nodes: a mutant organism of concrete and steel.

  • It grows. It feeds. It is hungry for death.

  • GROW: add a node, raise a concrete cell. Its borders are your walls.

  • No build phase. No pause. Everything grows and rebuilds in real time, under fire. (Yep. It's the future.)

A BRUTALIST LANDSCAPE ARCHITECT.

  • Every node you grow frames a piece of the land. Every wall you raise cuts a view.

  • Grow, dig, raise: you are not only killing. You are composing.

  • Inside, the cells stay empty. Concrete, silence, void. Nothing lives in there.

  • Looks like a prison? Perfect. I don't advise you to leave the base.

  • The calm lasts as long as the front holds.

THE WALL OF DEATH: every wall hides casemates, waiting in the dark. Upgrade them: thicker concrete, more casemates, more firepower. Ready to let the powder talk.

THE TREE IS THE CHAIN OF COMMAND.

  • Other games select units. You give orders down the branches.

  • Parents command. Leaves obey. Cut one node, its whole branch goes dark.

  • Send the war effort where the ground says it matters.

CUT THE QUIET SIDE: the war effort floods the live front. Faster guns, longer flames, harder siphons

MOVE: drag a node in real time. Its walls follow and push the enemy back.

THE RADAR GROWS. NEVER THE SAME WAY TWICE.

  • An incremental radar tree on steroids: roguelite upgrades between contacts.

  • Radar waves ripple out from your nodes.

  • Drag a whole branch across the radar so two waves overlap. Where they cross, combos fire.

OTHERS DEFEND THE MAP. YOU REWRITE IT.

  • The tide flows like mud and reads every slope.

  • Terraform in real time. Make the ground fight for you.

DIG: carve a moat around the walls. The mud falls in

RAISE: lift the ground. The fortress rides it up.

EVERY KILL PAYS. SPEND IT ON MORE TEETH.

  • Every body ground to paste pays credit.

  • Credit grows nodes, walls and guns. Every shot burns some.

  • Spend now to hold. Or starve now to grow bigger.

IN CASE THAT WAS NOT CLEAR ENOUGH.

  • GENRE: single-player base defense, played in contacts.

  • THE LOOP: no build phase. The tide starts far out: build while you watch it come, and keep building under fire.

  • THE LOSS: lose the core, the run is over.

  • THE GUNS: turrets on the nodes, fire from the walls, siphons that swallow the tide.

  • THE GROUND: terraform in real time. The tide reads every slope.

  • THE ENEMY: one black tide, millions strong. No bones. No mercy. No end.

NodeFeat
ONE NODE. HOLD IT. NO DEFEAT.
NO FUTURE. NO MAN'S LAND. ONLY THE WALL.

NOW MOVE.

AI Generated Content Disclosure

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

AI was used for trailer and capsules, not in game

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows HellEven
    • Processor: Soul X69
    • Memory: 1024 GB RAM
    • Graphics: 3D Voodoo Porcelain Ed.
    • Storage: 666 GB available space
    • Sound Card: Chiptune FX
    • VR Support: Your Eyes 1.0
    Minimum:
    • OS: RootKernel 0 Hacker Ed.
    • Processor: ALU 6 Nation
    • Memory: 1 MB RAM
    • Graphics: Paper & Scissor Matrix Mult
    • Storage: 6 MB available space
    • Sound Card: GoodVibes v3.14
    • VR Support: Your Eyes 0.0
Review Filters