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

Road 96's studio built a ghost network into a flooded-world narrative, and the result is one of the most quietly radical ideas in years - even if the bones underneath don't always hold the weight.

I've been thinking about Tides of Tomorrow for days after finishing it, which says something, because on the surface it looks like a straightforward narrative adventure that could slide past you without friction. The hook is the Online Story-Link system, and it is genuinely unlike anything I've spent time with. Before each mission you select another player's recorded run as your Story-Link seed. Their past choices then reshape your version of Elynd: bridges they destroyed have to be rebuilt, NPCs who were treated warmly open doors for you that stay shut for other players, and resources they stowed in special chests await you like letters from a stranger. The three factions you brush up against - the medicine-controlling Marauders, the everyday-survivor Reclaimers, and the spiritualist Mystics - can feel entirely different depending on who you followed. Playing a level twice with different seeds and arriving at a hostile market versus a peaceful one is the kind of mechanical poetry that makes small studios worth watching. The world itself, Elynd, is a plasticpunk ocean planet where a disease called Plastemia is slowly turning every living thing into colorful plastic. The allegory isn't subtle, and it isn't trying to be. Your Tidewalker begins with no memory, sustained only by regular doses of an inhaler called Ozen - the same medicine the entire population depends on - and almost every moral choice in the game orbits that scarcity. Do you keep your Ozen or share it with a stranger who might die without it? Do you experiment on animals to accelerate a cure when the alternative is watching humanity collapse? The writing doesn't always match the ambition of those questions, but it asks them with enough sincerity that I found myself sitting with the decisions afterward. Where the game reveals its budget limits is in the gaps between those choices. Traversal is first-person and confined; you walk through levels looking for secrets or stealth past guards, and the actual feel of moving through the world is thin. Stealth sections are rudimentary, puzzles are rarely more than ambient decoration, and the resource-gathering loop can start to feel like a treadmill. There are brighter interruptions - boat races, nautical skirmishes, the odd chase sequence - and they do enough to prevent any single mode from exhausting you. The visual style compensates considerably: a comic-book-adjacent palette that makes pollution look luminous, with floating settlements that reward slow exploration. The original soundtrack, which also received a vinyl release, adds oceanic weight to quieter moments in ways that genuinely elevate them. The honest tension with the Story-Link system is that it can make your own agency feel secondary. Several reviewers noted that the player you followed often seems to carry more narrative gravity than your own decisions, especially in the early hours. The game's story can contradict itself when two players' branching paths collide awkwardly, and there is no way to fast-forward dialogue on a second playthrough - a real inconvenience if you are chasing the multiple endings. For players who want a tightly authored narrative with clear cause and effect, the asynchronous design sometimes feels like it gives with one hand and takes with the other. For players who love the idea of their choices becoming someone else's inheritance, it is something worth sitting with. Tides of Tomorrow is for players who read the credits and wonder about the people behind them - who care about a studio attempting something structurally new at modest scale and mostly getting it right. It runs roughly 15 hours and doesn't overstay that welcome. Road 96 had tighter storytelling, but this is the more formally adventurous game, and I mean that as genuine praise. Digixart is building something here that isn't finished yet, and being present at iteration one has its own quiet reward. Kai, Scout Team

Tides of Tomorrow

Tides of Tomorrow

Apr 22, 2026DigixartTHQ Nordic
GamerScout Says

Road 96's studio built a ghost network into a flooded-world narrative, and the result is one of the most quietly radical ideas in years - even if the bones underneath don't always hold the weight.

PC
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GamerScout Verdict

Ideal for narrative-adventure players who want a structurally daring experiment more than a mechanically polished game.

