
An atmospheric tower-defence strategy game about holding back an oozing toxic Tide. A distant mining colony has awakened a living flood that seeps from breaches in the ground. Dig for resources, raise defensive terrain, and burn your way to seal the breaches. Can you survive the Biletide?
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About
An atmospheric tower-defence strategy game about holding back an oozing toxic Tide. A distant mining colony has awakened a living flood that seeps from breaches in the ground. Dig for resources, raise the land for defence, and burn your way to seal the breaches. Can you survive the Biletide?
Dig, raise and reshape a 3D voxel battlefield
Control the flow of an unthinking but rising toxic enemy
Burn, block or redirect with towers and defences
Build to manage scarce resources
Deal with pollution as burning the Biletide releases toxic smog
Survive an escalating campaign where every decision matters
Design and share your own levels through Steam workshop
Dig into the voxel terrain to gather the resources your colony needs to survive. Every building or raised tile costs precious material, so expansion always comes with risk. Dig too deep and you provide riverbeds for the tide.
The only way to push back the Biletide is with fire. Build plasma flamethrower towers to hold key choke points and fight your way towards the breaches. But each burn comes with a risk, releasing a toxic smog into the air and suffocating your solar panels.
The Biletide flows seeking the lowest ground. Dig channels and reshape the battlefield to redirect it away from your base.
Some buildings need to be powered, and woe betide you if you get surrounded.
Play through a campaign as colonists struggle to survive on a doomed mining colony. Each mission introduces new pressures and harder choices as the Biletide spreads further across the planet.
Design your own Biletide missions with the built-in level editor. Place terrain, buildings and of course the Biletide. Then share through the Steam Workshop or play levels made by other players.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Sehr wenig Level und Sehr wenig Gebäude aber trotzdem macht es Spaß. Wer bock auf 10-20 Stunden Zocken hat und sich ranhält kann dieses Spiel an einem tag durch Spielen! Cooles Spiel aufjedenfall.
This is a really fun and unique game. It took me a while to get the hang of it and respond fast enough to beat the early post-tutorial levels, but it's very rewarding when you do.
Very cool game! The tutorial gets you up to speed quickly, and once you've mastered the basics you can start experimenting with different ways to hold back the ooze. It's really fun to play, and genuinely satisfying when you finally crack a level. Definitely worth the money.
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Languages: English**languages with full audio support
Hours played at review time, across 29 reviews with recorded playtime.
If you like Creeper World, you'll love this. Campaign is fairly short but satisfying. Pretty good for a 6$ game.
Like others have said, this is similar to the creeper world series (especially CW4, the 3d one) but stands on its own. That said, if you like creeper world you'll probably like this, definitely give it a shot. Campaign is a tad short, but it has workshop integration. As of playing this, the workshop has...1 whole level, but it just released so fingers crossed for more. Even without workshop, it's fairly cheap so I think it's worth it. If the dev reads this, a few recommendations/QoL/things that I think would help make the game even better: Buildings: Plasma bombs-some sort of explosive to fight deeper pools. Launch with mortars, or build ahead of time as a trap Bile solvent-some sort of solvent, possibly made from collected pollution in a plant connected to a pollution collector. maybe combines with water obtained from an atmospheric condenser. Then, maybe connect a sprayer to the factory with pipes, or have it dispense at the factory, or have pipes auto-build like the power and sprayers get filled that way. A small reservoir built in could let it keep shooting after losing power, for a short time. Laser-long range, high damage, but thin AoE, for control of chokepoints or helping establish footholds Plasma/laser gate/wall-stationary laser that burns any bile pouring through, with a few ideas for implementation Overhang-Put on the edge of a cliff to shoot the laser/plasma beam straight down, would either be built on the sides of ground/each other to Projector-Sits above an area and shoots a line a few blocks long, either a solid, tall laser or several beams Intersect-build 2 blocks that form a beam between them, with power either scaling with distance (probably exponentially) or having a set range Intersecting projector-Combining the two, essentially requiring a second projector with power for them to function Bomb-Blows up a single block below it, working more quickly than the extractor but costing material instead of giving it. Possibly multiple levels, each costing more but blowing up more blocks under, or just keep the same scroll-queue as the other terraformers. Or, have a toggle to auto-detonate or manually detonate in order to expand possibly strategies Freezer-Freezes a block of bile, making it temporarily act as a wall. Losing power would cause the bile to melt after some time, freezing would also take a second to happen, and damage to the bile is reduced/breaks down the wall. Either dedicated to one block, or tries to keep as many frozen as it can in an area Lava: Combine material+power to get a hot, slow moving liquid like the bile, except maybe it would be able to burn more than 1:1 but take a massive amount of power to make. Holding tanks would let you build it up, similar to storing power for a rainy (or smoggy) day. If the solvent acts as a spray and doesn't persist, then having this as well would allow you to have a counter-bile liquid of your own, and it could then be measured on the chart. Or, have solvent and lava both be deployable, but lava burns solvent as much as it burns bile, so you have to be careful about not mixing them QoL: Bile meter: Even though completely clearing out the bile isn't a requirement for any levels (which I'm grateful for, can get a little annoying in CW) it would be nice to be able to see the amount of bile left. Could also measure solvent Speed settings-Sometimes there is too much to react to at a given time, and slowing it down/pausing without opening the menu helps a lot in planning. If it's for balance, I get it, no worries. but speeding up should at least be on the table, nice if you have little to do or are just waiting for the level to be beaten. Height level indicator-put a number somewhere to indicate what height the ground your mouse is on is, especially helpful with bridges. Maybe make it a toggleable overlay such as x-ray, making each level a different color would help a lot in a pinch since this game takes a lot of quick thinking And some other ideas, but I don't want this review to get too long.
Different enough from Creeper World to not call it a clone. Has a few fun levels, but limited mechanics and technology. For the price this is justifiable. Its a quick 5 hour game. Could be epanded upon to become a great expansive game with more mechanics and levels, but who knows.
This is my first experience of a tower defence game and I'm really enjoying it. The game is well made and the tutorials teach you everything you need to know, so it's easy to pick up even if you haven't played similar games. The levels have been well designed, they are challenging but addictive, and it's a lot of fun testing out new strategies and seeing what works to keep back the biletide!
BURN THE SLIME. PURGE THE UNCLEAN. DESTROY ALL THAT THREATENS YOUR WAY OF LIFE!
Very fresh idea i like it, well optimaized clean UI music is moody and on place whit the game theme.
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