Blissful life in Solarimere archipelago is in danger. Barbaric Aquator tribe is invading peaceful Aerian lands! Join officers of Queen Albina in their struggle to repel Aquator invasion.
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Early Access Game

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Note: This Early Access game is 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?

“We chose Early Access for Seacurity Breach for two reasons:
  • The game has fully playable campaign but would benefit from further polish and player feedback.
  • The game has a level editor for creating and publishing levels to Steam Workshop. To better adapt the editor to player desires and to provide great editing experience overall we want to work with the community.

Approximately how long will this game be in Early Access?

“We are planning to stay in Early Access approximately three to six months depending on community feedback.”

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

“At the end of the Early Access, we plan to have a complete and polished game with more defense buildings, enemies, props (available in campaign and for level creators in the editor), Steam achievements, custom level leaderboards and the most user-requested features.”

What is the current state of the Early Access version?

“The current Early Access version has:
  • Full-featured campaign, that needs some polish and balancing.
  • Five types of defensive buildings with all their upgrades implemented.
  • Five types of enemies.
  • Partially complete sound effects.
  • Custom level editor and Steam Workshop integration.
  • Steam cloud saves.
  • Some of the art assets are placeholders and will be replaced later on. Overall visual quality of the game is not yet final and will improve during Early Access.

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

“We are planning to raise price of the game by approximately 30% when we reach the end of the Early Access.”

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

“We are looking to have a regular interaction and feedback from the community. This will include discussions in forums, posts in game's recent update section about the development process and communication on social media.”
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Available: 2018


Recent updates View all (7)

November 16

Art Style Progression

Sorry, we are late! Life can be hectic for game developers, plus we didn't want to write something similar to what we had already done. Earlier this month we attended GameON convention in Vilnius and it was amazing. But when we started writing about our experience there, well, it ended up being similar to the Poznan blog.

That's why this time we are giving your eyes a treat. We will showcase you how Seacurity Breaches art and overall style has progressed, starting with the basic concept.

Without further delay, enjoy the first image.

The first concept

As you can see, it looks 'slightly' different. Extremely minimalistic and clean. All in all, still a strong look. But that's not all. In the beginning, it was still the good old fantasy setting (luckily we have moved on to a more interesting idea).

Heavyweight Orcs vs Puny Humans

More concept images even show us that we were also doing the tried and true method of Tower Defense games. Made popular by giants like Kingdom Rush. You would be forgiven if you said: It looks like a low-poly version of it.

A simple plan of making maps more decorated, realistic feeling.

Now let's take a look at some early enemy and defender ideas. We still think that they are awfully cute. Knights vs Cactus Orcs!!!

Like you can see, no fish in sight, yet. But we knew, to stand out of the crowd you need to have something extra. You can't be just like everyone else. There is an 'indiepocalypse' happening after all.
And that's how we ended on idea about islands with verticality. We haven't seen anything like that before, so let's do it!

Now, this looks like a floating island in the sky.

So we have these island and you can still see that our defender units are humans. That didn't feel right. You could say that they didn't fit the setting. After some deliberations, we decided that fish 'people' (Aquator Tribe) will try and attack native islanders bird 'people' (Aerians).
First concept for Aquators and Aerians

Now that everything was in place our first REAL island was ready to be created. At that point, we were still using props that were made for the concept and wouldn't end up in the final product. But this was the 'blueprint' for the future of our game and it's graphical style.
"Blueprint" island

See you next time!
Don't forget to follow us on social media.
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October 26

Code Week EU

A lot of you might not know what is Code Week EU, so let's start there. EU Code Week is a grass-roots movement that celebrates creativity, problem-solving and collaboration through programming and other tech activities. The idea is to make programming more visible, to show young, adults and elderly how you bring ideas to life with code, to demystify these skills and bring motivated people together to learn.

And this is where we and our game Seacurity Breach comes into play. Some of you might remember that we had a chance to showcase our games level editor tools during European Researchers night. While the audience for that particular event was on the younger side, it was a valuable experience for us. We received a lot of valuable feedback. So when RTA (Rēzeknes Tehnoloģiju Akadēmija) offered us a chance to participate in Code Week EU, we were more than happy to do it.

This time we were better prepared, we had already done this before! We are happy to report, that it was a smashing success. A lot of workable levels were created, some minor issues found, everyone had fun and, most importantly, we got screenshots for you! But one thing before we show them to you. Keep in mind that those levels are created by people who are not necessarily gamers, who haven't had any real experience when it comes to creating levels or they might not even know how a tower defense game works. And that's the main point for Code week EU, to educate people about code, software and technology in general.

And now enjoy our top 3 favourite levels and a collage with the rest of them.

This looks like a nice, safe island, we could just sit and chill there.

An island that's split in half!? That's new.

We see GOLD!!! We are rich!

See you next time!
Don't forget to follow us on social media.
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About This Game

Blissful life in Solarimere archipelago is in danger. Barbaric Aquator tribe is invading peaceful Aerian lands!
Join officers of Queen Albina in their struggle to repel Aquator invasion. Build and upgrade defensive structures, place barricades and traps, manage resources strategically and fling attackers across the sky!


Analyze attackers and choose fitting defenses to take with you into battle. Strategically place towers, traps and other buildings, and fight off waves of pesky Aquators. Manage your gold and level up defenses. Earn crystals and permanently upgrade your defenses between levels. Push through more challenging difficulty levels to test your skill! Play custom levels for more challenge or weird level design community has come up with.

  • Story - Follow Aerian and Aquator struggle in a campaign consisting of 25 challenging levels!
  • Open Level Design - Levels are designed to take full advantage of vertical space in 3D terrain! No more boring defenses on the flat surface only.
  • Defensive Structures - Build impenetrable defenses no stinking Aquator will breach. Unlock new defenses and upgrade them.
  • Varied Enemies - You'd be surprised what Aquators have in their sleeve. Considering most of them don't have sleeves at all.
  • Puns - Bird and fish puns to be more spefishic. A lot of them actually.
  • Level Editor - Extend your game with free community made levels or create your own fully featured levels and share them with the community on game's Steam Workshop!

System Requirements

    • OS: Windows 7 SP1
    • Processor: 2 GHz Dual Core
    • Memory: 2 GB RAM
    • Graphics: 512 MB VRAM
    • DirectX: Version 10
    • Storage: 200 MB available space
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