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About Tides of Tomorrow

I've been thinking about Tides of Tomorrow for days after finishing it, which says something, because on the surface it looks like a straightforward narrative adventure that could slide past you without friction. The hook is the Online Story-Link system, and it is genuinely unlike anything I've spent time with. Before each mission you select another player's recorded run as your Story-Link seed. Their past choices then reshape your version of Elynd: bridges they destroyed have to be rebuilt, NPCs who were treated warmly open doors for you that stay shut for other players, and resources they stowed in special chests await you like letters from a stranger. The three factions you brush up against - the medicine-controlling Marauders, the everyday-survivor Reclaimers, and the spiritualist Mystics - can feel entirely different depending on who you followed. Playing a level twice with different seeds and arriving at a hostile market versus a peaceful one is the kind of mechanical poetry that makes small studios worth watching. The world itself, Elynd, is a plasticpunk ocean planet where a disease called Plastemia is slowly turning every living thing into colorful plastic. The allegory isn't subtle, and it isn't trying to be. Your Tidewalker begins with no memory, sustained only by regular doses of an inhaler called Ozen - the same medicine the entire population depends on - and almost every moral choice in the game orbits that scarcity. Do you keep your Ozen or share it with a stranger who might die without it? Do you experiment on animals to accelerate a cure when the alternative is watching humanity collapse? The writing doesn't always match the ambition of those questions, but it asks them with enough sincerity that I found myself sitting with the decisions afterward. Where the game reveals its budget limits is in the gaps between those choices. Traversal is first-person and confined; you walk through levels looking for secrets or stealth past guards, and the actual feel of moving through the world is thin. Stealth sections are rudimentary, puzzles are rarely more than ambient decoration, and the resource-gathering loop can start to feel like a treadmill. There are brighter interruptions - boat races, nautical skirmishes, the odd chase sequence - and they do enough to prevent any single mode from exhausting you. The visual style compensates considerably: a comic-book-adjacent palette that makes pollution look luminous, with floating settlements that reward slow exploration. The original soundtrack, which also received a vinyl release, adds oceanic weight to quieter moments in ways that genuinely elevate them. The honest tension with the Story-Link system is that it can make your own agency feel secondary. Several reviewers noted that the player you followed often seems to carry more narrative gravity than your own decisions, especially in the early hours. The game's story can contradict itself when two players' branching paths collide awkwardly, and there is no way to fast-forward dialogue on a second playthrough - a real inconvenience if you are chasing the multiple endings. For players who want a tightly authored narrative with clear cause and effect, the asynchronous design sometimes feels like it gives with one hand and takes with the other. For players who love the idea of their choices becoming someone else's inheritance, it is something worth sitting with. Tides of Tomorrow is for players who read the credits and wonder about the people behind them - who care about a studio attempting something structurally new at modest scale and mostly getting it right. It runs roughly 15 hours and doesn't overstay that welcome. Road 96 had tighter storytelling, but this is the more formally adventurous game, and I mean that as genuine praise. Digixart is building something here that isn't finished yet, and being present at iteration one has its own quiet reward.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedAsynchronous MultiplayerStory-Link SystemPlasticpunkFaction ChoicesEnvironmental AllegoryFirst-Person NarrativeOzen Resource ManagementTidewalkerBranching ConsequencesNautical Exploration

System Requirements

Minimum

OS
Windows 10
Processor
Intel Core i5 4460 or AMD Ryzen 3 2300U
Memory
16 GB RAM
Graphics
NVIDIA GTX 1060 or AMD RX 5700
DirectX
Version 12
Storage
1…

Recommended

OS
Windows 10
Processor
Intel Core i5 8600K or AMD Ryzen 5 3600XT
Memory
16 GB RAM
Graphics
NVIDIA RTX 2060 Super or RX 5700XT
DirectX
Version 12…

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Game Info

Developer
Digixart
Publisher
THQ Nordic
Release Date
Apr 22, 2026

Features

Single-playerSteam AchievementsFull controller supportAdjustable Text SizeCamera ComfortColor AlternativesCustom Volume ControlsPlayable without Timed Input+6 more

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What platforms is Tides of Tomorrow available on?

Tides of Tomorrow is available on PC.

When was Tides of Tomorrow released?

Tides of Tomorrow was released on 22 April 2026.

Who developed Tides of Tomorrow?

Tides of Tomorrow was developed by Digixart and published by THQ Nordic.