Compara los precios de Waves of the Atlantide en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Metaphore Games SAS. Publicado por Metaphore Games SAS. Lanzado el 26/3/2019. Disponible en PC. Géneros: Indie, Strategy, Early Access.

The concept of a 25-minute 4X RTS where a rising tide kills your turtling before you do is genuinely clever. Whether the execution lives up to that pitch is a different story.

I came at Waves of the Atlantide with a shooter brain and left with a strategy headache, which is not entirely the game's fault. The core conceit here is legitimately interesting: compress the expand-and-conquer loop of a traditional 4X RTS into matches that run roughly 25 minutes by using a shrinking map mechanic. Once a brief grace timer expires, the ocean starts swallowing the hex-grid island from the edges inward, so turtling hard in the corner is eventually a death sentence. That single design decision forces you to keep pushing outward, which should generate constant low-grade tension. The problem is that almost everything around that idea is underdeveloped. The map itself runs on procedural generation, so your starting position and the geography you are racing to colonize shifts every match. Each town you own produces materials on a roughly 30-second tick, and you spend those materials on expanding territory one adjacent hex at a time, building your army, and investing in a technology tree where you cannot unlock everything, which is at least a real constraint. Soldiers can be set to stationary defensive mode for a doubled defense rating, or kept mobile in attack stance. That is, essentially, the full vocabulary of tactical play. There are no factions, no unit variety beyond a single troop type, and critics have noted that combat bottoms out as a numbers race: stack a bigger army than your opponent and walk it into their territory. The technology choices and your geographical read on where the tide will hit next end up being the only levers that actually matter. Single-player works against an AI that the developer describes as non-cheating, meaning it operates under the same resource and vision rules you do. Community feedback on Steam is a bit of a paradox: some players reported the easy AI difficulty was harder than expected, while others felt the whole thing clicked once the controls were internalized. The UI has taken heat for being confusing, especially for newcomers who spend early minutes hunting for basic controls rather than playing the game. Multiplayer supports up to five players mixing human and AI opponents in the same session, which is the right format for a sub-half-hour strategy game, assuming you can actually fill a lobby. With a tiny player base and no visible matchmaking population, finding a live PvP match is the real gamble here. Graphically, do not expect much. Towns do not read as towns, units are small and generic, and the visual feedback during combat is minimal. The Steam Workshop integration opens the door for community translations, though not much else appears to have been built around it. The game has remained in Early Access well beyond the originally stated two-month window, which raises the usual red flag about long-term development trajectory. What you have right now is a proof-of-concept that works in the loosest sense, has no game-breaking bugs according to early reports, and runs cleanly enough on modest hardware that performance is not the concern. The concern is depth, player population, and whether the one-unit, one-building design will ever grow into something that rewards repeat sessions beyond the novelty of the map variety. If you genuinely like stripped-back macro strategy and the idea of a clock-driven 4X appeals to you on principle, there is a rough but coherent experience here. Anyone expecting StarCraft-style unit micro or Civilization-level tech trees will bounce off this fast. My honest read: the concept has more ambition than the current build can support, and the multiplayer premise lives or dies on a player pool that does not seem to be there right now. Fred, Scout Team

Waves of the Atlantide
IndieStrategyEarly Access

Waves of the Atlantide

26 mar 2019Metaphore Games SAS
GamerScout opina

The concept of a 25-minute 4X RTS where a rising tide kills your turtling before you do is genuinely clever. Whether the execution lives up to that pitch is a different story.

PC
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I came at Waves of the Atlantide with a shooter brain and left with a strategy headache, which is not entirely the game's fault. The core conceit here is legitimately interesting: compress the expand-and-conquer loop of a traditional 4X RTS into matches that run roughly 25 minutes by using a shrinking map mechanic. Once a brief grace timer expires, the ocean starts swallowing the hex-grid island from the edges inward, so turtling hard in the corner is eventually a death sentence. That single design decision forces you to keep pushing outward, which should generate constant low-grade tension. The problem is that almost everything around that idea is underdeveloped. The map itself runs on procedural generation, so your starting position and the geography you are racing to colonize shifts every match. Each town you own produces materials on a roughly 30-second tick, and you spend those materials on expanding territory one adjacent hex at a time, building your army, and investing in a technology tree where you cannot unlock everything, which is at least a real constraint. Soldiers can be set to stationary defensive mode for a doubled defense rating, or kept mobile in attack stance. That is, essentially, the full vocabulary of tactical play. There are no factions, no unit variety beyond a single troop type, and critics have noted that combat bottoms out as a numbers race: stack a bigger army than your opponent and walk it into their territory. The technology choices and your geographical read on where the tide will hit next end up being the only levers that actually matter. Single-player works against an AI that the developer describes as non-cheating, meaning it operates under the same resource and vision rules you do. Community feedback on Steam is a bit of a paradox: some players reported the easy AI difficulty was harder than expected, while others felt the whole thing clicked once the controls were internalized. The UI has taken heat for being confusing, especially for newcomers who spend early minutes hunting for basic controls rather than playing the game. Multiplayer supports up to five players mixing human and AI opponents in the same session, which is the right format for a sub-half-hour strategy game, assuming you can actually fill a lobby. With a tiny player base and no visible matchmaking population, finding a live PvP match is the real gamble here. Graphically, do not expect much. Towns do not read as towns, units are small and generic, and the visual feedback during combat is minimal. The Steam Workshop integration opens the door for community translations, though not much else appears to have been built around it. The game has remained in Early Access well beyond the originally stated two-month window, which raises the usual red flag about long-term development trajectory. What you have right now is a proof-of-concept that works in the loosest sense, has no game-breaking bugs according to early reports, and runs cleanly enough on modest hardware that performance is not the concern. The concern is depth, player population, and whether the one-unit, one-building design will ever grow into something that rewards repeat sessions beyond the novelty of the map variety. If you genuinely like stripped-back macro strategy and the idea of a clock-driven 4X appeals to you on principle, there is a rough but coherent experience here. Anyone expecting StarCraft-style unit micro or Civilization-level tech trees will bounce off this fast. My honest read: the concept has more ambition than the current build can support, and the multiplayer premise lives or dies on a player pool that does not seem to be there right now.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpachievementsworkshoptier:sub-5Shrinking MapMacro StrategyBoard Game-Like25-Min MatchesHex Grid ConquestTech Tree LiteSingle-Unit CombatTidal Pressure Mechanic

Requisitos del sistema

Mínimos

OS
Windows 7+
Memory
2 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Nvidia GTX 760
Processor
Intel Core i5 5th gen 2.7Ghz

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Información del juego

Desarrolladora
Metaphore Games SAS
Distribuidora
Metaphore Games SAS
Fecha de lanzamiento
26 mar 2019

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¿En qué plataformas está disponible Waves of the Atlantide?

Waves of the Atlantide está disponible en PC.

¿Cuándo se lanzó Waves of the Atlantide?

Waves of the Atlantide se lanzó el 26 de marzo de 2019.

¿Quién desarrolló Waves of the Atlantide?

Waves of the Atlantide fue desarrollado por Metaphore Games SAS.