Compare Tides of Tomorrow 🌊 prices across 50+ stores and find the best deal. Developed by Digixart. Published by THQ Nordic. Released on 4/22/2026. Available on PC. Genres: Adventure, Indie.

Digixart's follow-up to Road 96 asks whether your good intentions survive contact with a stranger's mess. Around 15 hours, asynchronous and thoughtful, with a few rough edges the concept easily outpaces.

I came to Tides of Tomorrow already partial to Digixart after Road 96 quietly wrecked me a few years back, so I want to be upfront that my expectations were loaded. What I found is a game that absolutely has a genuinely fresh idea at its centre, and then spends its runtime testing whether that idea can carry the weight of everything around it. The short answer is: mostly yes, sometimes no, and the conversation is worth having either way. The setting is Elynd, an ocean-swamped world where centuries of plastic pollution have spawned a disease called Plastemia that literally turns living tissue into colourful, hardening plastic. You play a Tidewalker, an amnesiac survivor hauled from the sea by a scientist-mystic named Nahe, and you are immediately sick, short on the only treatment (an inhalant called Ozen), and asked to sail across floating settlements to reach a legendary vortex called the Maelstrom. The plasticpunk aesthetic is gorgeous in a quietly unsettling way. Bright neons bob in ruined water, shanty-towns are assembled from wreckage, and the colour palette that should read as cheerful instead reads as a slow funeral. The audio design is equally deliberate, an oceanic ambience that makes silence feel earned rather than empty. The headline mechanic, the Online Story-Link system, is where Tides earns its identity. Before each chapter you select a real player whose recorded run will reshape your world. Bridges they destroyed are gone. Stashes of Ozen they looted are empty. NPCs remember how they were treated. You can watch ghostly echoes of their movements, leave emotes stamped in the world for your own followers, and stow resources in special chests for whoever comes after you. The conservationism themes land hard precisely because the mechanics reinforce them. Giving away Ozen to a character in need is genuinely tense when you can see exactly how little you have left. What the system does to moral weight in a narrative game is something I have not encountered quite like this before. The friction is real, though. The game is first-person, and beyond dialogue trees there are stealth sections, light platforming, boat races, ship-to-ship skirmishes, and a submarine sequence that arrives later on. None of these are mechanically sophisticated, and a few reviewers used the word repetitive with some justification. The story itself is the other soft spot: the Plastemia allegory and the three-faction politics (Marauders, Reclaimers, Mystics) are set up with real imagination, but the narrative never quite reaches the emotional gut-punch the world promises. Multiple endings exist, but without a chapter-select or conversation skip, revisiting requires a full run. It is also worth noting that if you play in isolation, never leaning into the Story-Link with a friend or a known streamer via seed code, some of the game's best electricity goes missing. For the audience that lives for choice-driven narrative games and has someone to share a seed code with, this is one of the more formally inventive things released in 2026. For players wanting mechanical depth or a towering plot, the honest answer is that the machinery here is lighter than the concept deserves. What Digixart has built is closer to a proof of concept that works beautifully in its best moments, and that is not a dismissal. Sometimes a well-executed singular idea is exactly what you needed. Kai, Scout Team

Tides of Tomorrow 🌊
AdventureIndie

Tides of Tomorrow 🌊

Apr 22, 2026Digixartβ€’ THQ Nordic
GamerScout Says

Digixart's follow-up to Road 96 asks whether your good intentions survive contact with a stranger's mess. Around 15 hours, asynchronous and thoughtful, with a few rough edges the concept easily outpaces.

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About Tides of Tomorrow 🌊

I came to Tides of Tomorrow already partial to Digixart after Road 96 quietly wrecked me a few years back, so I want to be upfront that my expectations were loaded. What I found is a game that absolutely has a genuinely fresh idea at its centre, and then spends its runtime testing whether that idea can carry the weight of everything around it. The short answer is: mostly yes, sometimes no, and the conversation is worth having either way. The setting is Elynd, an ocean-swamped world where centuries of plastic pollution have spawned a disease called Plastemia that literally turns living tissue into colourful, hardening plastic. You play a Tidewalker, an amnesiac survivor hauled from the sea by a scientist-mystic named Nahe, and you are immediately sick, short on the only treatment (an inhalant called Ozen), and asked to sail across floating settlements to reach a legendary vortex called the Maelstrom. The plasticpunk aesthetic is gorgeous in a quietly unsettling way. Bright neons bob in ruined water, shanty-towns are assembled from wreckage, and the colour palette that should read as cheerful instead reads as a slow funeral. The audio design is equally deliberate, an oceanic ambience that makes silence feel earned rather than empty. The headline mechanic, the Online Story-Link system, is where Tides earns its identity. Before each chapter you select a real player whose recorded run will reshape your world. Bridges they destroyed are gone. Stashes of Ozen they looted are empty. NPCs remember how they were treated. You can watch ghostly echoes of their movements, leave emotes stamped in the world for your own followers, and stow resources in special chests for whoever comes after you. The conservationism themes land hard precisely because the mechanics reinforce them. Giving away Ozen to a character in need is genuinely tense when you can see exactly how little you have left. What the system does to moral weight in a narrative game is something I have not encountered quite like this before. The friction is real, though. The game is first-person, and beyond dialogue trees there are stealth sections, light platforming, boat races, ship-to-ship skirmishes, and a submarine sequence that arrives later on. None of these are mechanically sophisticated, and a few reviewers used the word repetitive with some justification. The story itself is the other soft spot: the Plastemia allegory and the three-faction politics (Marauders, Reclaimers, Mystics) are set up with real imagination, but the narrative never quite reaches the emotional gut-punch the world promises. Multiple endings exist, but without a chapter-select or conversation skip, revisiting requires a full run. It is also worth noting that if you play in isolation, never leaning into the Story-Link with a friend or a known streamer via seed code, some of the game's best electricity goes missing. For the audience that lives for choice-driven narrative games and has someone to share a seed code with, this is one of the more formally inventive things released in 2026. For players wanting mechanical depth or a towering plot, the honest answer is that the machinery here is lighter than the concept deserves. What Digixart has built is closer to a proof of concept that works beautifully in its best moments, and that is not a dismissal. Sometimes a well-executed singular idea is exactly what you needed. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaAsynchronous MultiplayerStory-Link SystemFirst-Person NarrativePlasticpunkBranching DialogueMoral ChoicesOzen Resource ManagementMultiple EndingsOceanic Setting

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Game Info

Developer
Digixart
Publisher
THQ Nordic
Release Date
Apr 22, 2026

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